"use strict"; // TODO: execute enemy heirs during supply phase // TODO: reuse supply and goes-home states for pretender and king // TODO: tweak block layout and positioning exports.scenarios = [ "Wars of the Roses", "Kingmaker", "Richard III", ]; const { CARDS, BLOCKS, AREAS, BORDERS } = require('./data'); delete AREAS.LPool; delete AREAS.YPool; delete AREAS.LMinor; delete AREAS.YMinor; 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"; // serif cirled numbers 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 = ""; let states = {}; let game = null; function random(n) { return Math.floor(((game.seed = game.seed * 48271 % 0x7fffffff) / 0x7fffffff) * n); } function log(...args) { let s = Array.from(args).join(""); game.log.push(s); } function log_battle(...args) { let s = Array.from(args).join(""); game.log.push(game.active[0] + ": " + s); } function logp(...args) { let s = game.active + " " + Array.from(args).join(""); game.log.push(s); } function log_move_start(from) { game.turn_buf = [ from ]; } function log_move_continue(to, mark) { if (mark) game.turn_buf.push(to + mark); else game.turn_buf.push(to); } function log_move_end() { if (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 "); } if (game.turn_log.length > 0) { game.turn_log.sort(); for (let entry of game.turn_log) text += print_move(entry); } else { text += "\nnothing."; } log(text); delete game.turn_log; } function print_turn_log(text) { function print_move(last) { return "\n" + n + " " + last.join(" \u2192 "); } 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; } ++n; last = entry; } if (n > 0) text += print_move(last); else text += "\nnothing."; log(text); delete game.turn_log; } function is_inactive_player(current) { return current === OBSERVER || (game.active !== current && game.active !== BOTH); } function remove_from_array(array, item) { let i = array.indexOf(item); if (i >= 0) array.splice(i, 1); } function clear_undo() { game.undo = []; } function push_undo() { game.undo.push(JSON.stringify(game, (k,v) => { if (k === 'undo') return undefined; if (k === 'log') return v.length; return v; })); } function pop_undo() { let undo = game.undo; let save_log = game.log; Object.assign(game, JSON.parse(undo.pop())); game.undo = undo; save_log.length = game.log; game.log = save_log; } function gen_action_undo(view) { if (!view.actions) view.actions = {} if (game.undo && game.undo.length > 0) view.actions.undo = 1; else view.actions.undo = 0; } function gen_action(view, action, argument) { if (!view.actions) view.actions = {} if (argument !== undefined) { if (!(action in view.actions)) { view.actions[action] = [ argument ]; } else { if (!view.actions[action].includes(argument)) view.actions[action].push(argument); } } else { view.actions[action] = 1; } } function roll_d6() { return random(6) + 1; } function shuffle_deck() { let deck = []; for (let c = 1; c <= 25; ++c) deck.push(c); return deck; } function deal_cards(deck, n) { let hand = []; for (let i = 0; i < n; ++i) { let k = random(deck.length); hand.push(deck[k]); deck.splice(k, 1); } return hand; } function count_ap(hand) { let count = 0; for (let c of hand) count += CARDS[c].actions; return count; } function is_pretender_heir(who) { 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'); } function is_dead(who) { if (who in BLOCKS) 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; // Nevilles going to exile in Calais if (where === "Calais") { if (who === "Warwick/L" || who === "Kent/L" || who === "Salisbury/L") return false; if (count_blocks_exclude_mercenaries("Calais") < 4) { if (who === "Kent/Y") return is_area_friendly_to("East Yorks", LANCASTER); if (who === "Salisbury/Y") return is_area_friendly_to("North Yorks", LANCASTER); } } // Exeter and Clarence as enemy nobles if (who === "Exeter/Y") return where === "Cornwall"; if (who === "Clarence/L") return (where === "South Yorks" || where === "Rutland" || where === "Hereford"); // Everyone can always use their own shield if (haystack && haystack.includes(needle)) 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; if (is_dead("Kent") && haystack.includes("Kent")) return true; if (is_dead("Salisbury") && haystack.includes("Salisbury")) 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; } // 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; if (haystack.includes("Lancaster")) available = true; if (is_dead("Exeter") && haystack.includes("Exeter")) available = true; if (is_dead("Somerset") && haystack.includes("Somerset")) available = true; if (is_dead("Richmond") && haystack.includes("Richmond")) available = true; if (available) return !combat || find_senior_heir_in_area(LANCASTER, where) === who; } return false; } function is_at_home(who) { let