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authorTor Andersson <tor@ccxvii.net>2022-06-20 22:57:52 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-16 19:12:55 +0100
commit50f9350562bcf8bc32f54fa67e224fed32315fd2 (patch)
tree795d6bbcad7e2866afbf8ea29a8bd3781d5283d6
parentec5f3c4b314ed9f77b3e9220f392b7655a013a00 (diff)
downloadrichard-iii-50f9350562bcf8bc32f54fa67e224fed32315fd2.tar.gz
Zap semicolons.
-rw-r--r--rules.js3013
1 files changed, 1506 insertions, 1507 deletions
diff --git a/rules.js b/rules.js
index a242719..7a04d8b 100644
--- a/rules.js
+++ b/rules.js
@@ -1,4 +1,4 @@
-"use strict";
+"use strict"
// TODO: execute enemy heirs during supply phase
// TODO: reuse supply and goes-home states for pretender and king
@@ -9,122 +9,122 @@ exports.scenarios = [
"Wars of the Roses",
"Kingmaker",
"Richard III",
-];
+]
-exports.roles = [ "York", "Lancaster" ];
+exports.roles = [ "York", "Lancaster" ]
-const { CARDS, BLOCKS, AREAS, BORDERS } = require('./data');
+const { CARDS, BLOCKS, AREAS, BORDERS } = require('./data')
-delete AREAS.LPool;
-delete AREAS.YPool;
-delete AREAS.LMinor;
-delete AREAS.YMinor;
+delete AREAS.LPool
+delete AREAS.YPool
+delete AREAS.LMinor
+delete AREAS.YMinor
-const LANCASTER = "Lancaster";
-const YORK = "York";
-const REBEL = "Rebel";
+const LANCASTER = "Lancaster"
+const YORK = "York"
+const REBEL = "Rebel"
const ENEMY = { Lancaster: "York", York: "Lancaster" }
-const OBSERVER = "Observer";
-const BOTH = "Both";
-const POOL = "Pool";
-const MINOR = "Minor";
+const OBSERVER = "Observer"
+const BOTH = "Both"
+const POOL = "Pool"
+const MINOR = "Minor"
// serif cirled numbers
-const DIE_HIT = [ 0, '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ];
-const DIE_MISS = [ 0, '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ];
+const DIE_HIT = [ 0, '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ]
+const DIE_MISS = [ 0, '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ]
-const ATTACK_MARK = "*";
-const RESERVE_MARK = "";
+const ATTACK_MARK = "*"
+const RESERVE_MARK = ""
-let states = {};
+let states = {}
-let game = null;
+let game = null
function random(n) {
- return Math.floor(((game.seed = game.seed * 48271 % 0x7fffffff) / 0x7fffffff) * n);
+ return Math.floor(((game.seed = game.seed * 48271 % 0x7fffffff) / 0x7fffffff) * n)
}
function logbr() {
if (game.log.length > 0 && game.log[game.log.length-1] !== "")
- game.log.push("");
+ game.log.push("")
}
function log_battle(s) {
- game.log.push(game.active[0] + ": " + s);
+ game.log.push(game.active[0] + ": " + s)
}
function logp(s) {
- game.log.push(game.active + " " + s);
+ game.log.push(game.active + " " + s)
}
function log(s) {
- game.log.push(s);
+ game.log.push(s)
}
function log_move_start(from) {
- game.turn_buf = [ from ];
+ game.turn_buf = [ from ]
}
function log_move_continue(to, mark) {
if (mark)
- game.turn_buf.push(to + mark);
+ game.turn_buf.push(to + mark)
else
- game.turn_buf.push(to);
+ game.turn_buf.push(to)
}
function log_move_end() {
if (game.turn_buf) {
- game.turn_log.push(game.turn_buf);
- delete game.turn_buf;
+ game.turn_log.push(game.turn_buf)
+ delete game.turn_buf
}
}
function print_turn_log_no_count(text) {
function print_move(last) {
- return "\n" + last.join(" \u2192 ");
+ return "\n" + last.join(" \u2192 ")
}
if (game.turn_log.length > 0) {
- game.turn_log.sort();
+ game.turn_log.sort()
for (let entry of game.turn_log)
- text += print_move(entry);
+ text += print_move(entry)
} else {
- text += "\nnothing.";
+ text += "\nnothing."
}
- log(text);
- delete game.turn_log;
+ log(text)
+ delete game.turn_log
}
function print_turn_log(text) {
function print_move(last) {
- return "\n" + n + " " + last.join(" \u2192 ");
+ return "\n" + n + " " + last.join(" \u2192 ")
}
- game.turn_log.sort();
- let last = game.turn_log[0];
- let n = 0;
+ game.turn_log.sort()
+ let last = game.turn_log[0]
+ let n = 0
for (let entry of game.turn_log) {
if (entry.toString() !== last.toString()) {
- text += print_move(last);
- n = 0;
+ text += print_move(last)
+ n = 0
}
- ++n;
- last = entry;
+ ++n
+ last = entry
}
if (n > 0)
- text += print_move(last);
+ text += print_move(last)
else
- text += "\nnothing.";
- log(text);
- delete game.turn_log;
+ text += "\nnothing."
+ log(text)
+ delete game.turn_log
}
function is_inactive_player(current) {
- return current === OBSERVER || (game.active !== current && game.active !== BOTH);
+ return current === OBSERVER || (game.active !== current && game.active !== BOTH)
}
function remove_from_array(array, item) {
- let i = array.indexOf(item);
+ let i = array.indexOf(item)
if (i >= 0)
- array.splice(i, 1);
+ array.splice(i, 1)
}
function deep_copy(original) {
@@ -181,9 +181,9 @@ function gen_action_undo(view) {
if (!view.actions)
view.actions = {}
if (game.undo && game.undo.length > 0)
- view.actions.undo = 1;
+ view.actions.undo = 1
else
- view.actions.undo = 0;
+ view.actions.undo = 0
}
function gen_action(view, action, argument) {
@@ -191,1150 +191,1150 @@ function gen_action(view, action, argument) {
view.actions = {}
if (argument !== undefined) {
if (!(action in view.actions)) {
- view.actions[action] = [ argument ];
+ view.actions[action] = [ argument ]
} else {
if (!view.actions[action].includes(argument))
- view.actions[action].push(argument);
+ view.actions[action].push(argument)
}
} else {
- view.actions[action] = 1;
+ view.actions[action] = 1
}
}
function roll_d6() {
- return random(6) + 1;
+ return random(6) + 1
}
function shuffle_deck() {
- let deck = [];
+ let deck = []
for (let c = 1; c <= 25; ++c)
- deck.push(c);
- return deck;
+ deck.push(c)
+ return deck
}
function deal_cards(deck, n) {
- let hand = [];
+ let hand = []
for (let i = 0; i < n; ++i) {
- let k = random(deck.length);
- hand.push(deck[k]);
- deck.splice(k, 1);
+ let k = random(deck.length)
+ hand.push(deck[k])
+ deck.splice(k, 1)
}
- return hand;
+ return hand
}
function count_ap(hand) {
- let count = 0;
+ let count = 0
for (let c of hand)
- count += CARDS[c].actions;
- return count;
+ count += CARDS[c].actions
+ return count
}
function is_pretender_heir(who) {
- return (block_owner(who) === block_owner(game.pretender) && block_type(who) === 'heir');
+ return (block_owner(who) === block_owner(game.pretender) && block_type(who) === 'heir')
}
function is_royal_heir(who) {
- return (block_owner(who) === block_owner(game.king) && block_type(who) === 'heir');
+ return (block_owner(who) === block_owner(game.king) && block_type(who) === 'heir')
}
function is_dead(who) {
if (who in BLOCKS)
- return !game.location[who];
- return !game.location[who+"/L"] && !game.location[who+"/Y"];
+ return !game.location[who]
+ return !game.location[who+"/L"] && !game.location[who+"/Y"]
}
function is_shield_area_for(where, who, combat) {
- let haystack = AREAS[where].shields;
- let needle = BLOCKS[who].shield;
+ let haystack = AREAS[where].shields
+ let needle = BLOCKS[who].shield
// Nevilles going to exile in Calais
if (where === "Calais") {
if (who === "Warwick/L" || who === "Kent/L" || who === "Salisbury/L")
- return false;
+ return false
if (count_blocks_exclude_mercenaries("Calais") < 4) {
if (who === "Kent/Y")
- return is_area_friendly_to("East Yorks", LANCASTER);
+ return is_area_friendly_to("East Yorks", LANCASTER)
if (who === "Salisbury/Y")
- return is_area_friendly_to("North Yorks", LANCASTER);
+ return is_area_friendly_to("North Yorks", LANCASTER)
}
}
// Exeter and Clarence as enemy nobles
if (who === "Exeter/Y")
- return where === "Cornwall";
+ return where === "Cornwall"
if (who === "Clarence/L")
- return (where === "South Yorks" || where === "Rutland" || where === "Hereford");
+ return (where === "South Yorks" || where === "Rutland" || where === "Hereford")
// Everyone can always use their own shield
if (haystack && haystack.includes(needle))
- return true;
+ return true
// Nevilles can use each other's shields if their owner is dead
if (is_neville(who)) {
if (is_dead("Warwick") && haystack.includes("Warwick"))
- return true;
+ return true
if (is_dead("Kent") && haystack.includes("Kent"))
- return true;
+ return true
if (is_dead("Salisbury") && haystack.includes("Salisbury"))
- return true;
+ return true
}
// York heirs can use any York shield
if (is_heir(who) && block_owner(who) === YORK) {
if (haystack.includes("York"))
- return !combat || find_senior_heir_in_area(YORK, where) === who;
+ return !combat || find_senior_heir_in_area(YORK, where) === who
}
// Lancaster heirs can use each other's specific shields if their owner is dead
if (is_heir(who) && block_owner(who) === LANCASTER) {
- let available = false;
+ let available = false
if (haystack.includes("Lancaster"))
- available = true;
+ available = true
if (is_dead("Exeter") && haystack.includes("Exeter"))
- available = true;
+ available = true
if (is_dead("Somerset") && haystack.includes("Somerset"))
- available = true;
+ available = true
if (is_dead("Richmond") && haystack.includes("Richmond"))
- available = true;
+ available = true
if (available)
- return !combat || find_senior_heir_in_area(LANCASTER, where) === who;
+ return !combat || find_senior_heir_in_area(LANCASTER, where) === who
}
- return false;
+ return false
}
function is_at_home(who) {
- let where = game.location[who];
+ let where = game.location[who]
if (!where || where === MINOR || where === POOL)
- return true;
+ return true
if (is_pretender_heir(who))
- return is_exile_area(where);
+ return is_exile_area(where)
if (is_royal_heir(who))
- return is_shield_area_for(where, who, false) || is_crown_area(where);
+ return is_shield_area_for(where, who, false) || is_crown_area(where)
if (block_type(who) === 'nobles')
- return is_shield_area_for(where, who, false);
+ return is_shield_area_for(where, who, false)
if (block_type(who) === 'church')
- return has_cathedral(where) === block_home(who);
- return true;
+ return has_cathedral(where) === block_home(who)
+ return true
}
function is_in_exile(who) {
- return is_exile_area(game.location[who]);
+ return is_exile_area(game.location[who])
}
function is_home_for(where, who) {
if (is_pretender_heir(who))
- return is_shield_area_for(where, who, false);
+ return is_shield_area_for(where, who, false)
if (is_royal_heir(who))
- return is_crown_area(where) || is_shield_area_for(where, who, false);
+ return is_crown_area(where) || is_shield_area_for(where, who, false)
if (block_type(who) === 'nobles')
- return is_shield_area_for(where, who, false);
+ return is_shield_area_for(where, who, false)
if (block_type(who) === 'church')
- return block_home(who) === has_cathedral(where);
- return false;
+ return block_home(who) === has_cathedral(where)
+ return false
}
function is_available_home_for(where, who) {
if (who === "Clarence/L")
- return is_home_for(where, who) && is_vacant_area(where);
- return is_home_for(where, who) && is_friendly_or_vacant_area(where);
+ return is_home_for(where, who) && is_vacant_area(where)
+ return is_home_for(where, who) && is_friendly_or_vacant_area(where)
}
function count_available_homes(who) {
- let count = 0;
+ let count = 0
for (let where in AREAS)
if (is_available_home_for(where, who))
- ++count;
- return count;
+ ++count
+ return count
}
function available_home(who) {
for (let where in AREAS)
if (is_available_home_for(where, who))
- return where;
+ return where
}
function go_home_if_possible(who) {
if (!is_in_exile(who)) {
- let n = count_available_homes(who);
+ let n = count_available_homes(who)
if (n === 0) {
- game.turn_log.push([block_name(who), "Pool"]);
- disband(who);
+ game.turn_log.push([block_name(who), "Pool"])
+ disband(who)
} else if (n === 1) {
- let home = available_home(who);
+ let home = available_home(who)
if (game.location[who] !== home) {
- game.location[who] = home;
- game.turn_log.push([block_name(who), game.location[who]]); // TODO: "Home"?
+ game.location[who] = home
+ game.turn_log.push([block_name(who), game.location[who]]) // TODO: "Home"?
}
} else {
- return true;
+ return true
}
}
- return false;
+ return false
}
function is_on_map_not_in_exile_or_man(who) {
- let where = game.location[who];
+ let where = game.location[who]
return where && where !== MINOR &&
where !== POOL &&
where !== "Isle of Man" &&
- !is_exile_area(where);
+ !is_exile_area(where)
}
function is_land_area(where) {
- return where && where !== MINOR && where !== POOL && !is_sea_area(where);
+ return where && where !== MINOR && where !== POOL && !is_sea_area(where)
}
function is_area_friendly_to(where, owner) {
- let save_active = game.active;
- game.active = owner;
- let result = is_friendly_area(where);
- game.active = save_active;
- return result;
+ let save_active = game.active
+ game.active = owner
+ let result = is_friendly_area(where)
+ game.active = save_active
+ return result
}
function is_london_friendly_to(owner) {
- return is_area_friendly_to("Middlesex", owner);
+ return is_area_friendly_to("Middlesex", owner)
}
function count_lancaster_nobles_and_heirs() {
- let count = 0;
+ let count = 0
for (let b in BLOCKS)
if (block_owner(b) === LANCASTER &&
(block_type(b) === 'nobles' || block_type(b) === 'church' || block_type(b) === 'heir'))
if (is_on_map_not_in_exile_or_man(b))
- ++count;
+ ++count
if (is_london_friendly_to(LANCASTER))
- ++count;
- return count;
+ ++count
+ return count
}
function count_york_nobles_and_heirs() {
- let count = 0;
+ let count = 0
for (let b in BLOCKS)
if (block_owner(b) === YORK &&
(block_type(b) === 'nobles' || block_type(b) === 'church' || block_type(b) === 'heir'))
if (is_on_map_not_in_exile_or_man(b))
- ++count;
+ ++count
if (is_london_friendly_to(YORK))
- ++count;
- return count;
+ ++count
+ return count
}
function block_name(who) {
- return BLOCKS[who].name;
+ return BLOCKS[who].name
}
function block_type(who) {
- return BLOCKS[who].type;
+ return BLOCKS[who].type
}
function block_home(who) {
- return BLOCKS[who].home;
+ return BLOCKS[who].home
}
function block_owner(who) {
if (who === REBEL) {
if (game.pretender)
- return block_owner(game.pretender);
+ return block_owner(game.pretender)
else if (game.king)
- return ENEMY[block_owner(game.king)];
+ return ENEMY[block_owner(game.king)]
else
- return YORK; // whatever... they're both dead
+ return YORK // whatever... they're both dead
}
- return BLOCKS[who].owner;
+ return BLOCKS[who].owner
}
function block_initiative(who) {
if (block_type(who) === 'bombard')
- return game.battle_round <= 1 ? 'A' : 'D';
- return BLOCKS[who].combat[0];
+ return game.battle_round <= 1 ? 'A' : 'D'
+ return BLOCKS[who].combat[0]
}
function block_printed_fire_power(who) {
- return BLOCKS[who].combat[1] | 0;
+ return BLOCKS[who].combat[1] | 0
}
function block_fire_power(who, where) {
- let combat = block_printed_fire_power(who);
+ let combat = block_printed_fire_power(who)
if (is_defender(who)) {
if (is_heir(who) && is_shield_area_for(where, who, true))
- ++combat;
+ ++combat
if (is_crown_area(where) && is_senior_royal_heir_in(who, where))
- ++combat;
+ ++combat
if (is_noble(who) && is_shield_area_for(where, who, true))
- ++combat;
+ ++combat
if (is_church(who) && block_home(who) === has_cathedral(where))
- ++combat;
+ ++combat
if (is_levy(who) && block_home(who) === has_city(where))
- ++combat;
+ ++combat
if (who === "Welsh Mercenary" && is_wales(where))
- ++combat;
+ ++combat
}
- return combat;
+ return combat
}
function is_mercenary(who) {
- return BLOCKS[who].type === 'mercenaries';
+ return BLOCKS[who].type === 'mercenaries'
}
function is_heir(who) {
- return BLOCKS[who].type === 'heir';
+ return BLOCKS[who].type === 'heir'
}
function is_noble(who) {
- return BLOCKS[who].type === 'nobles';
+ return BLOCKS[who].type === 'nobles'
}
function is_church(who) {
- return BLOCKS[who].type === 'church';
+ return BLOCKS[who].type === 'church'
}
function is_levy(who) {
- return BLOCKS[who].type === 'levies';
+ return BLOCKS[who].type === 'levies'
}
function is_rose_noble(who) {
- return BLOCKS[who].type === 'nobles' && !BLOCKS[who].loyalty;
+ return BLOCKS[who].type === 'nobles' && !BLOCKS[who].loyalty
}
function is_neville(who) {
- let name = block_name(who);
- return name === "Warwick" || name === "Kent" || name === "Salisbury";
+ let name = block_name(who)
+ return name === "Warwick" || name === "Kent" || name === "Salisbury"
}
function block_loyalty(source, target) {
- let source_name = source ? block_name(source) : "Event";
+ let source_name = source ? block_name(source) : "Event"
if (source_name === "Warwick") {
- let target_name = block_name(target);
+ let target_name = block_name(target)
if (target_name === "Kent" || target_name === "Salisbury")
- return 1;
+ return 1
if (target_name === "Northumberland" || target_name === "Westmoreland")
- return 0;
+ return 0
}
- return BLOCKS[target].loyalty | 0;
+ return BLOCKS[target].loyalty | 0
}
function can_defect(source, target) {
// Clarence and Exeter can't defect if they are the king or pretender
if (target === game.king || target === game.pretender)
- return false;
- return block_loyalty(source, target) > 0 && !game.defected[target];
+ return false
+ return block_loyalty(source, target) > 0 && !game.defected[target]
}
function can_attempt_treason_event() {
if (game.treason === game.attacker[game.where]) {
for (let b in BLOCKS)
if (is_defender(b) && can_defect(null, b))
- return true;
+ return true
} else {
for (let b in BLOCKS)
if (is_attacker(b) && can_defect(null, b))
- return true;
+ return true
}
- return false;
+ return false
}
function treachery_tag(who) {
- if (who === game.king) return 'King';
- if (who === game.pretender) return 'Pretender';
