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-rw-r--r--rules.js69
1 files changed, 34 insertions, 35 deletions
diff --git a/rules.js b/rules.js
index 0a71e3a..11af1d3 100644
--- a/rules.js
+++ b/rules.js
@@ -149,8 +149,8 @@ function gen_action(view, action, argument) {
if (!(action in view.actions)) {
view.actions[action] = [ argument ]
} else {
- if (!view.actions[action].includes(argument))
- view.actions[action].push(argument)
+ if (!set_has(view.actions[action], argument))
+ set_add(view.actions[action], argument)
}
} else {
view.actions[action] = 1
@@ -475,7 +475,7 @@ 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 block_loyalty(source, target) > 0 && !set_has(game.defected, target)
}
function can_attempt_treason_event() {
@@ -500,7 +500,7 @@ function treachery_tag(who) {
function can_attempt_treachery(who) {
let once = treachery_tag(who)
- if (game.battle_list.includes(who) && !game.treachery[once]) {
+ if (set_has(game.battle_list, who) && !set_has(game.treachery, once)) {
for (let b of BLOCKLIST) {
if (game.active === game.attacker[game.where]) {
if (is_defender(b) && can_defect(who, b))
@@ -1003,7 +1003,7 @@ function count_defenders() {
function count_blocks_exclude_mercenaries(where) {
let count = 0
for (let b of BLOCKLIST)
- if (!(game.reduced && game.reduced[b]) && game.location[b] === where && !is_mercenary(b))
+ if (game.location[b] === where && !is_mercenary(b) && !(game.reduced && set_has(game.reduced, b)))
++count
return count
}
@@ -1011,21 +1011,21 @@ function count_blocks_exclude_mercenaries(where) {
function count_blocks(where) {
let count = 0
for (let b of BLOCKLIST)
- if (!(game.reduced && game.reduced[b]) && game.location[b] === where)
+ if (game.location[b] === where && !(game.reduced && set_has(game.reduced, b)))
++count
return count
}
function add_blocks_exclude_mercenaries(list, where) {
for (let b of BLOCKLIST)
- if (!(game.reduced && game.reduced[b]) && game.location[b] === where && !is_mercenary(b))
- list.push(b)
+ if (game.location[b] === where && !is_mercenary(b) && !(game.reduced && set_has(game.reduced, b)))
+ set_add(list, b)
}
function add_blocks(list, where) {
for (let b of BLOCKLIST)
- if (!(game.reduced && game.reduced[b]) && game.location[b] === where)
- list.push(b)
+ if (game.location[b] === where && !(game.reduced && set_has(game.reduced, b)))
+ set_add(list, b)
}
function check_supply_penalty() {
@@ -1491,7 +1491,7 @@ function goto_event_card(event) {
break
case 'piracy':
game.piracy = game.active
- game.is_pirate = {}
+ game.is_pirate = []
goto_action_phase(2)
break
case 'plague':
@@ -1524,7 +1524,7 @@ states.plague_event = {
game.plague = []
for (let b of BLOCKLIST)
if (game.location[b] === where)
- game.plague.push(b)
+ set_add(game.plague, b)
game.active = ENEMY[game.active]
game.state = 'apply_plague'
},
@@ -1543,7 +1543,7 @@ states.apply_plague = {
},
block: function (b) {
reduce_block(b)
- remove_from_array(game.plague, b)
+ set_delete(game.plague, b)
if (game.plague.length === 0) {
delete game.plague
game.active = ENEMY[game.active]
@@ -1733,7 +1733,7 @@ states.action_phase = {
}
if (can_block_land_move(b)) {
if (game.moves === 0) {
- if (game.activated.includes(from))
+ if (set_has(game.activated, from))
gen_action(view, 'block', b)
} else {
gen_action(view, 'block', b)
@@ -1898,7 +1898,7 @@ states.sea_move_to = {
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
+ set_add(game.is_pirate, game.who)
if (!game.attacker[to])
game.attacker[to] = game.active
logp("sea moved.")
@@ -1925,9 +1925,9 @@ states.sea_move_to = {
function end_move() {
if (game.distance > 0) {
log_move_end()
- if (!game.activated.includes(game.origin)) {
+ if (!set_has(game.activated, game.origin)) {
logp("activated " + game.origin + ".")