where = game.location[who]; if (!where || where === MINOR || where === POOL) return true; if (is_pretender_heir(who)) return is_exile_area(where); if (is_royal_heir(who)) 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); if (block_type(who) === 'church') return has_cathedral(where) === block_home(who); return true; } function is_in_exile(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); if (is_royal_heir(who)) 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); if (block_type(who) === 'church') 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); } function count_available_homes(who) { let count = 0; for (let where in AREAS) if (is_available_home_for(where, who)) ++count; return count; } function available_home(who) { for (let where in AREAS) if (is_available_home_for(where, who)) return where; } function go_home_if_possible(who) { if (!is_in_exile(who)) { let n = count_available_homes(who); if (n === 0) { game.turn_log.push([block_name(who), "Pool"]); disband(who); } else if (n === 1) { 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"? } } else { return true; } } return false; } function is_on_map_not_in_exile_or_man(who) { let where = game.location[who]; return where && where !== MINOR && where !== POOL && where !== "Isle of Man" && !is_exile_area(where); } function is_land_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; } function is_london_friendly_to(owner) { return is_area_friendly_to("Middlesex", owner); } function count_lancaster_nobles_and_heirs() { 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; if (is_london_friendly_to(LANCASTER)) ++count; return count; } function count_york_nobles_and_heirs() { 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; if (is_london_friendly_to(YORK)) ++count; return count; } function block_name(who) { return BLOCKS[who].name; } function block_type(who) { return BLOCKS[who].type; } function block_home(who) { return BLOCKS[who].home; } function block_owner(who) { if (who === REBEL) { if (game.pretender) return block_owner(game.pretender); else if (game.king) return ENEMY[block_owner(game.king)]; else return YORK; // whatever... they're both dead } 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]; } function block_printed_fire_power(who) { return BLOCKS[who].combat[1] | 0; } function block_fire_power(who, where) { let combat = block_printed_fire_power(who); if (is_defender(who)) { if (is_heir(who) && is_shield_area_for(where, who, true)) ++combat; if (is_crown_area(where) && is_senior_royal_heir_in(who, where)) ++combat; if (is_noble(who) && is_shield_area_for(where, who, true)) ++combat; if (is_church(who) && block_home(who) === has_cathedral(where)) ++combat; if (is_levy(who) && block_home(who) === has_city(where)) ++combat; if (who === "Welsh Mercenary" && is_wales(where)) ++combat; } return combat; } function is_mercenary(who) { return BLOCKS[who].type === 'mercenaries'; } function is_heir(who) { return BLOCKS[who].type === 'heir'; } function is_noble(who) { return BLOCKS[who].type === 'nobles'; } function is_church(who) { return BLOCKS[who].type === 'church'; } function is_levy(who) { return BLOCKS[who].type === 'levies'; } function is_rose_noble(who) { return BLOCKS[who].type === 'nobles' && !BLOCKS[who].loyalty; } function is_neville(who) { 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"; if (source_name === "Warwick") { let target_name = block_name(target); if (target_name === "Kent" || target_name === "Salisbury") return 1; if (target_name === "Northumberland" || target_name === "Westmoreland") return 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]; } 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; } else { for (let b in BLOCKS) if (is_attacker(b) && can_defect(null, b)) return true; } 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; } function can_attempt_treachery(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; } else { if (is_attacker(b) && can_defect(who, b)) return true; } } } return false; } function block_max_steps(who) { return BLOCKS[who].steps; } function can_activate(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; } function is_block_on_map(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]; } function border_id(a, b) { 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]; } function border_was_last_used_by_active(from, to) { return game.last_used[border_id(from, to)] === game.active; } function border_type(a, b) { return BORDERS[border_id(a,b)]; } function border_limit(a, b) { return game.border_limit[border_id(a,b)] || 0; } function reset_border_limits() { game.border_limit = {}; } function count_friendly(where) { 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; } function