- if (who === "Warwick/L" || who === "Warwick/Y") return 'Warwick';
- return game.active;
+ if (who === game.king) return 'King'
+ if (who === game.pretender) return 'Pretender'
+ if (who === "Warwick/L" || who === "Warwick/Y") return 'Warwick'
+ return game.active
}
function can_attempt_treachery(who) {
- let once = treachery_tag(who);
+ let once = treachery_tag(who)
if (game.battle_list.includes(who) && !game.treachery[once]) {
for (let b in BLOCKS) {
if (game.active === game.attacker[game.where]) {
if (is_defender(b) && can_defect(who, b))
- return true;
+ return true
} else {
if (is_attacker(b) && can_defect(who, b))
- return true;
+ return true
}
}
}
- return false;
+ return false
}
function block_max_steps(who) {
- return BLOCKS[who].steps;
+ return BLOCKS[who].steps
}
function can_activate(who) {
- return block_owner(who) === game.active && !game.moved[who] && !game.dead[who];
+ return block_owner(who) === game.active && !game.moved[who] && !game.dead[who]
}
function is_area_on_map(location) {
- return location && location !== MINOR && location !== POOL;
+ return location && location !== MINOR && location !== POOL
}
function is_block_on_map(b) {
- return is_area_on_map(game.location[b]);
+ return is_area_on_map(game.location[b])
}
function is_block_alive(b) {
- return is_area_on_map(game.location[b]) && !game.dead[b];
+ return is_area_on_map(game.location[b]) && !game.dead[b]
}
function border_id(a, b) {
- return (a < b) ? a + "/" + b : b + "/" + a;
+ return (a < b) ? a + "/" + b : b + "/" + a
}
function border_was_last_used_by_enemy(from, to) {
- return game.last_used[border_id(from, to)] === ENEMY[game.active];
+ return game.last_used[border_id(from, to)] === ENEMY[game.active]
}
function border_was_last_used_by_active(from, to) {
- return game.last_used[border_id(from, to)] === game.active;
+ return game.last_used[border_id(from, to)] === game.active
}
function border_type(a, b) {
- return BORDERS[border_id(a,b)];
+ return BORDERS[border_id(a,b)]
}
function border_limit(a, b) {
- return game.border_limit[border_id(a,b)] || 0;
+ return game.border_limit[border_id(a,b)] || 0
}
function reset_border_limits() {
- game.border_limit = {};
+ game.border_limit = {}
}
function count_friendly(where) {
- let p = game.active;
- let count = 0;
+ let p = game.active
+ let count = 0
for (let b in BLOCKS)
if (game.location[b] === where && block_owner(b) === p && !game.dead[b])
- ++count;
- return count;
+ ++count
+ return count
}
function count_enemy(where) {
- let p = ENEMY[game.active];
- let count = 0;
+ let p = ENEMY[game.active]
+ let count = 0
for (let b in BLOCKS)
if (game.location[b] === where && block_owner(b) === p && !game.dead[b])
- ++count;
- return count;
+ ++count
+ return count
}
function count_enemy_excluding_reserves(where) {
- let p = ENEMY[game.active];
- let count = 0;
+ let p = ENEMY[game.active]
+ let count = 0
for (let b in BLOCKS)
if (game.location[b] === where && block_owner(b) === p)
if (!game.reserves.includes(b))
- ++count;
- return count;
+ ++count
+ return count
}
-function is_friendly_area(where) { return is_land_area(where) && count_friendly(where) > 0 && count_enemy(where) === 0; }
-function is_enemy_area(where) { return is_land_area(where) && count_friendly(where) === 0 && count_enemy(where) > 0; }
-function is_vacant_area(where) { return is_land_area(where) && count_friendly(where) === 0 && count_enemy(where) === 0; }
-function is_contested_area(where) { return is_land_area(where) && count_friendly(where) > 0 && count_enemy(where) > 0; }
-function is_friendly_or_vacant_area(where) { return is_friendly_area(where) || is_vacant_area(where); }
+function is_friendly_area(where) { return is_land_area(where) && count_friendly(where) > 0 && count_enemy(where) === 0 }
+function is_enemy_area(where) { return is_land_area(where) && count_friendly(where) === 0 && count_enemy(where) > 0 }
+function is_vacant_area(where) { return is_land_area(where) && count_friendly(where) === 0 && count_enemy(where) === 0 }
+function is_contested_area(where) { return is_land_area(where) && count_friendly(where) > 0 && count_enemy(where) > 0 }
+function is_friendly_or_vacant_area(where) { return is_friendly_area(where) || is_vacant_area(where) }
function has_city(where) {
- return AREAS[where].city;
+ return AREAS[where].city
}
function has_cathedral(where) {
- return AREAS[where].cathedral;
+ return AREAS[where].cathedral
}
function is_crown_area(where) {
- return AREAS[where].crown;
+ return AREAS[where].crown
}
function is_major_port(where) {
- return AREAS[where].major_port;
+ return AREAS[where].major_port
}
function is_sea_area(where) {
- return where === 'Irish Sea' || where === 'North Sea' || where === 'English Channel';
+ return where === 'Irish Sea' || where === 'North Sea' || where === 'English Channel'
}
function is_wales(where) {
- return where === "Caernarvon" || where === "Pembroke" || where === "Powys" || where === "Glamorgan";
+ return where === "Caernarvon" || where === "Pembroke" || where === "Powys" || where === "Glamorgan"
}
function is_lancaster_exile_area(where) {
- return where === "France" || where === "Scotland";
+ return where === "France" || where === "Scotland"
}
function is_york_exile_area(where) {
- return where === "Calais" || where === "Ireland";
+ return where === "Calais" || where === "Ireland"
}
function is_exile_area(where) {
- return is_lancaster_exile_area(where) || is_york_exile_area(where);
+ return is_lancaster_exile_area(where) || is_york_exile_area(where)
}
function is_friendly_exile_area(where) {
- return (game.active === LANCASTER) ? is_lancaster_exile_area(where) : is_york_exile_area(where);
+ return (game.active === LANCASTER) ? is_lancaster_exile_area(where) : is_york_exile_area(where)
}
function is_enemy_exile_area(where) {
- return (game.active === YORK) ? is_lancaster_exile_area(where) : is_york_exile_area(where);
+ return (game.active === YORK) ? is_lancaster_exile_area(where) : is_york_exile_area(where)
}
function is_pretender_exile_area(where) {
- return (block_owner(game.pretender) === LANCASTER) ? is_lancaster_exile_area(where) : is_york_exile_area(where);
+ return (block_owner(game.pretender) === LANCASTER) ? is_lancaster_exile_area(where) : is_york_exile_area(where)
}
function can_recruit_to(who, to) {
if (who === "Welsh Mercenary")
- return is_wales(to) && is_friendly_or_vacant_area(to);
+ return is_wales(to) && is_friendly_or_vacant_area(to)
switch (block_type(who)) {
case 'heir':
// Not in rulebook, but they can be disbanded to the pool during exile limit check...
// Use same rules as entering a minor noble.
if (block_owner(who) === block_owner(game.king))
- return is_crown_area(to) && is_friendly_or_vacant_area(to);
+ return is_crown_area(to) && is_friendly_or_vacant_area(to)
else
- return is_pretender_exile_area(to);
+ return is_pretender_exile_area(to)
case 'nobles':
- return is_shield_area_for(to, who, false) && is_friendly_or_vacant_area(to);
+ return is_shield_area_for(to, who, false) && is_friendly_or_vacant_area(to)
case 'church':
- return block_home(who) === has_cathedral(to) && is_friendly_or_vacant_area(to);
+ return block_home(who) === has_cathedral(to) && is_friendly_or_vacant_area(to)
case 'levies':
- return block_home(who) === has_city(to) && is_friendly_or_vacant_area(to);
+ return block_home(who) === has_city(to) && is_friendly_or_vacant_area(to)
case 'bombard':
- return has_city(to) && is_friendly_area(to);
+ return has_city(to) && is_friendly_area(to)
case 'rebel':
- return !is_exile_area(to) && is_vacant_area(to);
+ return !is_exile_area(to) && is_vacant_area(to)
}
- return false;
+ return false
}
function can_recruit(who) {
// Move one group events:
- if (game.active === game.force_march) return false;
- if (game.active === game.surprise) return false;
- if (game.active === game.treason) return false;
+ if (game.active === game.force_march) return false
+ if (game.active === game.surprise) return false
+ if (game.active === game.treason) return false
// Must use AP for sea moves:
- if (game.active === game.piracy) return false;
+ if (game.active === game.piracy) return false
if (can_activate(who) && game.location[who] === POOL)
for (let to in AREAS)
if (can_recruit_to(who, to))
- return true;
- return false;
+ return true
+ return false
}
function have_contested_areas() {
for (let where in AREAS)
if (is_area_on_map(where) && is_contested_area(where))
- return true;
- return false;
+ return true
+ return false
}
function count_pinning(where) {
- return count_enemy_excluding_reserves(where);
+ return count_enemy_excluding_reserves(where)
}
function count_pinned(where) {
- let count = 0;
+ let count = 0
for (let b in BLOCKS)
if (game.location[b] === where && block_owner(b) === game.active)
if (!game.reserves.includes(b))
- ++count;
- return count;
+ ++count
+ return count
}
function is_pinned(who, from) {
if (game.active === game.p2) {
if (count_pinned(from) <= count_pinning(from))
- return true;
+ return true
}
- return false;
+ return false
}
function can_block_sea_move_to(who, from, to) {
if (is_enemy_exile_area(to))
- return false;
+ return false
if (game.active === game.force_march)
- return false;
+ return false
if (who === REBEL || who === "Scots Mercenary" || who === "Welsh Mercenary")
- return false;
+ return false
if (block_type(who) === 'bombard' || block_type(who) === 'levies')
- return false;
+ return false
if (border_type(from, to) === 'sea')
- return true;
- return false;
+ return true
+ return false
}
function can_block_sea_move(who) {
if (can_activate(who)) {
- let from = game.location[who];
+ let from = game.location[who]
if (from) {
if (is_pinned(who, from))
- return false;
+ return false
for (let to of AREAS[from].exits)
if (can_block_sea_move_to(who, from, to))
- return true;
+ return true
}
}
- return false;
+ return false
}
function can_block_use_border(who, from, to) {
if (game.active === game.surprise) {
switch (border_type(from, to)) {
- case 'major': return border_limit(from, to) < 5;
- case 'river': return border_limit(from, to) < 4;
- case 'minor': return border_limit(from, to) < 3;
- case 'sea': return false;
+ case 'major': return border_limit(from, to) < 5
+ case 'river': return border_limit(from, to) < 4
+ case 'minor': return border_limit(from, to) < 3
+ case 'sea': return false
}
} else {
switch (border_type(from, to)) {
- case 'major': return border_limit(from, to) < 4;
- case 'river': return border_limit(from, to) < 3;
- case 'minor': return border_limit(from, to) < 2;
- case 'sea': return false;
+ case 'major': return border_limit(from, to) < 4
+ case 'river': return border_limit(from, to) < 3
+ case 'minor': return border_limit(from, to) < 2
+ case 'sea': return false
}
}
}
function count_borders_crossed(to) {
- let count = 0;
+ let count = 0
for (let from of AREAS[to].exits)
if (border_was_last_used_by_active(from, to))
- ++count;
- return count;
+ ++count
+ return count
}
function can_block_land_move_to(who, from, to) {
if (is_enemy_exile_area(to))
- return false;
+ return false
if (game.active === game.piracy)
- return false;
+ return false
if (can_block_use_border(who, from, to)) {
// limit number of borders used to attack/reinforce
- let contested = is_contested_area(to);
+ let contested = is_contested_area(to)
if (contested && !border_was_last_used_by_active(from, to)) {
// p1 or p2 attacking
if (game.attacker[to] === game.active) {
if (count_borders_crossed(to) >= 3)
- return false;
+ return false
}
if (game.active === game.p2) {
// p2 reinforcing battle started by p1
if (game.attacker[to] === game.p1) {
if (count_borders_crossed(to) >= 2)
- return false;
+ return false
}
}
}
if (count_pinning(from) > 0)
if (border_was_last_used_by_enemy(from, to))
- return false;
- return true;
+ return false
+ return true
}
- return false;
+ return false
}
function can_block_land_move(who) {
if (can_activate(who)) {
- let from = game.location[who];
+ let from = game.location[who]
if (from) {
if (is_pinned(who, from))
- return false;
+ return false
for (let to of AREAS[from].exits)
if (can_block_land_move_to(who, from, to))
- return true;
+ return true
}
}
- return false;
+ return false
}
function can_block_continue(who, from, to) {
if (is_contested_area(to))
- return false;
+ return false
if (border_type(from, to) === 'minor')
- return false;
+ return false
if (game.active === game.force_march) {
if (game.distance >= 3)
- return false;
+ return false
} else {
if (game.distance >= 2)
- return false;
+ return false
}
if (to === game.last_from)
- return false;
- return true;
+ return false
+ return true
}
function can_block_retreat_to(who, to) {
if (is_friendly_area(to) || is_vacant_area(to)) {
- let from = game.location[who];
+ let from = game.location[who]
if (can_block_use_border(who, from, to)) {
if (border_was_last_used_by_enemy(from, to))
- return false;
- return true;
+ return false
+ return true
}
}
- return false;
+ return false
}
function can_block_regroup_to(who, to) {
if (is_friendly_area(to) || is_vacant_area(to)) {
- let from = game.location[who];
+ let from = game.location[who]
if (can_block_use_border(who, from, to))
- return true;
+ return true
}
- return false;
+ return false
}
function can_block_regroup(who) {
if (block_owner(who) === game.active) {
- let from = game.location[who];
+ let from = game.location[who]
for (let to of AREAS[from].exits)
if (can_block_regroup_to(who, to))
- return true;
+ return true
}
- return false;
+ return false
}
function can_block_muster_via(who, from, next, muster) {
if (can_block_land_move_to(who, from, next) && is_friendly_or_vacant_area(next)) {
if (next === muster)
- return true;
+ return true
if (border_type(from, next) !== 'minor') {
if (AREAS[next].exits.includes(muster))
if (can_block_land_move_to(who, next, muster))
- return true;
+ return true
}
}
- return false;
+ return false
}
function can_block_muster(who, muster) {
- let from = game.location[who];
+ let from = game.location[who]
if (from === muster)
- return false;
+ return false
if (can_activate(who) && is_block_on_map(who)) {
if (is_pinned(who, from))
- return false;
+ return false
for (let next of AREAS[from].exits)
if (can_block_muster_via(who, from, next, muster))
- return true;
+ return true
}
- return false;
+ return false
}
function can_muster_to(muster) {
for (let b in BLOCKS)
if (can_block_muster(b, muster))
- return true;
- return false;
+ return true
+ return false
}
function is_battle_reserve(who) {
- return game.reserves.includes(who);
+ return game.reserves.includes(who)
}
function is_attacker(who) {
if (game.location[who] === game.where && block_owner(who) === game.attacker[game.where] && !game.dead[who])
- return !game.reserves.includes(who);
- return false;
+ return !game.reserves.includes(who)
+ return false
}
function is_defender(who) {
if (game.location[who] === game.where && block_owner(who) !== game.attacker[game.where] && !game.dead[who])
- return !game.reserves.includes(who);
- return false;
+ return !game.reserves.includes(who)
+ return false
}
function swap_blocks(a) {
- let b = BLOCKS[a].enemy;
- game.location[b] = game.location[a];
- game.steps[b] = game.steps[a];
- game.location[a] = null;
- game.steps[a] = block_max_steps(a);
- return b;
+ let b = BLOCKS[a].enemy
+ game.location[b] = game.location[a]
+ game.steps[b] = game.steps[a]
+ game.location[a] = null
+ game.steps[a] = block_max_steps(a)
+ return b
}
function disband(who) {
- game.location[who] = POOL;
- game.steps[who] = block_max_steps(who);
+ game.location[who] = POOL
+ game.steps[who] = block_max_steps(who)
}
function check_instant_victory() {
// Check Clarence/Y and Exeter/L specifically (they're not heirs if converted)
if (is_dead("York") && is_dead("March") && is_dead("Rutland") && is_dead("Clarence/Y") && is_dead("Gloucester")) {
- log("All York heirs were eliminated!");
- game.victory = "Lancaster won by eliminating all enemy heirs!";
- game.result = LANCASTER;
+ log("All York heirs were eliminated!")
+ game.victory = "Lancaster won by eliminating all enemy heirs!"
+ game.result = LANCASTER
}
if (is_dead("Henry VI") && is_dead("Prince Edward") && is_dead("Exeter/L") && is_dead("Somerset") && is_dead("Richmond")) {
- log("All Lancaster heirs were eliminated!");
- game.victory = "York won by eliminating all enemy heirs!";
- game.result = YORK;
+ log("All Lancaster heirs were eliminated!")
+ game.victory = "York won by eliminating all enemy heirs!"
+ game.result = YORK
}
}
function eliminate_block(who) {
- log(block_name(who) + " was eliminated.");
- game.flash += " " + block_name(who) + " was eliminated.";
+ log(block_name(who) + " was eliminated.")
+ game.flash += " " + block_name(who) + " was eliminated."
if (who === "Exeter/Y") {
- game.location[who] = null;
- ++game.killed_heirs[LANCASTER];
- return check_instant_victory();
+ game.location[who] = null
+ ++game.killed_heirs[LANCASTER]
+ return check_instant_victory()
}
if (who === "Clarence/L") {
- game.location[who] = null;
- ++game.killed_heirs[YORK];
- return check_instant_victory();
+ game.location[who] = null
+ ++game.killed_heirs[YORK]
+ return check_instant_victory()
}
if (is_heir(who)) {
- game.location[who] = null;
- ++game.killed_heirs[block_owner(who)];
+ game.location[who] = null
+ ++game.killed_heirs[block_owner(who)]
if (who === game.pretender)
- game.pretender = find_senior_heir(block_owner(game.pretender));
+ game.pretender = find_senior_heir(block_owner(game.pretender))
// A new King is only crowned in the supply phase.