- game.activated.push(game.origin)
+ set_add(game.activated, game.origin)
game.moves --
}
set_add(game.moved, game.who)
@@ -1975,8 +1975,8 @@ function start_battle(where) {
log("Battle in " + where + ".")
game.where = where
game.battle_round = 0
- game.defected = {}
- game.treachery = {}
+ game.defected = []
+ game.treachery = []
if (game.treason && can_attempt_treason_event()) {
game.active = game.treason
@@ -2003,8 +2003,8 @@ function end_battle() {
game.battle_round = 0
reset_border_limits()
set_clear(game.moved)
- game.defected = {}
- game.treachery = {}
+ game.defected = []
+ game.treachery = []
goto_regroup()
}
@@ -2109,7 +2109,7 @@ function pump_battle_round() {
if (block_initiative(b) === ci) {
if (!output)
output = []
- output.push(b)
+ set_add(output, b)
}
}
}
@@ -2150,7 +2150,7 @@ function pass_with_block(b) {
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]) {
+ if (game.active === game.piracy && set_has(game.is_pirate, who)) {
return true
} else {
for (let to of AREAS[game.where].exits)
@@ -2223,7 +2223,7 @@ function fire_with_block(b) {
function attempt_treachery(source, target) {
if (source) {
let once = treachery_tag(source)
- game.treachery[once] = true
+ set_add(game.treachery, once)
set_add(game.moved, source)
}
let n = block_loyalty(source, target)
@@ -2245,7 +2245,7 @@ function attempt_treachery(source, target) {
if (result) {
game.flash += " converted " + block_name(target) + "!"
target = swap_blocks(target)
- game.defected[target] = true
+ set_add(game.defected, target)
set_add(game.reserves, target)
} else {
game.flash += " failed to convert " + block_name(target) + "."
@@ -2367,9 +2367,8 @@ states.battle_round = {
}
let heir = can_heir_charge()
- if (heir && game.battle_list.includes(heir)) {
+ if (heir && set_has(game.battle_list, heir))
gen_action(view, 'battle_charge', heir)
- }
if (can_attempt_treachery(game.king))
gen_action(view, 'battle_treachery', game.king)
if (can_attempt_treachery(game.pretender))
@@ -2515,7 +2514,7 @@ function list_victims(p) {
let list = []
for (let b of BLOCKLIST)
if (is_candidate(b) && game.steps[b] === max)
- list.push(b)
+ set_add(list, b)
return list
}
@@ -2544,7 +2543,7 @@ states.retreat_in_battle = {
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]) {
+ if (game.active === game.piracy && set_has(game.is_pirate, game.who)) {
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))
@@ -2633,7 +2632,7 @@ states.regroup = {
for (let b of BLOCKLIST) {
if (game.location[b] === game.where) {
if (game.active === game.piracy) {
- if (game.is_pirate[b])
+ if (set_has(game.is_pirate, b))
gen_action(view, 'block', b)
} else {
if (can_block_regroup(b))
@@ -2658,7 +2657,7 @@ states.regroup = {
states.regroup_to = {
prompt: function (view, current) {
- if (game.active === game.piracy && game.is_pirate[game.who]) {
+ if (game.active === game.piracy && set_has(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."
@@ -2831,7 +2830,7 @@ states.enter_pretender_heir = {
}
function goto_supply_limits_pretender() {
- game.reduced = {}
+ game.reduced = []
game.active = block_owner(game.pretender)
if (check_supply_penalty()) {
game.state = 'supply_limits_pretender'
@@ -2858,7 +2857,7 @@ states.supply_limits_pretender = {
block: function (who) {
push_undo()
game.turn_log.push([game.location[who]])
- game.reduced[who] = true
+ set_add(game.reduced, who)
reduce_block(who)
check_supply_penalty()
},
@@ -2918,7 +2917,7 @@ states.enter_royal_heir = {
}
function goto_supply_limits_king() {
- game.reduced = {}
+ game.reduced = []
game.active = block_owner(game.king)
if (check_supply_penalty()) {
game.state = 'supply_limits_king'
@@ -2945,7 +2944,7 @@ states.supply_limits_king = {
block: function (who) {
push_undo()
game.turn_log.push([game.location[who]])
- game.reduced[who] = true
+ set_add(game.reduced, who)
reduce_block(who)
check_supply_penalty()
},