count_enemy(where) { 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; } function count_enemy_excluding_reserves(where) { 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; } 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; } function has_cathedral(where) { return AREAS[where].cathedral; } function is_crown_area(where) { return AREAS[where].crown; } function is_major_port(where) { return AREAS[where].major_port; } function is_sea_area(where) { return where === 'Irish Sea' || where === 'North Sea' || where === 'English Channel'; } function is_wales(where) { return where === "Caernarvon" || where === "Pembroke" || where === "Powys" || where === "Glamorgan"; } function is_lancaster_exile_area(where) { return where === "France" || where === "Scotland"; } function is_york_exile_area(where) { return where === "Calais" || where === "Ireland"; } function is_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); } function is_enemy_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); } function can_recruit_to(who, to) { if (who === "Welsh Mercenary") 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); else return is_pretender_exile_area(to); case 'nobles': 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); case 'levies': return block_home(who) === has_city(to) && is_friendly_or_vacant_area(to); case 'bombard': return has_city(to) && is_friendly_area(to); case 'rebel': return !is_exile_area(to) && is_vacant_area(to); } 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; // Must use AP for sea moves: 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; } function have_contested_areas() { for (let where in AREAS) if (is_area_on_map(where) && is_contested_area(where)) return true; return false; } function count_pinning(where) { return count_enemy_excluding_reserves(where); } function count_pinned(where) { 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; } function is_pinned(who, from) { if (game.active === game.p2) { if (count_pinned(from) <= count_pinning(from)) return true; } return false; } function can_block_sea_move_to(who, from, to) { if (is_enemy_exile_area(to)) return false; if (game.active === game.force_march) return false; if (who === REBEL || who === "Scots Mercenary" || who === "Welsh Mercenary") return false; if (block_type(who) === 'bombard' || block_type(who) === 'levies') return false; if (border_type(from, to) === 'sea') return true; return false; } function can_block_sea_move(who) { if (can_activate(who)) { let from = game.location[who]; if (from) { if (is_pinned(who, from)) return false; for (let to of AREAS[from].exits) if (can_block_sea_move_to(who, from, to)) return true; } } 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; } } 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; } } } function count_borders_crossed(to) { let count = 0; for (let from of AREAS[to].exits) if (border_was_last_used_by_active(from, to)) ++count; return count; } function can_block_land_move_to(who, from, to) { if (is_enemy_exile_area(to)) return false; if (game.active === game.piracy) return false; if (can_block_use_border(who, from, to)) { // limit number of borders used to attack/reinforce 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; } 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; } } } if (count_pinning(from) > 0) if (border_was_last_used_by_enemy(from, to)) return false; return true; } return false; } function can_block_land_move(who) { if (can_activate(who)) { let from = game.location[who]; if (from) { if (is_pinned(who, from)) return false; for (let to of AREAS[from].exits) if (can_block_land_move_to(who, from, to)) return true; } } return false; } function can_block_continue(who, from, to) { if (is_contested_area(to)) return false; if (border_type(from, to) === 'minor') return false; if (game.active === game.force_march) { if (game.distance >= 3) return false; } else { if (game.distance >= 2) return false; } if (to === game.last_from) 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]; if (can_block_use_border(who, from, to)) { if (border_was_last_used_by_enemy(from, to)) return false; return true; } } return false; } function can_block_regroup_to(who, to) { if (is_friendly_area(to) || is_vacant_area(to)) { let from = game.location[who]; if (can_block_use_border(who, from, to)) return true; } return false; } function can_block_regroup(who) { if (block_owner(who) === game.active) { let from = game.location[who]; for (let to of AREAS[from].exits) if (can_block_regroup_to(who, to)) return true; } 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; if (border_type(from, next) !