- return check_instant_victory();
+ return check_instant_victory()
}
if (is_rose_noble(who) || is_neville(who)) {
- game.location[who] = null;
- return;
+ game.location[who] = null
+ return
}
if (is_mercenary(who)) {
switch (who) {
- case "Welsh Mercenary": game.location[who] = POOL; break;
- case "Irish Mercenary": game.location[who] = "Ireland"; break;
- case "Burgundian Mercenary": game.location[who] = "Calais"; break;
- case "Calais Mercenary": game.location[who] = "Calais"; break;
- case "Scots Mercenary": game.location[who] = "Scotland"; break;
- case "French Mercenary": game.location[who] = "France"; break;
+ case "Welsh Mercenary": game.location[who] = POOL; break
+ case "Irish Mercenary": game.location[who] = "Ireland"; break
+ case "Burgundian Mercenary": game.location[who] = "Calais"; break
+ case "Calais Mercenary": game.location[who] = "Calais"; break
+ case "Scots Mercenary": game.location[who] = "Scotland"; break
+ case "French Mercenary": game.location[who] = "France"; break
}
- game.steps[who] = block_max_steps(who);
- game.dead[who] = true;
- return;
+ game.steps[who] = block_max_steps(who)
+ game.dead[who] = true
+ return
}
- game.location[who] = POOL;
- game.steps[who] = block_max_steps(who);
- game.dead[who] = true;
+ game.location[who] = POOL
+ game.steps[who] = block_max_steps(who)
+ game.dead[who] = true
}
function reduce_block(who) {
if (game.steps[who] === 1) {
- eliminate_block(who);
+ eliminate_block(who)
} else {
- --game.steps[who];
+ --game.steps[who]
}
}
function count_attackers() {
- let count = 0;
+ let count = 0
for (let b in BLOCKS)
if (is_attacker(b))
- ++count;
- return count;
+ ++count
+ return count
}
function count_defenders() {
- let count = 0;
+ let count = 0
for (let b in BLOCKS)
if (is_defender(b))
- ++count;
- return count;
+ ++count
+ return count
}
function count_blocks_exclude_mercenaries(where) {
- let count = 0;
+ let count = 0
for (let b in BLOCKS)
if (!(game.reduced && game.reduced[b]) && game.location[b] === where && !is_mercenary(b))
- ++count;
- return count;
+ ++count
+ return count
}
function count_blocks(where) {
- let count = 0;
+ let count = 0
for (let b in BLOCKS)
if (!(game.reduced && game.reduced[b]) && game.location[b] === where)
- ++count;
- return count;
+ ++count
+ return count
}
function add_blocks_exclude_mercenaries(list, where) {
for (let b in BLOCKS)
if (!(game.reduced && game.reduced[b]) && game.location[b] === where && !is_mercenary(b))
- list.push(b);
+ list.push(b)
}
function add_blocks(list, where) {
for (let b in BLOCKS)
if (!(game.reduced && game.reduced[b]) && game.location[b] === where)
- list.push(b);
+ list.push(b)
}
function check_supply_penalty() {
- game.supply = [];
+ game.supply = []
for (let where in AREAS) {
if (is_friendly_area(where)) {
if (where === "Calais" || where === "France") {
if (count_blocks_exclude_mercenaries(where) > 4)
- add_blocks_exclude_mercenaries(game.supply, where);
+ add_blocks_exclude_mercenaries(game.supply, where)
} else if (where === "Ireland" || where === "Scotland") {
if (count_blocks_exclude_mercenaries(where) > 2)
- add_blocks_exclude_mercenaries(game.supply, where);
+ add_blocks_exclude_mercenaries(game.supply, where)
} else if (has_city(where)) {
if (count_blocks(where) > 5)
- add_blocks(game.supply, where);
+ add_blocks(game.supply, where)
} else {
if (count_blocks(where) > 4)
- add_blocks(game.supply, where);
+ add_blocks(game.supply, where)
}
}
}
- return game.supply.length > 0;
+ return game.supply.length > 0
}
function check_exile_limits() {
- game.exiles = [];
+ game.exiles = []
for (let where in AREAS) {
if (is_friendly_area(where)) {
if (where === "Calais" || where === "France") {
if (count_blocks_exclude_mercenaries(where) > 4)
- add_blocks_exclude_mercenaries(game.exiles, where);
+ add_blocks_exclude_mercenaries(game.exiles, where)
} else if (where === "Ireland" || where === "Scotland") {
if (count_blocks_exclude_mercenaries(where) > 2)
- add_blocks_exclude_mercenaries(game.exiles, where);
+ add_blocks_exclude_mercenaries(game.exiles, where)
}
}
}
if (game.exiles.length > 0)
- return true;
- delete game.exiles;
- return false;
+ return true
+ delete game.exiles
+ return false
}
// SETUP
function find_block(owner, name) {
if (name in BLOCKS)
- return name;
- name = name + "/" + owner[0];
+ return name
+ name = name + "/" + owner[0]
if (name in BLOCKS)
- return name;
- throw new Error("Block not found: " + name);
+ return name
+ throw new Error("Block not found: " + name)
}
function deploy(who, where) {
if (where === "Enemy")
- return;
+ return
if (!(where in AREAS))
- throw new Error("Area not found: " + where);
- game.location[who] = where;
- game.steps[who] = BLOCKS[who].steps;
+ throw new Error("Area not found: " + where)
+ game.location[who] = where
+ game.steps[who] = BLOCKS[who].steps
}
function deploy_lancaster(name, where) {
- deploy(find_block(LANCASTER, name), where);
+ deploy(find_block(LANCASTER, name), where)
}
function deploy_york(name, where) {
- deploy(find_block(YORK, name), where);
+ deploy(find_block(YORK, name), where)
}
function reset_blocks() {
for (let b in BLOCKS) {
- game.location[b] = null;
- game.steps[b] = block_max_steps(b);
+ game.location[b] = null
+ game.steps[b] = block_max_steps(b)
}
}
function setup_game() {
- reset_blocks();
-
- game.campaign = 1;
- game.end_campaign = 3;
- game.pretender = "York";
- game.king = "Henry VI";
-
- deploy_lancaster("Henry VI", "Middlesex");
- deploy_lancaster("Somerset", "Dorset");
- deploy_lancaster("Exeter", "Cornwall");
- deploy_lancaster("Devon", "Cornwall");
- deploy_lancaster("Pembroke", "Pembroke");
- deploy_lancaster("Wiltshire", "Wilts");
- deploy_lancaster("Oxford", "Essex");
- deploy_lancaster("Beaumont", "Lincoln");
- deploy_lancaster("Clifford", "North Yorks");
- deploy_lancaster("French Mercenary", "France");
- deploy_lancaster("Scots Mercenary", "Scotland");
- deploy_lancaster("Buckingham", "Pool");
- deploy_lancaster("Northumberland", "Pool");
- deploy_lancaster("Shrewsbury", "Pool");
- deploy_lancaster("Westmoreland", "Pool");
- deploy_lancaster("Rivers", "Pool");
- deploy_lancaster("Stanley", "Pool");
- deploy_lancaster("Bristol (levy)", "Pool");
- deploy_lancaster("Coventry (levy)", "Pool");
- deploy_lancaster("Newcastle (levy)", "Pool");
- deploy_lancaster("York (levy)", "Pool");
- deploy_lancaster("York (church)", "Pool");
- deploy_lancaster("Bombard", "Pool");
- deploy_lancaster("Welsh Mercenary", "Pool");
- deploy_lancaster("Prince Edward", "Minor");
- deploy_lancaster("Richmond", "Minor");
- deploy_lancaster("Canterbury (church)", "Enemy");
- deploy_lancaster("Clarence", "Enemy");
- deploy_lancaster("Warwick", "Enemy");
- deploy_lancaster("Salisbury", "Enemy");
- deploy_lancaster("Kent", "Enemy");
-
- deploy_york("York", "Ireland");
- deploy_york("Rutland", "Ireland");
- deploy_york("Irish Mercenary", "Ireland");
- deploy_york("March", "Calais");
- deploy_york("Warwick", "Calais");
- deploy_york("Salisbury", "Calais");
- deploy_york("Kent", "Calais");
- deploy_york("Calais Mercenary", "Calais");
- deploy_york("Burgundian Mercenary", "Calais");
- deploy_york("Norfolk", "Pool");
- deploy_york("Suffolk", "Pool");
- deploy_york("Arundel", "Pool");
- deploy_york("Essex", "Pool");
- deploy_york("Worcester", "Pool");
- deploy_york("Hastings", "Pool");
- deploy_york("Herbert", "Pool");
- deploy_york("Canterbury (church)", "Pool");
- deploy_york("London (levy)", "Pool");
- deploy_york("Norwich (levy)", "Pool");
- deploy_york("Salisbury (levy)", "Pool");
- deploy_york("Bombard", "Pool");
- deploy_york("Rebel", "Pool");
- deploy_york("Clarence", "Minor");
- deploy_york("Gloucester", "Minor");
- deploy_york("Exeter", "Enemy");
- deploy_york("Buckingham", "Enemy");
- deploy_york("Northumberland", "Enemy");
- deploy_york("Westmoreland", "Enemy");
- deploy_york("Shrewsbury", "Enemy");
- deploy_york("Rivers", "Enemy");
- deploy_york("Stanley", "Enemy");
- deploy_york("York (church)", "Enemy");
+ reset_blocks()
+
+ game.campaign = 1
+ game.end_campaign = 3
+ game.pretender = "York"
+ game.king = "Henry VI"
+
+ deploy_lancaster("Henry VI", "Middlesex")
+ deploy_lancaster("Somerset", "Dorset")
+ deploy_lancaster("Exeter", "Cornwall")
+ deploy_lancaster("Devon", "Cornwall")
+ deploy_lancaster("Pembroke", "Pembroke")
+ deploy_lancaster("Wiltshire", "Wilts")
+ deploy_lancaster("Oxford", "Essex")
+ deploy_lancaster("Beaumont", "Lincoln")
+ deploy_lancaster("Clifford", "North Yorks")
+ deploy_lancaster("French Mercenary", "France")
+ deploy_lancaster("Scots Mercenary", "Scotland")
+ deploy_lancaster("Buckingham", "Pool")
+ deploy_lancaster("Northumberland", "Pool")
+ deploy_lancaster("Shrewsbury", "Pool")
+ deploy_lancaster("Westmoreland", "Pool")
+ deploy_lancaster("Rivers", "Pool")
+ deploy_lancaster("Stanley", "Pool")
+ deploy_lancaster("Bristol (levy)", "Pool")
+ deploy_lancaster("Coventry (levy)", "Pool")
+ deploy_lancaster("Newcastle (levy)", "Pool")
+ deploy_lancaster("York (levy)", "Pool")
+ deploy_lancaster("York (church)", "Pool")
+ deploy_lancaster("Bombard", "Pool")
+ deploy_lancaster("Welsh Mercenary", "Pool")
+ deploy_lancaster("Prince Edward", "Minor")
+ deploy_lancaster("Richmond", "Minor")
+ deploy_lancaster("Canterbury (church)", "Enemy")
+ deploy_lancaster("Clarence", "Enemy")
+ deploy_lancaster("Warwick", "Enemy")
+ deploy_lancaster("Salisbury", "Enemy")
+ deploy_lancaster("Kent", "Enemy")
+
+ deploy_york("York", "Ireland")
+ deploy_york("Rutland", "Ireland")
+ deploy_york("Irish Mercenary", "Ireland")
+ deploy_york("March", "Calais")
+ deploy_york("Warwick", "Calais")
+ deploy_york("Salisbury", "Calais")
+ deploy_york("Kent", "Calais")
+ deploy_york("Calais Mercenary", "Calais")
+ deploy_york("Burgundian Mercenary", "Calais")
+ deploy_york("Norfolk", "Pool")
+ deploy_york("Suffolk", "Pool")
+ deploy_york("Arundel", "Pool")
+ deploy_york("Essex", "Pool")
+ deploy_york("Worcester", "Pool")
+ deploy_york("Hastings", "Pool")
+ deploy_york("Herbert", "Pool")
+ deploy_york("Canterbury (church)", "Pool")
+ deploy_york("London (levy)", "Pool")
+ deploy_york("Norwich (levy)", "Pool")
+ deploy_york("Salisbury (levy)", "Pool")
+ deploy_york("Bombard", "Pool")
+ deploy_york("Rebel", "Pool")
+ deploy_york("Clarence", "Minor")
+ deploy_york("Gloucester", "Minor")
+ deploy_york("Exeter", "Enemy")
+ deploy_york("Buckingham", "Enemy")
+ deploy_york("Northumberland", "Enemy")
+ deploy_york("Westmoreland", "Enemy")
+ deploy_york("Shrewsbury", "Enemy")
+ deploy_york("Rivers", "Enemy")
+ deploy_york("Stanley", "Enemy")
+ deploy_york("York (church)", "Enemy")
}
function setup_kingmaker() {
- reset_blocks();
-
- game.campaign = 2;
- game.end_campaign = 2;
- game.pretender = "Henry VI";
- game.king = "March";
-
- deploy_york("March", "Middlesex");
- deploy_york("Gloucester", "South Yorks");
- deploy_york("Buckingham", "Warwick");
- deploy_york("Norfolk", "East Anglia");
- deploy_york("Suffolk", "East Anglia");
- deploy_york("Arundel", "Sussex");
- deploy_york("Essex", "Essex");
- deploy_york("Hastings", "Leicester");
- deploy_york("Rivers", "Leicester");
- deploy_york("Stanley", "Lancaster");
- deploy_york("Irish Mercenary", "Ireland");
- deploy_york("Calais Mercenary", "Calais");
- deploy_york("Burgundian Mercenary", "Calais");
- deploy_york("Northumberland", "Pool");
- deploy_york("Westmoreland", "Pool");
- deploy_york("Canterbury (church)", "Pool");
- deploy_york("Bombard", "Pool");
- deploy_york("London (levy)", "Pool");
- deploy_york("Norwich (levy)", "Pool");
- deploy_york("Salisbury (levy)", "Pool");
- deploy_york("Warwick", "Enemy");
- deploy_york("Clarence", "Enemy");
- deploy_york("Shrewsbury", "Enemy");
- deploy_york("York (church)", "Enemy");
- deploy_york("Exeter", "Enemy");
-
- deploy_lancaster("Henry VI", "Middlesex");
- deploy_lancaster("Prince Edward", "France");
- deploy_lancaster("Exeter", "France");
- deploy_lancaster("Warwick", "France");
- deploy_lancaster("Clarence", "France");
- deploy_lancaster("Oxford", "France");
- deploy_lancaster("French Mercenary", "France");
- deploy_lancaster("Scots Mercenary", "Scotland");
- deploy_lancaster("Pembroke", "Pool");
- deploy_lancaster("Shrewsbury", "Pool");
- deploy_lancaster("York (church)", "Pool");
- deploy_lancaster("Welsh Mercenary", "Pool");
- deploy_lancaster("Bombard", "Pool");
- deploy_lancaster("Bristol (levy)", "Pool");
- deploy_lancaster("Coventry (levy)", "Pool");
- deploy_lancaster("Newcastle (levy)", "Pool");
- deploy_lancaster("York (levy)", "Pool");
- deploy_lancaster("Rebel", "Pool");
- deploy_lancaster("Richmond", "Minor");
- deploy_lancaster("Buckingham", "Enemy");
- deploy_lancaster("Northumberland", "Enemy");
- deploy_lancaster("Rivers", "Enemy");
- deploy_lancaster("Westmoreland", "Enemy");
- deploy_lancaster("Stanley", "Enemy");
- deploy_lancaster("Canterbury (church)", "Enemy");
+ reset_blocks()
+
+ game.campaign = 2
+ game.end_campaign = 2
+ game.pretender = "Henry VI"
+ game.king = "March"
+
+ deploy_york("March", "Middlesex")
+ deploy_york("Gloucester", "South Yorks")
+ deploy_york("Buckingham", "Warwick")
+ deploy_york("Norfolk", "East Anglia")
+ deploy_york("Suffolk", "East Anglia")
+ deploy_york("Arundel", "Sussex")
+ deploy_york("Essex", "Essex")
+ deploy_york("Hastings", "Leicester")
+ deploy_york("Rivers", "Leicester")
+ deploy_york("Stanley", "Lancaster")
+ deploy_york("Irish Mercenary", "Ireland")
+ deploy_york("Calais Mercenary", "Calais")
+ deploy_york("Burgundian Mercenary", "Calais")
+ deploy_york("Northumberland", "Pool")
+ deploy_york("Westmoreland", "Pool")
+ deploy_york("Canterbury (church)", "Pool")
+ deploy_york("Bombard", "Pool")
+ deploy_york("London (levy)", "Pool")
+ deploy_york("Norwich (levy)", "Pool")
+ deploy_york("Salisbury (levy)", "Pool")
+ deploy_york("Warwick", "Enemy")
+ deploy_york("Clarence", "Enemy")
+ deploy_york("Shrewsbury", "Enemy")
+ deploy_york("York (church)", "Enemy")
+ deploy_york("Exeter", "Enemy")
+
+ deploy_lancaster("Henry VI", "Middlesex")
+ deploy_lancaster("Prince Edward", "France")
+ deploy_lancaster("Exeter", "France")
+ deploy_lancaster("Warwick", "France")
+ deploy_lancaster("Clarence", "France")
+ deploy_lancaster("Oxford", "France")
+ deploy_lancaster("French Mercenary", "France")
+ deploy_lancaster("Scots Mercenary", "Scotland")
+ deploy_lancaster("Pembroke", "Pool")
+ deploy_lancaster("Shrewsbury", "Pool")
+ deploy_lancaster("York (church)", "Pool")
+ deploy_lancaster("Welsh Mercenary", "Pool")
+ deploy_lancaster("Bombard", "Pool")
+ deploy_lancaster("Bristol (levy)", "Pool")
+ deploy_lancaster("Coventry (levy)", "Pool")
+ deploy_lancaster("Newcastle (levy)", "Pool")
+ deploy_lancaster("York (levy)", "Pool")
+ deploy_lancaster("Rebel", "Pool")
+ deploy_lancaster("Richmond", "Minor")
+ deploy_lancaster("Buckingham", "Enemy")
+ deploy_lancaster("Northumberland", "Enemy")
+ deploy_lancaster("Rivers", "Enemy")
+ deploy_lancaster("Westmoreland", "Enemy")
+ deploy_lancaster("Stanley", "Enemy")
+ deploy_lancaster("Canterbury (church)", "Enemy")
// Prisoner!
