diff options
-rw-r--r-- | rules.js | 3013 |
1 files changed, 1506 insertions, 1507 deletions
@@ -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 } |