== 'minor') { if (AREAS[next].exits.includes(muster)) if (can_block_land_move_to(who, next, muster)) return true; } } return false; } function can_block_muster(who, muster) { let from = game.location[who]; if (from === muster) return false; if (can_activate(who) && is_block_on_map(who)) { if (is_pinned(who, from)) return false; for (let next of AREAS[from].exits) if (can_block_muster_via(who, from, next, muster)) return true; } return false; } function can_muster_to(muster) { for (let b in BLOCKS) if (can_block_muster(b, muster)) return true; return false; } function is_battle_reserve(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; } 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; } 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; } function disband(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 are dead!"); game.victory = "Lancaster wins 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 are dead!"); game.victory = "York wins by eliminating all enemy heirs!"; game.result = YORK; } } function eliminate_block(who) { log(block_name(who) + " is eliminated."); game.flash += " " + block_name(who) + " is eliminated."; if (who === "Exeter/Y") { 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(); } if (is_heir(who)) { game.location[who] = null; ++game.killed_heirs[block_owner(who)]; if (who === 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(); } if (is_rose_noble(who) || is_neville(who)) { 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; } 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; } function reduce_block(who) { if (game.steps[who] === 1) { eliminate_block(who); } else { --game.steps[who]; } } function count_attackers() { let count = 0; for (let b in BLOCKS) if (is_attacker(b)) ++count; return count; } function count_defenders() { let count = 0; for (let b in BLOCKS) if (is_defender(b)) ++count; return count; } function count_blocks_exclude_mercenaries(where) { let count = 0; for (let b in BLOCKS) if (!(game.reduced && game.reduced[b]) && game.location[b] === where && !is_mercenary(b)) ++count; return count; } function count_blocks(where) { let count = 0; for (let b in BLOCKS) if (!(game.reduced && game.reduced[b]) && game.location[b] === where) ++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); } function add_blocks(list, where) { for (let b in BLOCKS) if (!(game.reduced && game.reduced[b]) && game.location[b] === where) list.push(b); } function check_supply_penalty() { 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); } else if (where === "Ireland" || where === "Scotland") { if (count_blocks_exclude_mercenaries(where) > 2) add_blocks_exclude_mercenaries(game.supply, where); } else if (has_city(where)) { if (count_blocks(where) > 5) add_blocks(game.supply, where); } else { if (count_blocks(where) > 4) add_blocks(game.supply, where); } } } return game.supply.length > 0; } function check_exile_limits() { 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); } else if (where === "Ireland" || where === "Scotland") { if (count_blocks_exclude_mercenaries(where) > 2) add_blocks_exclude_mercenaries(game.exiles, where); } } } if (game.exiles.length > 0) return true; delete game.exiles; return false; } // SETUP function find_block(owner, name) { if (name in BLOCKS) return name; name = name + "/" + owner[0]; if (name in BLOCKS) return name; throw new Error("Block not found: " + name); } function deploy(who, where) { if (where === "Enemy") return; if (!(where in AREAS)) 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); } function deploy_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); } } 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"); } 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"); // Prisoner! 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"); } // Kingmaker scenario special rule 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 is rescued!"); delete game.dead["Henry VI"]; } } } // GAME TURN function start_campaign() { log(""); 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); start_game_turn(); } function start_game_turn() { log(""); log("Start Turn " + (8-game.l_hand.length) + " of campaign " + game.campaign + "."); // Reset movement and attack tracking state reset_border_limits(); game.last_used = {}; game.attacker = {}; game.reserves = []; game.moved = {}; goto_card_phase(); } function end_game_turn() { 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(); } // 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; } function resume_play_card() { if (game.l_card > 0 && game.y_card > 0) reveal_cards(); else if (game.l_card > 0) game.active = YORK; else if (game.y_card > 0) game.active = LANCASTER; else game.active = BOTH; } states.play_card = { prompt: function (view, current) { if (current === OBSERVER) 