- game.dead["Henry VI"] = true;
+ game.dead["Henry VI"] = true
}
function setup_richard_iii() {
- reset_blocks();
-
- game.campaign = 3;
- game.end_campaign = 3;
- game.pretender = "Richmond";
- game.king = "Gloucester";
-
- deploy_york("Gloucester", "Middlesex");
- deploy_york("Norfolk", "East Anglia");
- deploy_york("Suffolk", "East Anglia");
- deploy_york("Arundel", "Sussex");
- deploy_york("Essex", "Essex");
- deploy_york("Northumberland", "Northumbria");
- deploy_york("Stanley", "Lancaster");
- deploy_york("Irish Mercenary", "Ireland");
- deploy_york("Calais Mercenary", "Calais");
- deploy_york("Burgundian Mercenary", "Calais");
- deploy_york("Westmoreland", "Pool");
- deploy_york("Canterbury (church)", "Pool");
- deploy_york("York (church)", "Pool");
- deploy_york("Bombard", "Pool");
- deploy_york("London (levy)", "Pool");
- deploy_york("Norwich (levy)", "Pool");
- deploy_york("Salisbury (levy)", "Pool");
- deploy_york("Buckingham", "Enemy");
- deploy_york("Shrewsbury", "Enemy");
- deploy_york("Rivers", "Enemy");
-
- deploy_lancaster("Richmond", "France");
- deploy_lancaster("Oxford", "France");
- deploy_lancaster("Pembroke", "France");
- deploy_lancaster("French Mercenary", "France");
- deploy_lancaster("Scots Mercenary", "Scotland");
- deploy_lancaster("Buckingham", "Glamorgan");
- deploy_lancaster("Rivers", "Leicester");
- deploy_lancaster("Shrewsbury", "Pool");
- deploy_lancaster("Welsh Mercenary", "Pool");
- deploy_lancaster("Bombard", "Pool");
- deploy_lancaster("Bristol (levy)", "Pool");
- deploy_lancaster("Coventry (levy)", "Pool");
- deploy_lancaster("Newcastle (levy)", "Pool");
- deploy_lancaster("York (levy)", "Pool");
- deploy_lancaster("Rebel", "Pool");
- deploy_lancaster("Northumberland", "Enemy");
- deploy_lancaster("Westmoreland", "Enemy");
- deploy_lancaster("Stanley", "Enemy");
- deploy_lancaster("Canterbury (church)", "Enemy");
- deploy_lancaster("York (church)", "Enemy");
+ reset_blocks()
+
+ game.campaign = 3
+ game.end_campaign = 3
+ game.pretender = "Richmond"
+ game.king = "Gloucester"
+
+ deploy_york("Gloucester", "Middlesex")
+ deploy_york("Norfolk", "East Anglia")
+ deploy_york("Suffolk", "East Anglia")
+ deploy_york("Arundel", "Sussex")
+ deploy_york("Essex", "Essex")
+ deploy_york("Northumberland", "Northumbria")
+ deploy_york("Stanley", "Lancaster")
+ deploy_york("Irish Mercenary", "Ireland")
+ deploy_york("Calais Mercenary", "Calais")
+ deploy_york("Burgundian Mercenary", "Calais")
+ deploy_york("Westmoreland", "Pool")
+ deploy_york("Canterbury (church)", "Pool")
+ deploy_york("York (church)", "Pool")
+ deploy_york("Bombard", "Pool")
+ deploy_york("London (levy)", "Pool")
+ deploy_york("Norwich (levy)", "Pool")
+ deploy_york("Salisbury (levy)", "Pool")
+ deploy_york("Buckingham", "Enemy")
+ deploy_york("Shrewsbury", "Enemy")
+ deploy_york("Rivers", "Enemy")
+
+ deploy_lancaster("Richmond", "France")
+ deploy_lancaster("Oxford", "France")
+ deploy_lancaster("Pembroke", "France")
+ deploy_lancaster("French Mercenary", "France")
+ deploy_lancaster("Scots Mercenary", "Scotland")
+ deploy_lancaster("Buckingham", "Glamorgan")
+ deploy_lancaster("Rivers", "Leicester")
+ deploy_lancaster("Shrewsbury", "Pool")
+ deploy_lancaster("Welsh Mercenary", "Pool")
+ deploy_lancaster("Bombard", "Pool")
+ deploy_lancaster("Bristol (levy)", "Pool")
+ deploy_lancaster("Coventry (levy)", "Pool")
+ deploy_lancaster("Newcastle (levy)", "Pool")
+ deploy_lancaster("York (levy)", "Pool")
+ deploy_lancaster("Rebel", "Pool")
+ deploy_lancaster("Northumberland", "Enemy")
+ deploy_lancaster("Westmoreland", "Enemy")
+ deploy_lancaster("Stanley", "Enemy")
+ deploy_lancaster("Canterbury (church)", "Enemy")
+ deploy_lancaster("York (church)", "Enemy")
}
// Kingmaker scenario special rule
@@ -1342,8 +1342,8 @@ function free_henry_vi() {
if (game.dead["Henry VI"]) {
if ((game.active === LANCASTER && is_friendly_area("Middlesex")) ||
(game.active === YORK && is_enemy_area("Middlesex"))) {
- log("Henry VI rescued!");
- delete game.dead["Henry VI"];
+ log("Henry VI rescued!")
+ delete game.dead["Henry VI"]
}
}
}
@@ -1351,174 +1351,174 @@ function free_henry_vi() {
// GAME TURN
function start_campaign() {
- logbr();
- log("Start Campaign " + game.campaign + ".");
+ logbr()
+ log("Start Campaign " + game.campaign + ".")
// TODO: Use board game mulligan rules instead of automatically redealing?
do {
- let deck = shuffle_deck();
- game.l_hand = deal_cards(deck, 7);
- game.y_hand = deal_cards(deck, 7);
- } while (count_ap(game.l_hand) <= 13 || count_ap(game.y_hand) <= 13);
+ let deck = shuffle_deck()
+ game.l_hand = deal_cards(deck, 7)
+ game.y_hand = deal_cards(deck, 7)
+ } while (count_ap(game.l_hand) <= 13 || count_ap(game.y_hand) <= 13)
- start_game_turn();
+ start_game_turn()
}
function start_game_turn() {
- game.turn = 8 - game.l_hand.length;
+ game.turn = 8 - game.l_hand.length
- logbr();
- log("Start Turn " + game.turn + " of campaign " + game.campaign + ".");
+ logbr()
+ log("Start Turn " + game.turn + " of campaign " + game.campaign + ".")
// Reset movement and attack tracking state
- reset_border_limits();
- game.last_used = {};
- game.attacker = {};
- game.reserves = [];
- game.moved = {};
+ reset_border_limits()
+ game.last_used = {}
+ game.attacker = {}
+ game.reserves = []
+ game.moved = {}
- goto_card_phase();
+ goto_card_phase()
}
function end_game_turn() {
- delete game.force_march;
- delete game.piracy;
- delete game.is_pirate;
- delete game.surprise;
- delete game.treason;
+ delete game.force_march
+ delete game.piracy
+ delete game.is_pirate
+ delete game.surprise
+ delete game.treason
if (game.l_hand.length > 0)
start_game_turn()
else
- goto_political_turn();
+ goto_political_turn()
}
// CARD PHASE
function goto_card_phase() {
- game.l_card = 0;
- game.y_card = 0;
- game.show_cards = false;
- game.state = 'play_card';
- game.active = BOTH;
+ game.l_card = 0
+ game.y_card = 0
+ game.show_cards = false
+ game.state = 'play_card'
+ game.active = BOTH
}
function resume_play_card() {
if (game.l_card > 0 && game.y_card > 0)
- reveal_cards();
+ reveal_cards()
else if (game.l_card > 0)
- game.active = YORK;
+ game.active = YORK
else if (game.y_card > 0)
- game.active = LANCASTER;
+ game.active = LANCASTER
else
- game.active = BOTH;
+ game.active = BOTH
}
states.play_card = {
prompt: function (view, current) {
if (current === OBSERVER)
- return view.prompt = "Waiting for players to play a card.";
+ return view.prompt = "Waiting for players to play a card."
if (current === LANCASTER) {
if (game.l_card) {
- view.prompt = "Waiting for York to play a card.";
- gen_action(view, 'undo');
+ view.prompt = "Waiting for York to play a card."
+ gen_action(view, 'undo')
} else {
- view.prompt = "Play a card.";
+ view.prompt = "Play a card."
for (let c of game.l_hand)
- gen_action(view, 'play', c);
+ gen_action(view, 'play', c)
}
}
if (current === YORK) {
if (game.y_card) {
- view.prompt = "Waiting for Lancaster to play a card.";
- gen_action(view, 'undo');
+ view.prompt = "Waiting for Lancaster to play a card."
+ gen_action(view, 'undo')
} else {
- view.prompt = "Play a card.";
+ view.prompt = "Play a card."
for (let c of game.y_hand)
- gen_action(view, 'play', c);
+ gen_action(view, 'play', c)
}
}
},
play: function (card, current) {
if (current === LANCASTER) {
- remove_from_array(game.l_hand, card);
- game.l_card = card;
+ remove_from_array(game.l_hand, card)
+ game.l_card = card
}
if (current === YORK) {
- remove_from_array(game.y_hand, card);
- game.y_card = card;
+ remove_from_array(game.y_hand, card)
+ game.y_card = card
}
- resume_play_card();
+ resume_play_card()
},
undo: function (_, current) {
if (current === LANCASTER) {
- game.l_hand.push(game.l_card);
- game.l_card = 0;
+ game.l_hand.push(game.l_card)
+ game.l_card = 0
}
if (current === YORK) {
- game.y_hand.push(game.y_card);
- game.y_card = 0;
+ game.y_hand.push(game.y_card)
+ game.y_card = 0
}
- resume_play_card();
+ resume_play_card()
}
}
function reveal_cards() {
- logbr();
- log("Lancaster played " + CARDS[game.l_card].name + ".");
- log("York played " + CARDS[game.y_card].name + ".");
- game.show_cards = true;
+ logbr()
+ log("Lancaster played " + CARDS[game.l_card].name + ".")
+ log("York played " + CARDS[game.y_card].name + ".")
+ game.show_cards = true
- let pretender = block_owner(game.pretender);
+ let pretender = block_owner(game.pretender)
- let lc = CARDS[game.l_card];
- let yc = CARDS[game.y_card];
+ let lc = CARDS[game.l_card]
+ let yc = CARDS[game.y_card]
- let lp = (lc.event ? 10 : 0) + lc.actions * 2 + (pretender === LANCASTER ? 1 : 0);
- let yp = (yc.event ? 10 : 0) + yc.actions * 2 + (pretender === YORK ? 1 : 0);
+ let lp = (lc.event ? 10 : 0) + lc.actions * 2 + (pretender === LANCASTER ? 1 : 0)
+ let yp = (yc.event ? 10 : 0) + yc.actions * 2 + (pretender === YORK ? 1 : 0)
if (lp > yp) {
- game.p1 = LANCASTER;
- game.p2 = YORK;
+ game.p1 = LANCASTER
+ game.p2 = YORK
} else {
- game.p1 = YORK;
- game.p2 = LANCASTER;
+ game.p1 = YORK
+ game.p2 = LANCASTER
}
- game.active = game.p1;
- start_player_turn();
+ game.active = game.p1
+ start_player_turn()
}
function start_player_turn() {
- logbr();
- log("Start " + game.active + " turn.");
- reset_border_limits();
- let lc = CARDS[game.l_card];
- let yc = CARDS[game.y_card];
+ logbr()
+ log("Start " + game.active + " turn.")
+ reset_border_limits()
+ let lc = CARDS[game.l_card]
+ let yc = CARDS[game.y_card]
if (game.active === LANCASTER && lc.event)
- goto_event_card(lc.event);
+ goto_event_card(lc.event)
else if (game.active === YORK && yc.event)
- goto_event_card(yc.event);
+ goto_event_card(yc.event)
else if (game.active === LANCASTER)
- goto_action_phase(lc.actions);
+ goto_action_phase(lc.actions)
else if (game.active === YORK)
- goto_action_phase(yc.actions);
+ goto_action_phase(yc.actions)
}
function end_player_turn() {
- game.moves = 0;
- game.activated = null;
- game.move_port = null;
- game.main_border = null;
+ game.moves = 0
+ game.activated = null
+ game.move_port = null
+ game.main_border = null
// Remove "Surprise" road limit bonus for retreats and regroups.
- delete game.surprise;
+ delete game.surprise
if (game.active === game.p2) {
- goto_battle_phase();
+ goto_battle_phase()
} else {
- game.active = game.p2;
- start_player_turn();
+ game.active = game.p2
+ start_player_turn()
}
}
@@ -1527,103 +1527,103 @@ function end_player_turn() {
function goto_event_card(event) {
switch (event) {
case 'force_march':
- game.force_march = game.active;
- goto_action_phase(1);
- break;
+ game.force_march = game.active
+ goto_action_phase(1)
+ break
case 'muster':
- goto_muster_event();
- break;
+ goto_muster_event()
+ break
case 'piracy':
- game.piracy = game.active;
- game.is_pirate = {};
- goto_action_phase(2);
- break;
+ game.piracy = game.active
+ game.is_pirate = {}
+ goto_action_phase(2)
+ break
case 'plague':
- game.state = 'plague_event';
- break;
+ game.state = 'plague_event'
+ break
case 'surprise':
- game.surprise = game.active;
- goto_action_phase(1);
- break;
+ game.surprise = game.active
+ goto_action_phase(1)
+ break
case 'treason':
- game.treason = game.active;
- goto_action_phase(1);
- break;
+ game.treason = game.active
+ goto_action_phase(1)
+ break
}
}
states.plague_event = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Plague: Waiting for " + game.active + " to choose a city.";
- view.prompt = "Plague: Choose an enemy city area.";
- gen_action(view, 'pass');
+ return view.prompt = "Plague: Waiting for " + game.active + " to choose a city."
+ view.prompt = "Plague: Choose an enemy city area."
+ gen_action(view, 'pass')
for (let where in AREAS)
if (is_enemy_area(where) && has_city(where))
- gen_action(view, 'area', where);
+ gen_action(view, 'area', where)
},
area: function (where) {
- log("Plague ravaged " + has_city(where) + "!");
- game.where = where;
- game.plague = [];
+ log("Plague ravaged " + has_city(where) + "!")
+ game.where = where
+ game.plague = []
for (let b in BLOCKS)
if (game.location[b] === where)
- game.plague.push(b);
- game.active = ENEMY[game.active];
- game.state = 'apply_plague';
+ game.plague.push(b)
+ game.active = ENEMY[game.active]
+ game.state = 'apply_plague'
},
pass: function () {
- end_player_turn();
+ end_player_turn()
}
}
states.apply_plague = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Plague: Waiting for " + game.active + " to reduce blocks in " + has_city(game.where) + ".";
- view.prompt = "Plague: Reduce blocks in " + has_city(game.where) + ".";
+ return view.prompt = "Plague: Waiting for " + game.active + " to reduce blocks in " + has_city(game.where) + "."
+ view.prompt = "Plague: Reduce blocks in " + has_city(game.where) + "."
for (let b of game.plague)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
},
block: function (b) {
- reduce_block(b);
- remove_from_array(game.plague, b);
+ reduce_block(b)
+ remove_from_array(game.plague, b)
if (game.plague.length === 0) {
- delete game.plague;
- game.active = ENEMY[game.active];
- end_player_turn();
+ delete game.plague
+ game.active = ENEMY[game.active]
+ end_player_turn()
}
},
}
function goto_muster_event() {
- game.state = 'muster_event';
- game.turn_log = [];
- clear_undo();
+ game.state = 'muster_event'
+ game.turn_log = []
+ clear_undo()
}
states.muster_event = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Muster: Waiting for " + game.active + " to muster.";
- view.prompt = "Muster: Choose one friendly or vacant muster area.";
- gen_action_undo(view);
- gen_action(view, 'end_action_phase');
+ return view.prompt = "Muster: Waiting for " + game.active + " to muster."
+ view.prompt = "Muster: Choose one friendly or vacant muster area."
+ gen_action_undo(view)
+ gen_action(view, 'end_action_phase')
for (let where in AREAS) {
if (is_friendly_or_vacant_area(where))
if (can_muster_to(where))
- gen_action(view, 'area', where);
+ gen_action(view, 'area', where)
}
},
area: function (where) {
- push_undo();
- game.where = where;
- game.state = 'muster_who';
+ push_undo()
+ game.where = where
+ game.state = 'muster_who'
},
end_action_phase: function () {
- clear_undo();
- print_turn_log(game.active + " mustered:");
- end_player_turn();
+ clear_undo()
+ print_turn_log(game.active + " mustered:")
+ end_player_turn()
},
undo: pop_undo,
}
@@ -1631,24 +1631,24 @@ states.muster_event = {
states.muster_who = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Muster: Waiting for " + game.active + " to muster.";
- view.prompt = "Muster: Move blocks to the designated muster area.";
- gen_action_undo(view);
- gen_action(view, 'end_action_phase');
+ return view.prompt = "Muster: Waiting for " + game.active + " to muster."
+ view.prompt = "Muster: Move blocks to the designated muster area."
+ gen_action_undo(view)
+ gen_action(view, 'end_action_phase')
for (let b in BLOCKS)
if (can_block_muster(b, game.where))
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
},
block: function (who) {
- push_undo();
- game.who = who;
- game.state = 'muster_move_1';
+ push_undo()
+ game.who = who
+ game.state = 'muster_move_1'
},
end_action_phase: function () {
- game.where = null;
- clear_undo();
- print_turn_log(game.active + " mustered:");
- end_player_turn();
+ game.where = null
+ clear_undo()
+ print_turn_log(game.active + " mustered:")
+ end_player_turn()
},
undo: pop_undo,
}
@@ -1656,28 +1656,28 @@ states.muster_who = {
states.muster_move_1 = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Muster: Waiting for " + game.active + " to muster.";
- view.prompt = "Muster: Move " + block_name(game.who) + " to the designated muster area.";
- gen_action_undo(view);
- gen_action(view, 'block', game.who);
- let from = game.location[game.who];
+ return view.prompt = "Muster: Waiting for " + game.active + " to muster."
+ view.prompt = "Muster: Move " + block_name(game.who) + " to the designated muster area."
+ gen_action_undo(view)
+ gen_action(view, 'block', game.who)
+ let from = game.location[game.who]
for (let to of AREAS[from].exits) {
if (can_block_muster_via(game.who, from, to, game.where))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
}
},
area: function (to) {
- let from = game.location[game.who];
- log_move_start(from);
- log_move_continue(to);
- move_block(game.who, from, to);
+ let from = game.location[game.who]
+ log_move_start(from)
+ log_move_continue(to)
+ move_block(game.who, from, to)
if (to === game.where) {
- log_move_end();
- game.moved[game.who] = true;
- game.who = null;
- game.state = 'muster_who';
+ log_move_end()
+ game.moved[game.who] = true
+ game.who = null
+ game.state = 'muster_who'
} else {
- game.state = 'muster_move_2';
+ game.state = 'muster_move_2'
}
},
block: pop_undo,
@@ -1687,18 +1687,18 @@ states.muster_move_1 = {
states.muster_move_2 = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Muster: Waiting for " + game.active + " to muster.";
- view.prompt = "Muster: Move " + block_name(game.who) + " to the designated muster area.";
- gen_action_undo(view);
- gen_action(view, 'area', game.where);
+ return view.prompt = "Muster: Waiting for " + game.active + " to muster."
+ view.prompt = "Muster: Move " + block_name(game.who) + " to the designated muster area."
+ gen_action_undo(view)
+ gen_action(view, 'area', game.where)
},
area: function (to) {
- log_move_continue(to);
- log_move_end();
- move_block(game.who, game.location[game.who], to);
- game.moved[game.who] = true;
- game.who = null;
- game.state = 'muster_who';
+ log_move_continue(to)
+ log_move_end()
+ move_block(game.who, game.location[game.who], to)
+ game.moved[game.who] = true
+ game.who = null
+ game.state = 'muster_who'
},
undo: pop_undo,
}
@@ -1706,120 +1706,120 @@ states.muster_move_2 = {
// ACTION PHASE
function use_border(from, to) {
- game.border_limit[border_id(from, to)] = border_limit(from, to) + 1;
+ game.border_limit[border_id(from, to)] = border_limit(from, to) + 1
}
function move_block(who, from, to) {
- game.location[who] = to;
- use_border(from, to);
- game.distance ++;
+ game.location[who] = to
+ use_border(from, to)
+ game.distance ++
if (is_contested_area(to)) {
- game.last_used[border_id(from, to)] = game.active;
+ game.last_used[border_id(from, to)] = game.active
if (!game.attacker[to]) {
- game.attacker[to] = game.active;
- game.main_border[to] = from;
+ game.attacker[to] = game.active
+ game.main_border[to] = from
} else {
if (game.attacker[to] !== game.active || game.main_border[to] !== from) {
- game.reserves.push(who);
- return RESERVE_MARK;
+ game.reserves.push(who)
+ return RESERVE_MARK
}
}
- return ATTACK_MARK;
+ return ATTACK_MARK
}
- return "";
+ return ""
}
function goto_action_phase(moves) {
- game.state = 'action_phase';
- game.moves = moves;
- game.activated = [];
- game.move_port = {};
- game.main_border = {};
- game.turn_log = [];
- game.recruit_log = [];
- clear_undo();
+ game.state = 'action_phase'
+ game.moves = moves
+ game.activated = []
+ game.move_port = {}
+ game.main_border = {}
+ game.turn_log = []
+ game.recruit_log = []
+ clear_undo()
}
states.action_phase = {
prompt: function (view, current) {
if (is_inactive_player(current)) {
if (game.active === game.piracy)
- return view.prompt = "Piracy: Waiting for " + game.active + ".";
+ return view.prompt = "Piracy: Waiting for " + game.active + "."
if (game.active === game.force_march)
- return view.prompt = "Force March: Waiting for " + game.active + ".";
+ return view.prompt = "Force March: Waiting for " + game.active + "."
if (game.active === game.surprise)
- return view.prompt = "Surprise: Waiting for " + game.active + ".";
+ return view.prompt = "Surprise: Waiting for " + game.active + "."
if (game.active === game.treason)
- return view.prompt = "Treason: Waiting for " + game.active + ".";
+ return view.prompt = "Treason: Waiting for " + game.active + "."
else
- return view.prompt = "Action Phase: Waiting for " + game.active + ".";
+ return view.prompt = "Action Phase: Waiting for " + game.active + "."
}
if (game.active === game.piracy) {
- view.prompt = "Piracy: Choose an army to sea move. Attacking is allowed. " + game.moves + "AP left.";
+ view.prompt = "Piracy: Choose an army to sea move. Attacking is allowed. " + game.moves + "AP left."
} else if (game.active === game.force_march) {
- view.prompt = "Force March: Move one group. Blocks can move up to 3 areas and may attack.";
+ view.prompt = "Force March: Move one group. Blocks can move up to 3 areas and may attack."
} else if (game.active === game.surprise) {
- view.prompt = "Surprise: Move one group. Border limit is +1 to cross all borders.";
+ view.prompt = "Surprise: Move one group. Border limit is +1 to cross all borders."
} else if (game.active === game.treason) {
- view.prompt = "Treason: Move one group.";
+ view.prompt = "Treason: Move one group."
} else {
- view.prompt = "Action Phase: Choose an army to move or recruit. " + game.moves + "AP left.";
+ view.prompt = "Action Phase: Choose an army to move or recruit. " + game.moves + "AP left."
}
- gen_action_undo(view);
- gen_action(view, 'end_action_phase');
+ gen_action_undo(view)
+ gen_action(view, 'end_action_phase')
for (let b in BLOCKS) {
- let from = game.location[b];
+ let from = game.location[b]
if (can_recruit(b)) {
if (game.moves > 0)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
}
if (can_block_land_move(b)) {
if (game.moves === 0) {
if (game.activated.includes(from))
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
} else {
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
}
}
if (can_block_sea_move(b)) {
if (game.moves === 0) {
if (game.move_port[game.location[b]])
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
} else {
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
}
}
}
},
block: function (who) {
- push_undo();
- game.who = who;
- game.origin = game.location[who];
+ push_undo()
+ game.who = who
+ game.origin = game.location[who]
if (game.origin === POOL) {
- game.state = 'recruit_where';
+ game.state = 'recruit_where'
} else {
- game.distance = 0;
- game.last_from = null;
- game.state = 'move_to';
+ game.distance = 0
+ game.last_from = null
+ game.state = 'move_to'
}
},
end_action_phase: function () {
if (game.moves > 0 && game.turn_log.length === 0 && game.recruit_log.length === 0)
- logp("did nothing.");
+ logp("did nothing.")
if (game.turn_log.length > 0)
- print_turn_log(game.active + " moved:");
- game.turn_log = game.recruit_log;
+ print_turn_log(game.active + " moved:")
+ game.turn_log = game.recruit_log
if (game.turn_log.length > 0)
- print_turn_log(game.active + " recruited:");
- game.turn_log = null;
- game.recruit_log = null;
+ print_turn_log(game.active + " recruited:")
+ game.turn_log = null
+ game.recruit_log = null
- clear_undo();
- game.moves = 0;
- end_player_turn();
+ clear_undo()
+ game.moves = 0
+ end_player_turn()
},
undo: pop_undo,
}
@@ -1827,20 +1827,20 @@ states.action_phase = {
states.recruit_where = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Action Phase: Waiting for " + game.active + ".";
- view.prompt = "Recruit " + block_name(game.who) + " where?";
- gen_action_undo(view);
- gen_action(view, 'block', game.who);
+ return view.prompt = "Action Phase: Waiting for " + game.active + "."
+ view.prompt = "Recruit " + block_name(game.who) + " where?"
+ gen_action_undo(view)
+ gen_action(view, 'block', game.who)
for (let to in AREAS)
if (can_recruit_to(game.who, to))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
},
area: function (to) {
- game.recruit_log.push([to]);
- --game.moves;
- game.location[game.who] = to;
- game.moved[game.who] = true;
- end_action();
+ game.recruit_log.push([to])
+ --game.moves
+ game.location[game.who] = to
+ game.moved[game.who] = true
+ end_action()
},
block: pop_undo,
undo: pop_undo,
@@ -1849,59 +1849,59 @@ states.recruit_where = {
states.move_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Action Phase: Waiting for " + game.active + ".";
- view.prompt = "Move " + block_name(game.who) + ".";
- gen_action_undo(view);
- gen_action(view, 'block', game.who);
- let from = game.location[game.who];
+ return view.prompt = "Action Phase: Waiting for " + game.active + "."
+ view.prompt = "Move " + block_name(game.who) + "."
+ gen_action_undo(view)
+ gen_action(view, 'block', game.who)
+ let from = game.location[game.who]
if (game.distance > 0)
- gen_action(view, 'area', from);
+ gen_action(view, 'area', from)
for (let to of AREAS[from].exits) {
if (to !== game.last_from && can_block_land_move_to(game.who, from, to))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
else if (game.distance === 0 && can_block_sea_move_to(game.who, from, to)) {
- let has_destination_port = false;
+ let has_destination_port = false
if (game.moves === 0) {
for (let port of AREAS[to].exits)
if (game.move_port[game.origin] === port)
- has_destination_port = true;
+ has_destination_port = true
} else {
if (game.active === game.piracy)
- has_destination_port = true;
+ has_destination_port = true
else
for (let port of AREAS[to].exits)
if (port !== game.origin && is_friendly_or_vacant_area(port))
- has_destination_port = true;
+ has_destination_port = true
}
if (has_destination_port)
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
}
}
},
block: function () {
if (game.distance === 0)
- pop_undo();
+ pop_undo()
else
- end_move();
+ end_move()
},
area: function (to) {
- let from = game.location[game.who];
+ let from = game.location[game.who]
if (to === from) {
- end_move();
- return;
+ end_move()
+ return
}
if (game.distance === 0)
- log_move_start(from);
- game.last_from = from;
+ log_move_start(from)
+ game.last_from = from
if (is_sea_area(to)) {
- log_move_continue(to);
- game.location[game.who] = to;
- game.state = 'sea_move_to';
+ log_move_continue(to)
+ game.location[game.who] = to
+ game.state = 'sea_move_to'
} else {
- let mark = move_block(game.who, from, to);
- log_move_continue(to, mark);
+ let mark = move_block(game.who, from, to)
+ log_move_continue(to, mark)
if (!can_block_continue(game.who, from, to))
- end_move();
+ end_move()
}
},
undo: pop_undo,
@@ -1910,192 +1910,192 @@ states.move_to = {
states.sea_move_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Action Phase: Waiting for " + game.active + ".";
+ return view.prompt = "Action Phase: Waiting for " + game.active + "."
if (game.active === game.piracy) {
- view.prompt = "Piracy: Sea Move " + block_name(game.who) + " to a coastal area.";
+ view.prompt = "Piracy: Sea Move " + block_name(game.who) + " to a coastal area."
} else {
- view.prompt = "Sea Move " + block_name(game.who) + " to a friendly or vacant coastal area.";
+ view.prompt = "Sea Move " + block_name(game.who) + " to a friendly or vacant coastal area."
}
- gen_action_undo(view);
+ gen_action_undo(view)
for (let to of AREAS[game.location[game.who]].exits) {
if (to === game.last_from)
- continue;
+ continue
if (is_enemy_exile_area(to))
- continue;
+ continue
if (is_friendly_or_vacant_area(to)) {
if (game.moves === 0) {
if (game.move_port[game.origin] === to)
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
} else {
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
}
} else if (game.active === game.piracy && game.moves > 0) {
// Can attack with piracy, but no port-to-port bonus.
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
}
}
},
area: function (to) {
- game.location[game.who] = to;
- game.moved[game.who] = true;
+ game.location[game.who] = to
+ game.moved[game.who] = true
if (game.active === game.piracy && is_contested_area(to)) {
// Can attack with piracy, but no port-to-port bonus.
- log_move_continue(to, ATTACK_MARK);
- game.is_pirate[game.who] = true;
+ log_move_continue(to, ATTACK_MARK)
+ game.is_pirate[game.who] = true
if (!game.attacker[to])
- game.attacker[to] = game.active;
- logp("sea moved.");
- --game.moves;
+ game.attacker[to] = game.active
+ logp("sea moved.")
+ --game.moves
} else {
// Can sea move two blocks between same major ports for 1 AP.
- log_move_continue(to);
+ log_move_continue(to)
if (game.move_port[game.origin] === to) {
- delete game.move_port[game.origin];
+ delete game.move_port[game.origin]
} else {
- logp("sea moved.");
- --game.moves;
+ logp("sea moved.")
+ --game.moves
if (is_major_port(game.origin) && is_major_port(to))
- game.move_port[game.origin] = to;
+ game.move_port[game.origin] = to
}
}
- log_move_end();
- end_action();
+ log_move_end()
+ end_action()
},
undo: pop_undo,
}
function end_move() {
if (game.distance > 0) {
- log_move_end();
+ log_move_end()
if (!game.activated.includes(game.origin)) {
- logp("activated " + game.origin + ".");
- game.activated.push(game.origin);
- game.moves --;
+ logp("activated " + game.origin + ".")
+ game.activated.push(game.origin)
+ game.moves --
}
- game.moved[game.who] = true;
+ game.moved[game.who] = true
}
- game.last_from = null;
- end_action();
+ game.last_from = null
+ end_action()
}
function end_action() {
- free_henry_vi();
- game.who = null;
- game.distance = 0;
- game.origin = null;
- game.state = 'action_phase';
+ free_henry_vi()
+ game.who = null
+ game.distance = 0
+ game.origin = null
+ game.state = 'action_phase'
}
// BATTLE PHASE
function goto_battle_phase() {
if (have_contested_areas()) {
- game.active = game.p1;
- game.state = 'battle_phase';
+ game.active = game.p1
+ game.state = 'battle_phase'
} else {
- goto_supply_phase();
+ goto_supply_phase()
}
}
states.battle_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to choose a battle.";
- view.prompt = "Choose the next battle to fight!";
+ return view.prompt = "Waiting for " + game.active + " to choose a battle."
+ view.prompt = "Choose the next battle to fight!"
for (let where in AREAS)
if (is_area_on_map(where) && is_contested_area(where))
- gen_action(view, 'area', where);
+ gen_action(view, 'area', where)
},
area: function (where) {
- start_battle(where);
+ start_battle(where)
},
}
function start_battle(where) {
- game.flash = "";
- logbr();
- log("Battle in " + where + ".");
- game.where = where;
- game.battle_round = 0;
- game.defected = {};
- game.treachery = {};
+ game.flash = ""
+ logbr()
+ log("Battle in " + where + ".")
+ game.where = where
+ game.battle_round = 0
+ game.defected = {}
+ game.treachery = {}
if (game.treason && can_attempt_treason_event()) {
- game.active = game.treason;
- game.state = 'treason_event';
+ game.active = game.treason
+ game.state = 'treason_event'
} else {
- game.state = 'battle_round';
- start_battle_round();
+ game.state = 'battle_round'
+ start_battle_round()
}
}
function resume_battle() {
if (game.result)
- return goto_game_over();
- game.who = null;
- game.state = 'battle_round';
- pump_battle_round();
+ return goto_game_over()
+ game.who = null
+ game.state = 'battle_round'
+ pump_battle_round()
}
function end_battle() {
if (game.turn_log && game.turn_log.length > 0)
- print_turn_log("Retreated from " + game.where + ":");
- free_henry_vi();
- game.flash = "";
- game.battle_round = 0;
- reset_border_limits();
- game.moved = {};
- game.defected = {};
- game.treachery = {};
- goto_regroup();
+ print_turn_log("Retreated from " + game.where + ":")
+ free_henry_vi()
+ game.flash = ""
+ game.battle_round = 0
+ reset_border_limits()
+ game.moved = {}
+ game.defected = {}
+ game.treachery = {}
+ goto_regroup()
}
states.treason_event = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Treason: Waiting for " + game.active + " to choose a target.";
- view.prompt = "Treason: Choose a target or pass.";
- gen_action(view, 'pass');
+ return view.prompt = "Treason: Waiting for " + game.active + " to choose a target."
+ view.prompt = "Treason: Choose a target or pass."
+ gen_action(view, 'pass')
for (let b in BLOCKS) {
if (game.active === game.attacker[game.where]) {
if (is_defender(b) && can_defect(null, b)) {
- gen_action(view, 'battle_treachery', b);
- gen_action(view, 'block', b);
+ gen_action(view, 'battle_treachery', b)
+ gen_action(view, 'block', b)
}
} else {
if (is_attacker(b) && can_defect(null, b)) {
- gen_action(view, 'battle_treachery', b);
- gen_action(view, 'block', b);
+ gen_action(view, 'battle_treachery', b)
+ gen_action(view, 'block', b)
}
}
}
},
battle_treachery: function (target) {
- delete game.treason;
- attempt_treachery(null, target);
- game.state = 'battle_round';
- start_battle_round();
+ delete game.treason
+ attempt_treachery(null, target)
+ game.state = 'battle_round'
+ start_battle_round()
},
block: function (target) {
- delete game.treason;
- attempt_treachery(null, target);
- game.state = 'battle_round';
- start_battle_round();
+ delete game.treason
+ attempt_treachery(null, target)
+ game.state = 'battle_round'
+ start_battle_round()
},
pass: function () {
- game.state = 'battle_round';
- start_battle_round();
+ game.state = 'battle_round'
+ start_battle_round()
}
}
function bring_on_reserves(owner, moved) {
for (let b in BLOCKS) {
if (block_owner(b) === owner && game.location[b] === game.where) {
- remove_from_array(game.reserves, b);
- game.moved[b] = moved;
+ remove_from_array(game.reserves, b)
+ game.moved[b] = moved
}
}
}
@@ -2103,349 +2103,349 @@ function bring_on_reserves(owner, moved) {
function start_battle_round() {
if (++game.battle_round <= 4) {
if (game.turn_log && game.turn_log.length > 0)
- print_turn_log("Retreated from " + game.where + ":");
- game.turn_log = [];
+ print_turn_log("Retreated from " + game.where + ":")
+ game.turn_log = []
- log("~ Battle Round " + game.battle_round + " ~");
+ log("~ Battle Round " + game.battle_round + " ~")
- reset_border_limits();
- game.moved = {};
+ reset_border_limits()
+ game.moved = {}
if (game.battle_round > 1) {
- bring_on_reserves(LANCASTER, false);
- bring_on_reserves(YORK, false);
+ bring_on_reserves(LANCASTER, false)
+ bring_on_reserves(YORK, false)
}
- pump_battle_round();
+ pump_battle_round()
} else {
- end_battle();
+ end_battle()
}
}
function pump_battle_round() {
if (is_friendly_area(game.where) || is_enemy_area(game.where)) {
- end_battle();
- return;
+ end_battle()
+ return
}
if (count_attackers() === 0 || count_defenders() === 0) {
// Deploy reserves immediately if all blocks on one side are eliminated.
if (count_attackers() === 0) {
- log("Attacking main force was eliminated.");
- bring_on_reserves(game.attacker[game.where], true);
+ log("Attacking main force was eliminated.")
+ bring_on_reserves(game.attacker[game.where], true)
} else if (count_defenders() === 0) {
- log("Defending main force was eliminated.");
- bring_on_reserves(ENEMY[game.attacker[game.where]], true);
+ log("Defending main force was eliminated.")
+ bring_on_reserves(ENEMY[game.attacker[game.where]], true)
if (game.battle_round === 1) {
- log("Battlefield control changed.");
- game.attacker[game.where] = ENEMY[game.attacker[game.where]];
+ log("Battlefield control changed.")
+ game.attacker[game.where] = ENEMY[game.attacker[game.where]]
}
}
}
function filter_battle_blocks(ci, is_candidate) {
- let output = null;
+ let output = null
for (let b in BLOCKS) {
if (is_candidate(b) && !game.moved[b] && !game.dead[b]) {
if (block_initiative(b) === ci) {
if (!output)
- output = [];
- output.push(b);
+ output = []
+ output.push(b)
}
}
}
- return output;
+ return output
}
function battle_step(active, initiative, candidate) {
- game.battle_list = filter_battle_blocks(initiative, candidate);
+ game.battle_list = filter_battle_blocks(initiative, candidate)
if (game.battle_list) {
- game.active = active;
- return true;
+ game.active = active
+ return true
}
- return false;
+ return false
}
- let attacker = game.attacker[game.where];
- let defender = ENEMY[attacker];
+ let attacker = game.attacker[game.where]
+ let defender = ENEMY[attacker]
- if (battle_step(defender, 'A', is_defender)) return;
- if (battle_step(attacker, 'A', is_attacker)) return;
- if (battle_step(defender, 'B', is_defender)) return;
- if (battle_step(attacker, 'B', is_attacker)) return;
- if (battle_step(defender, 'C', is_defender)) return;
- if (battle_step(attacker, 'C', is_attacker)) return;
- if (battle_step(defender, 'D', is_defender)) return;
- if (battle_step(attacker, 'D', is_attacker)) return;
+ if (battle_step(defender, 'A', is_defender)) return
+ if (battle_step(attacker, 'A', is_attacker)) return
+ if (battle_step(defender, 'B', is_defender)) return
+ if (battle_step(attacker, 'B', is_attacker)) return
+ if (battle_step(defender, 'C', is_defender)) return
+ if (battle_step(attacker, 'C', is_attacker)) return
+ if (battle_step(defender, 'D', is_defender)) return
+ if (battle_step(attacker, 'D', is_attacker)) return
- start_battle_round();
+ start_battle_round()
}
function pass_with_block(b) {
- game.flash = block_name(b) + " passed.";
- log_battle(game.flash);
- game.moved[b] = true;
- resume_battle();
+ game.flash = block_name(b) + " passed."
+ log_battle(game.flash)
+ game.moved[b] = true
+ resume_battle()
}
function can_retreat_with_block(who) {
if (game.location[who] === game.where) {
if (game.battle_round > 1) {
if (game.active === game.piracy && game.is_pirate[who]) {
- return true;
+ return true
} else {
for (let to of AREAS[game.where].exits)
if (can_block_retreat_to(who, to))
- return true;
+ return true
}
}
}
- return false;
+ return false
}
function must_retreat_with_block(who) {
if (game.location[who] === game.where)
if (game.battle_round === 4)
- return (block_owner(who) === game.attacker[game.where]);
- return false;
+ return (block_owner(who) === game.attacker[game.where])
+ return false
}
function retreat_with_block(who) {
if (can_retreat_with_block(who)) {
- game.who = who;
- game.state = 'retreat_in_battle';
+ game.who = who
+ game.state = 'retreat_in_battle'
} else {
- eliminate_block(who);
- resume_battle();
+ eliminate_block(who)
+ resume_battle()
}
}
function roll_attack(active, b, verb) {
- game.hits = 0;
- let fire = block_fire_power(b, game.where);
- let printed_fire = block_printed_fire_power(b);
- let rolls = [];
- let steps = game.steps[b];
- let name = block_name(b) + " " + BLOCKS[b].combat;
+ game.hits = 0
+ let fire = block_fire_power(b, game.where)
+ let printed_fire = block_printed_fire_power(b)
+ let rolls = []
+ let steps = game.steps[b]
+ let name = block_name(b) + " " + BLOCKS[b].combat
if (fire > printed_fire)
- name += "+" + (fire - printed_fire);
+ name += "+" + (fire - printed_fire)
for (let i = 0; i < steps; ++i) {
- let die = roll_d6();
+ let die = roll_d6()
if (die <= fire) {
- rolls.push(DIE_HIT[die]);
- ++game.hits;
+ rolls.push(DIE_HIT[die])
+ ++game.hits
} else {
- rolls.push(DIE_MISS[die]);
+ rolls.push(DIE_MISS[die])
}
}
- game.flash = name + " " + verb + " " + rolls.join(" ") + " ";
+ game.flash = name + " " + verb + " " + rolls.join(" ") + " "
if (game.hits === 0)
- game.flash += "and missed.";
+ game.flash += "and missed."
else if (game.hits === 1)
- game.flash += "and scored 1 hit.";
+ game.flash += "and scored 1 hit."
else
- game.flash += "and scored " + game.hits + " hits.";
+ game.flash += "and scored " + game.hits + " hits."
- log(active[0] + ": " + name + " " + verb + " " + rolls.join("") + ".");
+ log(active[0] + ": " + name + " " + verb + " " + rolls.join("") + ".")
}
function fire_with_block(b) {
- game.moved[b] = true;
- roll_attack(game.active, b, "fired");
+ game.moved[b] = true
+ roll_attack(game.active, b, "fired")
if (game.hits > 0) {
- game.active = ENEMY[game.active];
- goto_battle_hits();
+ game.active = ENEMY[game.active]
+ goto_battle_hits()
} else {
- resume_battle();
+ resume_battle()
}
}
function attempt_treachery(source, target) {
if (source) {
- let once = treachery_tag(source);
- game.treachery[once] = true;
- game.moved[source] = true;
+ let once = treachery_tag(source)
+ game.treachery[once] = true
+ game.moved[source] = true
}
- let n = block_loyalty(source, target);
- let rolls = [];
- let result = true;
+ let n = block_loyalty(source, target)
+ let rolls = []
+ let result = true
for (let i = 0; i < n; ++i) {
- let die = roll_d6();
+ let die = roll_d6()
if ((die & 1) === 1) {
- rolls.push(DIE_MISS[die]);
- result = false;
+ rolls.push(DIE_MISS[die])
+ result = false
} else {
- rolls.push(DIE_HIT[die]);
+ rolls.push(DIE_HIT[die])
}
}
if (source)
- game.flash = block_name(source) + " treachery " + rolls.join(" ");
+ game.flash = block_name(source) + " treachery " + rolls.join(" ")
else
- game.flash = "Treason event " + rolls.join(" ");
+ game.flash = "Treason event " + rolls.join(" ")
if (result) {
- game.flash += " converted " + block_name(target) + "!";
- target = swap_blocks(target);
- game.defected[target] = true;
- game.reserves.push(target);
+ game.flash += " converted " + block_name(target) + "!"
+ target = swap_blocks(target)
+ game.defected[target] = true
+ game.reserves.push(target)
} else {
- game.flash += " failed to convert " + block_name(target) + ".";
+ game.flash += " failed to convert " + block_name(target) + "."
}
- log_battle(game.flash);
+ log_battle(game.flash)
}
function charge_with_block(heir, target) {
- let n;
- game.moved[heir] = true;
- roll_attack(game.active, heir, "charged " + block_name(target));
- n = Math.min(game.hits, game.steps[target]);
+ let n
+ game.moved[heir] = true
+ roll_attack(game.active, heir, "charged " + block_name(target))
+ n = Math.min(game.hits, game.steps[target])
if (n === game.steps[target]) {
- eliminate_block(target);
+ eliminate_block(target)
} else {
while (n-- > 0)
- reduce_block(target);
- let charge_flash = game.flash;
- roll_attack(ENEMY[game.active], target, "counter-attacked");
- n = Math.min(game.hits, game.steps[heir]);
+ reduce_block(target)
+ let charge_flash = game.flash
+ roll_attack(ENEMY[game.active], target, "counter-attacked")
+ n = Math.min(game.hits, game.steps[heir])
while (n-- > 0)
- reduce_block(heir);
- game.flash = charge_flash + " " + game.flash;
+ reduce_block(heir)
+ game.flash = charge_flash + " " + game.flash
}
- resume_battle();
+ resume_battle()
}
function can_block_fire(who) {
if (is_attacker(who))
- return game.battle_round < 4;
+ return game.battle_round < 4
if (is_defender(who))
- return true;
- return false;
+ return true
+ return false
}
function find_minor_heir(owner) {
- let candidate = null;
+ let candidate = null
for (let b in BLOCKS) {
if (block_owner(b) === owner && block_type(b) === 'heir' && game.location[b] === MINOR)
if (!candidate || BLOCKS[b].heir < BLOCKS[candidate].heir)
- candidate = b;
+ candidate = b
}
- return candidate;
+ return candidate
}
function find_senior_heir(owner) {
- let candidate = null;
+ let candidate = null
for (let b in BLOCKS)
if (block_owner(b) === owner && block_type(b) === 'heir' && !is_dead(b))
if (!candidate || BLOCKS[b].heir < BLOCKS[candidate].heir)
- candidate = b;
- return candidate;
+ candidate = b
+ return candidate
}
function find_next_king(owner) {
- let candidate = null;
+ let candidate = null
for (let b in BLOCKS)
if (block_owner(b) === owner && block_type(b) === 'heir' && game.location[b])
if (!candidate || BLOCKS[b].heir < BLOCKS[candidate].heir)
- candidate = b;
- return candidate;
+ candidate = b
+ return candidate
}
function find_senior_heir_in_area(owner, where) {
- let candidate = null;
+ let candidate = null
for (let b in BLOCKS) {
if (block_owner(b) === owner && block_type(b) === 'heir' && game.location[b] === where) {
if (is_battle_reserve(b))
- continue;
+ continue
if (!candidate || BLOCKS[b].heir < BLOCKS[candidate].heir)
- candidate = b;
+ candidate = b
}
}
- return candidate;
+ return candidate
}
function is_senior_royal_heir_in(who, where) {
- return find_senior_heir_in_area(block_owner(game.king), where) === who;
+ return find_senior_heir_in_area(block_owner(game.king), where) === who
}
function can_heir_charge() {
- let heir = find_senior_heir_in_area(game.active, game.where);
+ let heir = find_senior_heir_in_area(game.active, game.where)
if (heir && !game.moved[heir]) {
if (is_attacker(heir))
- return game.battle_round < 4 ? heir : null;
+ return game.battle_round < 4 ? heir : null
if (is_defender(heir))
- return heir;
+ return heir
}
- return null;
+ return null
}
states.battle_round = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to choose a combat action.";
- view.prompt = "Battle: Choose a combat action with an army.";
+ return view.prompt = "Waiting for " + game.active + " to choose a combat action."
+ view.prompt = "Battle: Choose a combat action with an army."
- let can_fire = false;
- let can_retreat = false;
- let must_retreat = false;
- let can_pass = false;
+ let can_fire = false
+ let can_retreat = false
+ let must_retreat = false
+ let can_pass = false
if (game.active === game.attacker[game.where]) {
- if (game.battle_round < 4) can_fire = true;
- if (game.battle_round > 1) can_retreat = true;
- if (game.battle_round < 4) can_pass = true;
- if (game.battle_round === 4) must_retreat = true;
+ if (game.battle_round < 4) can_fire = true
+ if (game.battle_round > 1) can_retreat = true
+ if (game.battle_round < 4) can_pass = true
+ if (game.battle_round === 4) must_retreat = true
} else {
- can_fire = true;
- if (game.battle_round > 1) can_retreat = true;
- can_pass = true;
+ can_fire = true
+ if (game.battle_round > 1) can_retreat = true
+ can_pass = true
}
for (let b of game.battle_list) {
- if (can_fire) gen_action(view, 'battle_fire', b);
+ if (can_fire) gen_action(view, 'battle_fire', b)
if (must_retreat || (can_retreat && can_retreat_with_block(b)))
- gen_action(view, 'battle_retreat', b);
- if (can_pass) gen_action(view, 'battle_pass', b);
- gen_action(view, 'block', b);
+ gen_action(view, 'battle_retreat', b)
+ if (can_pass) gen_action(view, 'battle_pass', b)
+ gen_action(view, 'block', b)
}
- let heir = can_heir_charge();
+ let heir = can_heir_charge()
if (heir && game.battle_list.includes(heir)) {
- gen_action(view, 'battle_charge', heir);
+ gen_action(view, 'battle_charge', heir)
}
if (can_attempt_treachery(game.king))
- gen_action(view, 'battle_treachery', game.king);
+ gen_action(view, 'battle_treachery', game.king)
if (can_attempt_treachery(game.pretender))
- gen_action(view, 'battle_treachery', game.pretender);
+ gen_action(view, 'battle_treachery', game.pretender)
if (can_attempt_treachery("Warwick/L"))
- gen_action(view, 'battle_treachery', "Warwick/L");
+ gen_action(view, 'battle_treachery', "Warwick/L")
if (can_attempt_treachery("Warwick/Y"))
- gen_action(view, 'battle_treachery', "Warwick/Y");
+ gen_action(view, 'battle_treachery', "Warwick/Y")
},
battle_fire: function (who) {
- fire_with_block(who);
+ fire_with_block(who)
},
battle_retreat: function (who) {
- retreat_with_block(who);
+ retreat_with_block(who)
},
battle_pass: function (who) {
- pass_with_block(who);
+ pass_with_block(who)
},
battle_charge: function (who) {
- game.who = who;
- game.state = 'battle_charge';
+ game.who = who
+ game.state = 'battle_charge'
},
battle_treachery: function (who) {
- game.who = who;
- game.state = 'battle_treachery';
+ game.who = who
+ game.state = 'battle_treachery'
},
block: function (who) {
if (can_block_fire(who))
- fire_with_block(who);
+ fire_with_block(who)
else if (can_retreat_with_block(who))
- retreat_with_block(who);
+ retreat_with_block(who)
else if (must_retreat_with_block(who))
- eliminate_block(who);
+ eliminate_block(who)
else
- pass_with_block(who);
+ pass_with_block(who)
},
}
@@ -2453,31 +2453,31 @@ states.battle_charge = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Heir Charge: Waiting for " + game.active + " to choose a target.";
- view.prompt = "Heir Charge: Choose a target.";
- gen_action(view, 'undo');
+ return view.prompt = "Heir Charge: Waiting for " + game.active + " to choose a target."
+ view.prompt = "Heir Charge: Choose a target."
+ gen_action(view, 'undo')
for (let b in BLOCKS) {
if (game.active === game.attacker[game.where]) {
if (is_defender(b)) {
- gen_action(view, 'battle_charge', b);
- gen_action(view, 'block', b);
+ gen_action(view, 'battle_charge', b)
+ gen_action(view, 'block', b)
}
} else {
if (is_attacker(b)) {
- gen_action(view, 'battle_charge', b);
- gen_action(view, 'block', b);
+ gen_action(view, 'battle_charge', b)
+ gen_action(view, 'block', b)
}
}
}
},
battle_charge: function (target) {
- charge_with_block(game.who, target);
+ charge_with_block(game.who, target)
},
block: function (target) {
- charge_with_block(game.who, target);
+ charge_with_block(game.who, target)
},
undo: function () {
- resume_battle();
+ resume_battle()
}
}
@@ -2485,214 +2485,214 @@ states.battle_treachery = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Treachery: Waiting for " + game.active + " to choose a target.";
- view.prompt = "Treachery: Choose a target.";
- gen_action(view, 'undo');
+ return view.prompt = "Treachery: Waiting for " + game.active + " to choose a target."
+ view.prompt = "Treachery: Choose a target."
+ gen_action(view, 'undo')
for (let b in BLOCKS) {
if (game.active === game.attacker[game.where]) {
if (is_defender(b) && can_defect(game.who, b)) {
- gen_action(view, 'battle_treachery', b);
- gen_action(view, 'block', b);
+ gen_action(view, 'battle_treachery', b)
+ gen_action(view, 'block', b)
}
} else {
if (is_attacker(b) && can_defect(game.who, b)) {
- gen_action(view, 'battle_treachery', b);
- gen_action(view, 'block', b);
+ gen_action(view, 'battle_treachery', b)
+ gen_action(view, 'block', b)
}
}
}
},
battle_treachery: function (target) {
- attempt_treachery(game.who, target);
- resume_battle();
+ attempt_treachery(game.who, target)
+ resume_battle()
},
block: function (target) {
- attempt_treachery(game.who, target);
- resume_battle();
+ attempt_treachery(game.who, target)
+ resume_battle()
},
undo: function () {
- resume_battle();
+ resume_battle()
}
}
function goto_battle_hits() {
- game.battle_list = list_victims(game.active);
+ game.battle_list = list_victims(game.active)
if (game.battle_list.length === 0)
- resume_battle();
+ resume_battle()
else
- game.state = 'battle_hits';
+ game.state = 'battle_hits'
}
function apply_hit(who) {
- let n = Math.min(game.hits, game.steps[who]);
+ let n = Math.min(game.hits, game.steps[who])
if (n === 1)
- game.flash = block_name(who) + " took " + n + " hit.";
+ game.flash = block_name(who) + " took " + n + " hit."
else
- game.flash = block_name(who) + " took " + n + " hits.";
- log_battle(game.flash);
+ game.flash = block_name(who) + " took " + n + " hits."
+ log_battle(game.flash)
while (n-- > 0) {
- reduce_block(who);
- game.hits--;
+ reduce_block(who)
+ game.hits--
}
- game.battle_list = list_victims(game.active);
+ game.battle_list = list_victims(game.active)
if (game.battle_list.length > 0) {
if (game.hits === 1)
- game.flash += " 1 hit left.";
+ game.flash += " 1 hit left."
else if (game.hits > 1)
- game.flash += " " + game.hits + " hits left.";
+ game.flash += " " + game.hits + " hits left."
}
if (game.hits === 0)
- resume_battle();
+ resume_battle()
else
- goto_battle_hits();
+ goto_battle_hits()
}
function list_victims(p) {
- let is_candidate = (p === game.attacker[game.where]) ? is_attacker : is_defender;
- let max = 0;
+ let is_candidate = (p === game.attacker[game.where]) ? is_attacker : is_defender
+ let max = 0
for (let b in BLOCKS)
if (is_candidate(b) && game.steps[b] > max)
- max = game.steps[b];
- let list = [];
+ max = game.steps[b]
+ let list = []
for (let b in BLOCKS)
if (is_candidate(b) && game.steps[b] === max)
- list.push(b);
- return list;
+ list.push(b)
+ return list
}
states.battle_hits = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to assign hits.";
- view.prompt = "Assign " + game.hits + (game.hits !== 1 ? " hits" : " hit") + " to your armies.";
+ return view.prompt = "Waiting for " + game.active + " to assign hits."
+ view.prompt = "Assign " + game.hits + (game.hits !== 1 ? " hits" : " hit") + " to your armies."
for (let b of game.battle_list) {
- gen_action(view, 'battle_hit', b);
- gen_action(view, 'block', b);
+ gen_action(view, 'battle_hit', b)
+ gen_action(view, 'block', b)
}
},
battle_hit: function (who) {
- apply_hit(who);
+ apply_hit(who)
},
block: function (who) {
- apply_hit(who);
+ apply_hit(who)
},
}
states.retreat_in_battle = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to retreat.";
- gen_action(view, 'undo');
- gen_action(view, 'block', game.who);
+ return view.prompt = "Waiting for " + game.active + " to retreat."
+ gen_action(view, 'undo')
+ gen_action(view, 'block', game.who)
if (game.active === game.piracy && game.is_pirate[game.who]) {
- view.prompt = "Retreat: Move the army to a friendly or vacant areas in the same sea zone.";
+ view.prompt = "Retreat: Move the army to a friendly or vacant areas in the same sea zone."
for (let to of AREAS[game.where].exits)
if (is_sea_area(to))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
} else {
- view.prompt = "Retreat: Move the army to a friendly or vacant area.";
+ view.prompt = "Retreat: Move the army to a friendly or vacant area."
for (let to of AREAS[game.where].exits)
if (can_block_retreat_to(game.who, to))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
}
},
area: function (to) {
if (is_sea_area(to)) {
- game.location[game.who] = to;
- game.state = 'sea_retreat_to';
+ game.location[game.who] = to
+ game.state = 'sea_retreat_to'
} else {
- game.flash = block_name(game.who) + " retreated.";
- log_battle(game.flash);
- game.turn_log.push([game.active, to]);
- use_border(game.where, to);
- game.location[game.who] = to;
- resume_battle();
+ game.flash = block_name(game.who) + " retreated."
+ log_battle(game.flash)
+ game.turn_log.push([game.active, to])
+ use_border(game.where, to)
+ game.location[game.who] = to
+ resume_battle()
}
},
eliminate: function () {
- game.flash = "";
- eliminate_block(game.who);
- resume_battle();
+ game.flash = ""
+ eliminate_block(game.who)
+ resume_battle()
},
block: function () {
- resume_battle();
+ resume_battle()
},
undo: function () {
- resume_battle();
+ resume_battle()
}
}
states.sea_retreat_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to retreat.";
- view.prompt = "Retreat: Move the army to a friendly or vacant area in the same sea zone.";
+ return view.prompt = "Waiting for " + game.active + " to retreat."
+ view.prompt = "Retreat: Move the army to a friendly or vacant area in the same sea zone."
// TODO: only eliminate if no retreat is possible
- gen_action(view, 'eliminate');
- let from = game.location[game.who];
+ gen_action(view, 'eliminate')
+ let from = game.location[game.who]
for (let to of AREAS[from].exits)
if (is_friendly_or_vacant_area(to))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
},
area: function (to) {
- let sea = game.location[game.who];
- game.turn_log.push([game.active, sea, to]);
- game.flash = block_name(game.who) + " retreated.";
- log_battle(game.flash);
- game.location[game.who] = to;
- resume_battle();
+ let sea = game.location[game.who]
+ game.turn_log.push([game.active, sea, to])
+ game.flash = block_name(game.who) + " retreated."
+ log_battle(game.flash)
+ game.location[game.who] = to
+ resume_battle()
},
eliminate: function () {
- game.flash = "";
- eliminate_block(game.who);
- resume_battle();
+ game.flash = ""
+ eliminate_block(game.who)
+ resume_battle()
},
undo: function () {
- game.location[game.who] = game.where;
- resume_battle();
+ game.location[game.who] = game.where
+ resume_battle()
}
}
function goto_regroup() {
- game.active = game.attacker[game.where];
+ game.active = game.attacker[game.where]
if (is_enemy_area(game.where))
- game.active = ENEMY[game.active];
- log(game.active + " won the battle in " + game.where + "!");
- game.state = 'regroup';
- game.turn_log = [];
- clear_undo();
+ game.active = ENEMY[game.active]
+ log(game.active + " won the battle in " + game.where + "!")
+ game.state = 'regroup'
+ game.turn_log = []
+ clear_undo()
}
states.regroup = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to regroup.";
- view.prompt = "Regroup: Choose an army to move.";
- gen_action_undo(view);
- gen_action(view, 'end_regroup');
+ return view.prompt = "Waiting for " + game.active + " to regroup."
+ view.prompt = "Regroup: Choose an army to move."
+ gen_action_undo(view)
+ gen_action(view, 'end_regroup')
for (let b in BLOCKS) {
if (game.location[b] === game.where) {
if (game.active === game.piracy) {
if (game.is_pirate[b])
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
} else {
if (can_block_regroup(b))
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
}
}
}
},
block: function (who) {
- push_undo();
- game.who = who;
- game.state = 'regroup_to';
+ push_undo()
+ game.who = who
+ game.state = 'regroup_to'
},
end_regroup: function () {
- game.where = null;
- clear_undo();
- print_turn_log(game.active + " regrouped:");
- goto_battle_phase();
+ game.where = null
+ clear_undo()
+ print_turn_log(game.active + " regrouped:")
+ goto_battle_phase()
},
undo: pop_undo,
}
@@ -2701,35 +2701,35 @@ states.regroup_to = {
prompt: function (view, current) {
if (game.active === game.piracy && game.is_pirate[game.who]) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to regroup.";
- view.prompt = "Regroup: Move the army to a friendly or vacant area in the same sea zone.";
- gen_action_undo(view);
- gen_action(view, 'block', game.who);
+ return view.prompt = "Waiting for " + game.active + " to regroup."
+ view.prompt = "Regroup: Move the army to a friendly or vacant area in the same sea zone."
+ gen_action_undo(view)
+ gen_action(view, 'block', game.who)
for (let to of AREAS[game.where].exits)
if (is_sea_area(to))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
} else {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to regroup.";
- view.prompt = "Regroup: Move the army to a friendly or vacant area.";
- gen_action_undo(view);
- gen_action(view, 'block', game.who);
+ return view.prompt = "Waiting for " + game.active + " to regroup."
+ view.prompt = "Regroup: Move the army to a friendly or vacant area."
+ gen_action_undo(view)
+ gen_action(view, 'block', game.who)
for (let to of AREAS[game.where].exits)
if (can_block_regroup_to(game.who, to))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
}
},
area: function (to) {
if (is_sea_area(to)) {
- log_move_start(game.where);
- log_move_continue(to);
- game.location[game.who] = to;
- game.state = 'sea_regroup_to';
+ log_move_start(game.where)
+ log_move_continue(to)
+ game.location[game.who] = to
+ game.state = 'sea_regroup_to'
} else {
- game.turn_log.push([game.where, to]);
- move_block(game.who, game.where, to);
- game.who = null;
- game.state = 'regroup';
+ game.turn_log.push([game.where, to])
+ move_block(game.who, game.where, to)
+ game.who = null
+ game.state = 'regroup'
}
},
block: pop_undo,
@@ -2739,19 +2739,19 @@ states.regroup_to = {
states.sea_regroup_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to regroup.";
- view.prompt = "Regroup: Move the army to a friendly or vacant area in the same sea zone.";
- gen_action_undo(view);
- let from = game.location[game.who];
+ return view.prompt = "Waiting for " + game.active + " to regroup."
+ view.prompt = "Regroup: Move the army to a friendly or vacant area in the same sea zone."
+ gen_action_undo(view)
+ let from = game.location[game.who]
for (let to of AREAS[from].exits)
if (is_friendly_or_vacant_area(to))
- gen_action(view, 'area', to);
+ gen_action(view, 'area', to)
},
area: function (to) {
- log_move_continue(to);
- log_move_end();
- game.location[game.who] = to;
- game.who = null;
+ log_move_continue(to)
+ log_move_end()
+ game.location[game.who] = to
+ game.who = null
game.state = 'regroup'
},
undo: pop_undo,
@@ -2760,157 +2760,157 @@ states.sea_regroup_to = {
// SUPPLY PHASE
function goto_supply_phase() {
- game.moved = {};
+ game.moved = {}
if (!game.location[game.king]) {
- game.king = find_next_king(block_owner(game.king));
- log("The King is dead; long live the king!");
+ game.king = find_next_king(block_owner(game.king))
+ log("The King is dead; long live the king!")
if (game.location[game.king] === MINOR)
- log("The new King is a minor.");
+ log("The new King is a minor.")
else
- log("The new King is in " + game.location[game.king] + ".");
+ log("The new King is in " + game.location[game.king] + ".")
}
- goto_execute_clarence();
+ goto_execute_clarence()
}
function goto_execute_clarence() {
if (is_block_alive("Clarence/L")) {
- game.active = LANCASTER;
- game.state = 'execute_clarence';
- game.who = "Clarence/L";
+ game.active = LANCASTER
+ game.state = 'execute_clarence'
+ game.who = "Clarence/L"
} else {
- goto_execute_exeter();
+ goto_execute_exeter()
}
}
states.execute_clarence = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to execute Clarence.";
- view.prompt = "Supply Phase: Execute enemy heir Clarence?";
- gen_action(view, 'execute_clarence');
- gen_action(view, 'pass');
+ return view.prompt = "Waiting for " + game.active + " to execute Clarence."
+ view.prompt = "Supply Phase: Execute enemy heir Clarence?"
+ gen_action(view, 'execute_clarence')
+ gen_action(view, 'pass')
},
execute_clarence: function () {
- logp("executed Clarence.");
- eliminate_block("Clarence/L");
- game.who = null;
+ logp("executed Clarence.")
+ eliminate_block("Clarence/L")
+ game.who = null
if (game.result)
- return goto_game_over();
- goto_execute_exeter();
+ return goto_game_over()
+ goto_execute_exeter()
},
pass: function () {
- game.who = null;
- goto_execute_exeter();
+ game.who = null
+ goto_execute_exeter()
}
}
function goto_execute_exeter() {
if (is_block_alive("Exeter/Y")) {
- game.active = YORK;
- game.state = 'execute_exeter';
- game.who = "Exeter/Y";
+ game.active = YORK
+ game.state = 'execute_exeter'
+ game.who = "Exeter/Y"
} else {
- goto_enter_pretender_heir();
+ goto_enter_pretender_heir()
}
}
states.execute_exeter = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to execute Exeter.";
- view.prompt = "Supply Phase: Execute enemy heir Exeter?";
- gen_action(view, 'execute_exeter');
- gen_action(view, 'pass');
+ return view.prompt = "Waiting for " + game.active + " to execute Exeter."
+ view.prompt = "Supply Phase: Execute enemy heir Exeter?"
+ gen_action(view, 'execute_exeter')
+ gen_action(view, 'pass')
},
execute_exeter: function () {
- logp("executed Exeter.");
- eliminate_block("Exeter/Y");
- game.who = null;
+ logp("executed Exeter.")
+ eliminate_block("Exeter/Y")
+ game.who = null
if (game.result)
- return goto_game_over();
- goto_enter_pretender_heir();
+ return goto_game_over()
+ goto_enter_pretender_heir()
},
pass: function () {
- game.who = null;
- goto_enter_pretender_heir();
+ game.who = null
+ goto_enter_pretender_heir()
}
}
// PRETENDER SUPPLY PHASE
function goto_enter_pretender_heir() {
- game.active = block_owner(game.pretender);
- let n = game.killed_heirs[game.active];
+ game.active = block_owner(game.pretender)
+ let n = game.killed_heirs[game.active]
if (n > 0 && (game.who = find_minor_heir(game.active)))
- game.state = 'enter_pretender_heir';
+ game.state = 'enter_pretender_heir'
else
- goto_supply_limits_pretender();
+ goto_supply_limits_pretender()
}
states.enter_pretender_heir = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to enter pretender heirs.";
- view.prompt = "Death of an Heir: Enter " + block_name(game.who) + " in an exile area.";
+ return view.prompt = "Waiting for " + game.active + " to enter pretender heirs."
+ view.prompt = "Death of an Heir: Enter " + block_name(game.who) + " in an exile area."
for (let where in AREAS)
if (is_pretender_exile_area(where))
- gen_action(view, 'area', where);
+ gen_action(view, 'area', where)
},
block: function () {
- game.who = null;
+ game.who = null
},
area: function (to) {
- logbr();
- log(block_name(game.who) + " came of age in " + to + ".");
- --game.killed_heirs[game.active];
- game.location[game.who] = to;
- game.who = null;
- goto_enter_pretender_heir();
+ logbr()
+ log(block_name(game.who) + " came of age in " + to + ".")
+ --game.killed_heirs[game.active]
+ game.location[game.who] = to
+ game.who = null
+ goto_enter_pretender_heir()
},
}
function goto_supply_limits_pretender() {
- game.reduced = {};
- game.active = block_owner(game.pretender);
+ game.reduced = {}
+ game.active = block_owner(game.pretender)
if (check_supply_penalty()) {
- game.state = 'supply_limits_pretender';
- game.turn_log = [];
- clear_undo();
+ game.state = 'supply_limits_pretender'
+ game.turn_log = []
+ clear_undo()
} else {
- delete game.supply;
- delete game.reduced;
- goto_enter_royal_heir();
+ delete game.supply
+ delete game.reduced
+ goto_enter_royal_heir()
}
}
states.supply_limits_pretender = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to check supply limits.";
- view.prompt = "Supply Phase: Reduce blocks in over-stacked areas.";
- gen_action_undo(view);
+ return view.prompt = "Waiting for " + game.active + " to check supply limits."
+ view.prompt = "Supply Phase: Reduce blocks in over-stacked areas."
+ gen_action_undo(view)
if (game.supply.length === 0)
- gen_action(view, 'end_supply_phase');
+ gen_action(view, 'end_supply_phase')
for (let b of game.supply)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
},
block: function (who) {
- push_undo();
- game.turn_log.push([game.location[who]]);
- game.reduced[who] = true;
- reduce_block(who);
- check_supply_penalty();
+ push_undo()
+ game.turn_log.push([game.location[who]])
+ game.reduced[who] = true
+ reduce_block(who)
+ check_supply_penalty()
},
end_supply_phase: function () {
- delete game.supply;
- delete game.reduced;
- clear_undo();
- print_turn_log(game.active + " reduced:");
+ delete game.supply
+ delete game.reduced
+ clear_undo()
+ print_turn_log(game.active + " reduced:")
if (game.result)
- return goto_game_over();
- goto_enter_royal_heir();
+ return goto_game_over()
+ goto_enter_royal_heir()
},
undo: pop_undo,
}
@@ -2918,86 +2918,86 @@ states.supply_limits_pretender = {
// KING SUPPLY PHASE
function goto_enter_royal_heir() {
- game.active = block_owner(game.king);
- let n = game.killed_heirs[game.active];
+ game.active = block_owner(game.king)
+ let n = game.killed_heirs[game.active]
if (n > 0 && (game.who = find_minor_heir(game.active)))
- game.state = 'enter_royal_heir';
+ game.state = 'enter_royal_heir'
else
- goto_supply_limits_king();
+ goto_supply_limits_king()
}
states.enter_royal_heir = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to enter royal heirs.";
- view.prompt = "Death of an Heir: Enter " + block_name(game.who) + " in a Crown area.";
- let can_enter = false;
+ return view.prompt = "Waiting for " + game.active + " to enter royal heirs."
+ view.prompt = "Death of an Heir: Enter " + block_name(game.who) + " in a Crown area."
+ let can_enter = false
for (let where in AREAS) {
if (is_crown_area(where) && is_friendly_or_vacant_area(where)) {
- gen_action(view, 'area', where);
- can_enter = true;
+ gen_action(view, 'area', where)
+ can_enter = true
}
}
if (!can_enter)
- gen_action(view, 'pass');
+ gen_action(view, 'pass')
},
block: function () {
- game.who = null;
+ game.who = null
},
area: function (to) {
- logbr();
- log(block_name(game.who) + " came of age in " + to + ".");
- --game.killed_heirs[game.active];
- game.location[game.who] = to;
- game.who = null;
- goto_enter_royal_heir();
+ logbr()
+ log(block_name(game.who) + " came of age in " + to + ".")
+ --game.killed_heirs[game.active]
+ game.location[game.who] = to
+ game.who = null
+ goto_enter_royal_heir()
},
pass: function () {
- game.who = null;
- goto_supply_limits_king();
+ game.who = null
+ goto_supply_limits_king()
}
}
function goto_supply_limits_king() {
- game.reduced = {};
- game.active = block_owner(game.king);
+ game.reduced = {}
+ game.active = block_owner(game.king)
if (check_supply_penalty()) {
- game.state = 'supply_limits_king';
- game.turn_log = [];
- clear_undo();
+ game.state = 'supply_limits_king'
+ game.turn_log = []
+ clear_undo()
} else {
- delete game.supply;
- delete game.reduced;
- end_game_turn();
+ delete game.supply
+ delete game.reduced
+ end_game_turn()
}
}
states.supply_limits_king = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to check supply limits.";
- view.prompt = "Supply Phase: Reduce blocks in over-stacked areas.";
- gen_action_undo(view);
+ return view.prompt = "Waiting for " + game.active + " to check supply limits."
+ view.prompt = "Supply Phase: Reduce blocks in over-stacked areas."
+ gen_action_undo(view)
if (game.supply.length === 0)
- gen_action(view, 'end_supply_phase');
+ gen_action(view, 'end_supply_phase')
for (let b of game.supply)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
},
block: function (who) {
- push_undo();
- game.turn_log.push([game.location[who]]);
- game.reduced[who] = true;
- reduce_block(who);
- check_supply_penalty();
+ push_undo()
+ game.turn_log.push([game.location[who]])
+ game.reduced[who] = true
+ reduce_block(who)
+ check_supply_penalty()
},
end_supply_phase: function () {
- delete game.supply;
- delete game.reduced;
- clear_undo();
- print_turn_log(game.active + " reduced:");
+ delete game.supply
+ delete game.reduced
+ clear_undo()
+ print_turn_log(game.active + " reduced:")
if (game.result)
- return goto_game_over();
- end_game_turn();
+ return goto_game_over()
+ end_game_turn()
},
undo: pop_undo,
}
@@ -3005,154 +3005,154 @@ states.supply_limits_king = {
// POLITICAL TURN
function goto_political_turn() {
- logbr();
- log("Start Political Turn.");
- logbr();
+ logbr()
+ log("Start Political Turn.")
+ logbr()
- game.turn_log = [];
+ game.turn_log = []
// Levies disband
for (let b in BLOCKS) {
if (!is_land_area(game.location[b]))
- continue;
+ continue
switch (block_type(b)) {
case 'bombard':
case 'levies':
case 'rebel':
- game.turn_log.push([game.location[b]]);
- disband(b);
- break;
+ game.turn_log.push([game.location[b]])
+ disband(b)
+ break
case 'mercenaries':
switch (b) {
case "Welsh Mercenary":
- game.turn_log.push([game.location[b]]);
- disband(b);
- break;
+ game.turn_log.push([game.location[b]])
+ disband(b)
+ break
case "Irish Mercenary":
if (game.location[b] !== "Ireland") {
- game.turn_log.push([game.location[b], "Ireland"]);
- game.location[b] = "Ireland";
+ game.turn_log.push([game.location[b], "Ireland"])
+ game.location[b] = "Ireland"
}
- break;
+ break
case "Burgundian Mercenary":
case "Calais Mercenary":
if (game.location[b] !== "Calais") {
- game.turn_log.push([game.location[b], "Calais"]);
- game.location[b] = "Calais";
+ game.turn_log.push([game.location[b], "Calais"])
+ game.location[b] = "Calais"
}
- break;
+ break
case "Scots Mercenary":
if (game.location[b] !== "Scotland") {
- game.turn_log.push([game.location[b], "Scotland"]);
- game.location[b] = "Scotland";
+ game.turn_log.push([game.location[b], "Scotland"])
+ game.location[b] = "Scotland"
}
- break;
+ break
case "French Mercenary":
if (game.location[b] !== "France") {
- game.turn_log.push([game.location[b], "France"]);
- game.location[b] = "France";
+ game.turn_log.push([game.location[b], "France"])
+ game.location[b] = "France"
}
- break;
+ break
}
- break;
+ break
}
}
- print_turn_log("Levies disbanded:");
+ print_turn_log("Levies disbanded:")
// Usurpation
- let l_count = count_lancaster_nobles_and_heirs();
- let y_count = count_york_nobles_and_heirs();
- logbr();
- log("Lancaster controlled " + l_count + " nobles.");
- log("York controlled " + y_count + " nobles.");
+ let l_count = count_lancaster_nobles_and_heirs()
+ let y_count = count_york_nobles_and_heirs()
+ logbr()
+ log("Lancaster controlled " + l_count + " nobles.")
+ log("York controlled " + y_count + " nobles.")
if (l_count > y_count && block_owner(game.king) === YORK) {
- game.king = find_senior_heir(LANCASTER);
- game.pretender = find_senior_heir(YORK);
- log(game.king + " usurped the throne!");
+ game.king = find_senior_heir(LANCASTER)
+ game.pretender = find_senior_heir(YORK)
+ log(game.king + " usurped the throne!")
} else if (y_count > l_count && block_owner(game.king) === LANCASTER) {
- game.king = find_senior_heir(YORK);
- game.pretender = find_senior_heir(LANCASTER);
- log(game.king + " usurped the throne!");
+ game.king = find_senior_heir(YORK)
+ game.pretender = find_senior_heir(LANCASTER)
+ log(game.king + " usurped the throne!")
} else {
- log(game.king + " remained king.");
+ log(game.king + " remained king.")
}
// Game ends after last Usurpation check
if (game.campaign === game.end_campaign)
- return goto_game_over();
+ return goto_game_over()
- logbr();
- goto_pretender_goes_home();
+ logbr()
+ goto_pretender_goes_home()
}
// PRETENDER GOES HOME
function goto_pretender_goes_home() {
- game.active = block_owner(game.pretender);
- game.state = 'pretender_goes_home';
- game.turn_log = [];
- let choices = false;
+ game.active = block_owner(game.pretender)
+ game.state = 'pretender_goes_home'
+ game.turn_log = []
+ let choices = false
for (let b in BLOCKS)
if (block_owner(b) === game.active && is_block_on_map(b))
if (go_home_if_possible(b))
- choices = true;
+ choices = true
if (!choices) {
- print_turn_log_no_count("Pretender went home:");
- goto_exile_limits_pretender();
+ print_turn_log_no_count("Pretender went home:")
+ goto_exile_limits_pretender()
} else {
- clear_undo();
+ clear_undo()
}
}
states.pretender_goes_home = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for the Pretender to go to exile.";
- gen_action_undo(view);
- let done = true;
+ return view.prompt = "Waiting for the Pretender to go to exile."
+ gen_action_undo(view)
+ let done = true
for (let b in BLOCKS) {
if (block_owner(b) === game.active && is_block_on_map(b) && !game.moved[b]) {
if (!is_in_exile(b)) {
if (is_heir(b)) {
- done = false;
- gen_action(view, 'block', b);
+ done = false
+ gen_action(view, 'block', b)
} else if (!is_at_home(b)) {
- done = false;
- let n = count_available_homes(b);
+ done = false
+ let n = count_available_homes(b)
if (n > 1)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
}
}
}
}
if (done) {
- view.prompt = "Pretender Goes Home: You may move nobles to another home.";
+ view.prompt = "Pretender Goes Home: You may move nobles to another home."
for (let b in BLOCKS) {
if (block_owner(b) === game.active && is_block_on_map(b) && !game.moved[b]) {
if (!is_in_exile(b)) {
if (is_at_home(b)) {
- let n = count_available_homes(b);
+ let n = count_available_homes(b)
if (n > 1)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
}
}
}
}
- gen_action(view, 'end_political_turn');
+ gen_action(view, 'end_political_turn')
} else {
- view.prompt = "Pretender Goes Home: Move the pretender and his heirs to exile, and nobles to home.";
+ view.prompt = "Pretender Goes Home: Move the pretender and his heirs to exile, and nobles to home."
}
},
block: function (who) {
- push_undo();
- game.who = who;
- game.state = 'pretender_goes_home_to';
+ push_undo()
+ game.who = who
+ game.state = 'pretender_goes_home_to'
},
end_political_turn: function () {
- clear_undo();
- print_turn_log_no_count("Pretender went home:");
- goto_exile_limits_pretender();
+ clear_undo()
+ print_turn_log_no_count("Pretender went home:")
+ goto_exile_limits_pretender()
},
undo: pop_undo,
}
@@ -3160,68 +3160,68 @@ states.pretender_goes_home = {
states.pretender_goes_home_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for the Pretender to go to exile.";
+ return view.prompt = "Waiting for the Pretender to go to exile."
if (is_heir(game.who))
- view.prompt = "Pretender Goes Home: Move " + block_name(game.who) + " to exile.";
+ view.prompt = "Pretender Goes Home: Move " + block_name(game.who) + " to exile."
else
- view.prompt = "Pretender Goes Home: Move " + block_name(game.who) + " to home.";
- gen_action(view, 'block', game.who);
+ view.prompt = "Pretender Goes Home: Move " + block_name(game.who) + " to home."
+ gen_action(view, 'block', game.who)
for (let where in AREAS) {
if (where !== game.location[game.who]) {
if (is_heir(game.who)) {
if (is_friendly_exile_area(where))
- gen_action(view, 'area', where);
+ gen_action(view, 'area', where)
} else if (is_available_home_for(where, game.who)) {
- gen_action(view, 'area', where);
+ gen_action(view, 'area', where)
}
}
}
},
area: function (to) {
if (is_exile_area(to))
- game.turn_log.push([block_name(game.who), to]); // TODO: "Exile"?
+ game.turn_log.push([block_name(game.who), to]) // TODO: "Exile"?
else
- game.turn_log.push([block_name(game.who), to]); // TODO: "Home"?
- game.moved[game.who] = true;
- game.location[game.who] = to;
- game.who = null;
- game.state = 'pretender_goes_home';
+ game.turn_log.push([block_name(game.who), to]) // TODO: "Home"?
+ game.moved[game.who] = true
+ game.location[game.who] = to
+ game.who = null
+ game.state = 'pretender_goes_home'
},
block: pop_undo,
undo: pop_undo,
}
function goto_exile_limits_pretender() {
- game.moved = {};
- game.active = block_owner(game.pretender);
+ game.moved = {}
+ game.active = block_owner(game.pretender)
if (check_exile_limits()) {
- game.state = 'exile_limits_pretender';
- clear_undo();
+ game.state = 'exile_limits_pretender'
+ clear_undo()
} else {
- goto_king_goes_home();
+ goto_king_goes_home()
}
}
states.exile_limits_pretender = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to check exile limits.";
- view.prompt = "Campaign Reset: Disband one block in each over-stacked exile area.";
- gen_action_undo(view);
+ return view.prompt = "Waiting for " + game.active + " to check exile limits."
+ view.prompt = "Campaign Reset: Disband one block in each over-stacked exile area."
+ gen_action_undo(view)
if (game.exiles.length === 0)
- gen_action(view, 'end_exile_limits');
+ gen_action(view, 'end_exile_limits')
for (let b of game.exiles)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
},
block: function (who) {
- push_undo();
- let where = game.location[who];
- logp("disbanded in " + where + ".");
- game.exiles = game.exiles.filter(b => game.location[b] !== where);
- disband(who);
+ push_undo()
+ let where = game.location[who]
+ logp("disbanded in " + where + ".")
+ game.exiles = game.exiles.filter(b => game.location[b] !== where)
+ disband(who)
},
end_exile_limits: function () {
- goto_king_goes_home();
+ goto_king_goes_home()
},
undo: pop_undo,
}
@@ -3229,67 +3229,67 @@ states.exile_limits_pretender = {
// KING GOES HOME
function goto_king_goes_home() {
- game.active = block_owner(game.king);
- game.state = 'king_goes_home';
- game.turn_log = [];
- let choices = false;
+ game.active = block_owner(game.king)
+ game.state = 'king_goes_home'
+ game.turn_log = []
+ let choices = false
for (let b in BLOCKS)
if (block_owner(b) === game.active && is_block_on_map(b))
if (go_home_if_possible(b))
- choices = true;
+ choices = true
if (!choices) {
- print_turn_log_no_count("King went home:");
- goto_exile_limits_king();
+ print_turn_log_no_count("King went home:")
+ goto_exile_limits_king()
} else {
- clear_undo();
+ clear_undo()
}
}
states.king_goes_home = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for the King to go home.";
- gen_action_undo(view);
- let done = true;
+ return view.prompt = "Waiting for the King to go home."
+ gen_action_undo(view)
+ let done = true
for (let b in BLOCKS) {
if (block_owner(b) === game.active && is_block_on_map(b) && !game.moved[b]) {
if (!is_in_exile(b)) {
if (!is_at_home(b)) {
- done = false;
- let n = count_available_homes(b);
+ done = false
+ let n = count_available_homes(b)
if (n > 1)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
}
}
}
}
if (done) {
- view.prompt = "King Goes Home: You may move nobles and heirs to another home.";
+ view.prompt = "King Goes Home: You may move nobles and heirs to another home."
for (let b in BLOCKS) {
if (block_owner(b) === game.active && is_block_on_map(b) && !game.moved[b]) {
if (!is_in_exile(b)) {
if (is_at_home(b)) {
- let n = count_available_homes(b);
+ let n = count_available_homes(b)
if (n > 1)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
}
}
}
}
- gen_action(view, 'end_political_turn');
+ gen_action(view, 'end_political_turn')
} else {
- view.prompt = "King Goes Home: Move the King, the royal heirs, and nobles to home.";
+ view.prompt = "King Goes Home: Move the King, the royal heirs, and nobles to home."
}
},
block: function (who) {
- push_undo();
- game.who = who;
- game.state = 'king_goes_home_to';
+ push_undo()
+ game.who = who
+ game.state = 'king_goes_home_to'
},
end_political_turn: function () {
- clear_undo();
- print_turn_log_no_count("King went home:");
- goto_exile_limits_king();
+ clear_undo()
+ print_turn_log_no_count("King went home:")
+ goto_exile_limits_king()
},
undo: pop_undo,
}
@@ -3297,86 +3297,86 @@ states.king_goes_home = {
states.king_goes_home_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for the King to go home.";
- view.prompt = "King Goes Home: Move " + block_name(game.who) + " to home.";
- gen_action(view, 'block', game.who);
+ return view.prompt = "Waiting for the King to go home."
+ view.prompt = "King Goes Home: Move " + block_name(game.who) + " to home."
+ gen_action(view, 'block', game.who)
for (let where in AREAS)
if (where !== game.location[game.who])
if (is_available_home_for(where, game.who))
- gen_action(view, 'area', where);
+ gen_action(view, 'area', where)
},
area: function (to) {
- game.turn_log.push([block_name(game.who), to]); // TODO: "Home"?
- game.moved[game.who] = true;
- game.location[game.who] = to;
- game.who = null;
- game.state = 'king_goes_home';
+ game.turn_log.push([block_name(game.who), to]) // TODO: "Home"?
+ game.moved[game.who] = true
+ game.location[game.who] = to
+ game.who = null
+ game.state = 'king_goes_home'
},
block: pop_undo,
undo: pop_undo,
}
function goto_exile_limits_king() {
- game.moved = {};
- game.active = block_owner(game.king);
+ game.moved = {}
+ game.active = block_owner(game.king)
if (check_exile_limits()) {
- game.state = 'exile_limits_king';
- clear_undo();
+ game.state = 'exile_limits_king'
+ clear_undo()
} else {
- end_political_turn();
+ end_political_turn()
}
}
states.exile_limits_king = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to check exile limits.";
- view.prompt = "Campaign Reset: Disband one block in each over-stacked exile area.";
- gen_action_undo(view);
+ return view.prompt = "Waiting for " + game.active + " to check exile limits."
+ view.prompt = "Campaign Reset: Disband one block in each over-stacked exile area."
+ gen_action_undo(view)
if (game.exiles.length === 0)
- gen_action(view, 'end_exile_limits');
+ gen_action(view, 'end_exile_limits')
for (let b of game.exiles)
- gen_action(view, 'block', b);
+ gen_action(view, 'block', b)
},
block: function (who) {
- push_undo();
- let where = game.location[who];
- logp("disbanded in " + where + ".");
- game.exiles = game.exiles.filter(b => game.location[b] !== where);
- disband(who);
+ push_undo()
+ let where = game.location[who]
+ logp("disbanded in " + where + ".")
+ game.exiles = game.exiles.filter(b => game.location[b] !== where)
+ disband(who)
},
end_exile_limits: function () {
- end_political_turn();
+ end_political_turn()
},
undo: pop_undo,
}
function end_political_turn() {
// Campaign reset
- game.dead = {};
+ game.dead = {}
for (let b in BLOCKS)
- game.steps[b] = block_max_steps(b);
+ game.steps[b] = block_max_steps(b)
- ++game.campaign;
- start_campaign();
+ ++game.campaign
+ start_campaign()
}
// GAME OVER
function goto_game_over() {
- game.active = "None";
- game.state = 'game_over';
+ game.active = "None"
+ game.state = 'game_over'
if (!game.result) {
- game.result = block_owner(game.king);
- game.victory = game.result + " won!";
+ game.result = block_owner(game.king)
+ game.victory = game.result + " won!"
}
- logbr();
- log(game.victory);
+ logbr()
+ log(game.victory)
}
states.game_over = {
prompt: function (view) {
- view.prompt = game.victory;
+ view.prompt = game.victory
}
}
@@ -3386,23 +3386,23 @@ function make_battle_view() {
LF: [], LR: [],
YF: [], YR: [],
flash: game.flash
- };
+ }
- battle.title = game.attacker[game.where] + " attacks " + game.where;
- battle.title += " \u2014 round " + game.battle_round + " of 4";
+ battle.title = game.attacker[game.where] + " attacks " + game.where
+ battle.title += " \u2014 round " + game.battle_round + " of 4"
function fill_cell(cell, owner, fn) {
for (let b in BLOCKS)
if (game.location[b] === game.where & block_owner(b) === owner && !game.dead[b] && fn(b))
- cell.push(b);
+ cell.push(b)
}
- fill_cell(battle.LR, LANCASTER, b => is_battle_reserve(b));
- fill_cell(battle.LF, LANCASTER, b => !is_battle_reserve(b));
- fill_cell(battle.YR, YORK, b => is_battle_reserve(b));
- fill_cell(battle.YF, YORK, b => !is_battle_reserve(b));
+ fill_cell(battle.LR, LANCASTER, b => is_battle_reserve(b))
+ fill_cell(battle.LF, LANCASTER, b => !is_battle_reserve(b))
+ fill_cell(battle.YR, YORK, b => is_battle_reserve(b))
+ fill_cell(battle.YF, YORK, b => !is_battle_reserve(b))
- return battle;
+ return battle
}
exports.setup = function (seed, scenario, options) {
@@ -3410,7 +3410,6 @@ exports.setup = function (seed, scenario, options) {
seed: seed,
log: [],
undo: [],
-
attacker: {},
border_limit: {},
last_used: {},
@@ -3428,52 +3427,52 @@ exports.setup = function (seed, scenario, options) {
killed_heirs: { Lancaster: 0, York: 0 },
}
if (scenario === "Wars of the Roses")
- setup_game();
+ setup_game()
else if (scenario === "Kingmaker")
- setup_kingmaker();
+ setup_kingmaker()
else if (scenario === "Richard III")
- setup_richard_iii();
+ setup_richard_iii()
else
- throw new Error("Unknown scenario:", scenario);
- log("Scenario: " + scenario);
- start_campaign();
- return game;
+ throw new Error("Unknown scenario:", scenario)
+ log("Scenario: " + scenario)
+ start_campaign()
+ return game
}
exports.action = function (state, current, action, arg) {
- game = state;
- let S = states[game.state];
+ game = state
+ let S = states[game.state]
if (action in S)
- S[action](arg, current);
+ S[action](arg, current)
else
- throw new Error("Invalid action: " + action);
- return game;
+ throw new Error("Invalid action: " + action)
+ return game
}
exports.resign = function (state, current) {
- game = state;
+ game = state
if (game.state !== 'game_over') {
- logbr();
- log(current + " resigned.");
- game.active = "None";
- game.state = 'game_over';
- game.victory = current + " resigned.";
- game.result = ENEMY[current];
+ logbr()
+ log(current + " resigned.")
+ game.active = "None"
+ game.state = 'game_over'
+ game.victory = current + " resigned."
+ game.result = ENEMY[current]
}
- return game;
+ return game
}
function observer_hand() {
- let hand = [];
- hand.length = Math.max(game.l_hand.length, game.y_hand.length);
- hand.fill(0);
- return hand;
+ let hand = []
+ hand.length = Math.max(game.l_hand.length, game.y_hand.length)
+ hand.fill(0)
+ return hand
}
-exports.is_checkpoint = (a, b) => a.turn !== b.turn;
+exports.is_checkpoint = (a, b) => a.turn !== b.turn
exports.view = function(state, current) {
- game = state;
+ game = state
let view = {
log: game.log,
@@ -3492,12 +3491,12 @@ exports.view = function(state, current) {
battle: null,
prompt: null,
actions: null,
- };
+ }
- states[game.state].prompt(view, current);
+ states[game.state].prompt(view, current)
if (states[game.state].show_battle)
- view.battle = make_battle_view();
+ view.battle = make_battle_view()
- return view;
+ return view
}