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'); } else { view.prompt = "Play a card."; for (let c of game.l_hand) 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'); } else { view.prompt = "Play a card."; for (let c of game.y_hand) gen_action(view, 'play', c); } } }, play: function (card, current) { if (current === LANCASTER) { 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; } resume_play_card(); }, undo: function (_, current) { if (current === LANCASTER) { 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; } resume_play_card(); } } function reveal_cards() { log(""); log("Lancaster plays " + CARDS[game.l_card].name + "."); log("York plays " + CARDS[game.y_card].name + "."); game.show_cards = true; let pretender = block_owner(game.pretender); 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); if (lp > yp) { game.p1 = LANCASTER; game.p2 = YORK; } else { game.p1 = YORK; game.p2 = LANCASTER; } game.active = game.p1; start_player_turn(); } function start_player_turn() { log(""); 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); else if (game.active === YORK && yc.event) goto_event_card(yc.event); else if (game.active === LANCASTER) goto_action_phase(lc.actions); else if (game.active === YORK) goto_action_phase(yc.actions); } function end_player_turn() { 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; if (game.active === game.p2) { goto_battle_phase(); } else { game.active = game.p2; start_player_turn(); } } // EVENTS function goto_event_card(event) { switch (event) { case 'force_march': game.force_march = game.active; goto_action_phase(1); break; case 'muster': goto_muster_event(); break; case 'piracy': game.piracy = game.active; game.is_pirate = {}; goto_action_phase(2); break; case 'plague': game.state = 'plague_event'; break; case 'surprise': game.surprise = game.active; goto_action_phase(1); break; case 'treason': 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'); for (let where in AREAS) if (is_enemy_area(where) && has_city(where)) gen_action(view, 'area', where); }, area: function (where) { log("Plague ravages " + has_city(where) + "!"); for (let b in BLOCKS) { if (game.location[b] === where) reduce_block(b); } end_player_turn(); }, pass: function () { end_player_turn(); } } function goto_muster_event() { 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'); for (let where in AREAS) { if (is_friendly_or_vacant_area(where)) if (can_muster_to(where)) gen_action(view, 'area', where); } }, area: function (where) { push_undo(); game.where = where; game.state = 'muster_who'; }, end_action_phase: function () { clear_undo(); print_turn_log(game.active + " musters:"); end_player_turn(); }, undo: pop_undo, } 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'); for (let b in BLOCKS) if (can_block_muster(b, game.where)) gen_action(view, 'block', b); }, block: function (who) { push_undo(); game.who = who; game.state = 'muster_move_1'; }, end_action_phase: function () { game.where = null; clear_undo(); print_turn_log(game.active + " musters:"); end_player_turn(); }, undo: pop_undo, } 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]; for (let to of AREAS[from].exits) { if (can_block_muster_via(game.who, from, to, game.where)) 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); if (to === game.where) { log_move_end(); game.moved[game.who] = true; game.who = null; game.state = 'muster_who'; } else { game.state = 'muster_move_2'; } }, block: pop_undo, undo: pop_undo, } 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); }, 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'; }, undo: pop_undo, } // ACTION PHASE function use_border(from, to) { 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 ++; if (is_contested_area(to)) { game.last_used[border_id(from, to)] = game.active; if (!game.attacker[to]) { 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; } } return ATTACK_MARK; } 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(); } 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 + "."; if (game.active === game.force_march) return view.prompt = "Force March: Waiting for " + game.active + "."; if (game.active === game.surprise) return view.prompt = "Surprise: Waiting for " + game.active + "."; if (game.active === game.treason) return view.prompt = "Treason: Waiting for " + game.active + "."; else 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."; } else if (game.active === game.force_march) { 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."; } else if (game.active === game.treason) { view.prompt = "Treason: Move one group."; } else { 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'); for (let b in BLOCKS) { let from = game.location[b]; if (can_recruit(b)) { if (game.moves > 0) 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); } else { 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); } else { gen_action(view, 'block', b); } } } }, block: function (who) { push_undo(); game.who = who; game.origin = game.location[who]; if (game.origin === POOL) { game.state = 'recruit_where'; } else { 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("does nothing."); if (game.turn_log.length > 0) print_turn_log(game.active + " moves:"); game.turn_log = game.recruit_log; if (game.turn_log.length > 0) print_turn_log(game.active + " recruits:"); game.turn_log = null; game.recruit_log = null; clear_undo(); game.moves = 0; end_player_turn(); }, undo: pop_undo, } 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); for (let to in AREAS) if (can_recruit_to(game.who, 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(); }, block: pop_undo, undo: pop_undo, } 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]; if (game.distance > 0) 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); else if (game.distance === 0 && can_block_sea_move_to(game.who, from, to)) { 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; } else { if (game.active === game.piracy) 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; } if (has_destination_port) gen_action(view, 'area', to); } } }, block: function () { if (game.distance === 0) pop_undo(); else end_move(); }, area: function (to) { let from = game.location[game.who]; if (to === from) { end_move(); return; } if (game.distance === 0) 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'; } else { let mark = move_block(game.who, from, to); log_move_continue(to, mark); if (!can_block_continue(game.who, from, to)) end_move(); } }, undo: pop_undo, } states.sea_move_to = { prompt: function (view, current) { if (is_inactive_player(current)) 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."; } else { view.prompt = "Sea Move " + block_name(game.who) + " to a friendly or vacant coastal area."; } gen_action_undo(view); for (let to of AREAS[game.location[game.who]].exits) { if (to === game.last_from) continue; if (is_enemy_exile_area(to)) continue; if (is_friendly_or_vacant_area(to)) { if (game.moves === 0) { if (game.move_port[game.origin] === to) gen_action(view, 'area', to); } else { 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); } } }, area: function (to) { 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; if (!game.attacker[to]) game.attacker[to] = game.active; logp("sea moves."); --game.moves; } else { // Can sea move two blocks between same major ports for 1 AP. log_move_continue(to); if (game.move_port[game.origin] === to) { delete game.move_port[game.origin]; } else { logp("sea moves."); --game.moves; if (is_major_port(game.origin) && is_major_port(to)) game.move_port[game.origin] = to; } } log_move_end(); end_action(); }, undo: pop_undo, } function end_move() { if (game.distance > 0) { log_move_end(); if (!game.activated.includes(game.origin)) { logp("activates " + game.origin + "."); game.activated.push(game.origin); game.moves --; } game.moved[game.who] = true; } 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'; } // BATTLE PHASE function goto_battle_phase() { if (have_contested_areas()) { game.active = game.p1; game.state = 'battle_phase'; } else { 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!"; for (let where in AREAS) if (is_area_on_map(where) && is_contested_area(where)) gen_action(view, 'area', where); }, area: function (where) { start_battle(where); }, } function start_battle(where) { game.flash = ""; log(""); 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'; } else { 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(); } function end_battle() { if (game.turn_log && game.turn_log.length > 0) print_turn_log("Retreats 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'); 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); } } else { if (is_attacker(b) && can_defect(null, 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(); }, block: function (target) { delete game.treason; attempt_treachery(null, target); game.state = 'battle_round'; start_battle_round(); }, pass: function () { 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; } } } function start_battle_round() { if (++game.battle_round <= 4) { if (game.turn_log && game.turn_log.length > 0) print_turn_log("Retreats from " + game.where + ":"); game.turn_log = []; log("~ Battle Round " + game.battle_round + " ~"); reset_border_limits(); game.moved = {}; if (game.battle_round > 1) { bring_on_reserves(LANCASTER, false); bring_on_reserves(YORK, false); } pump_battle_round(); } else { end_battle(); } } function pump_battle_round() { if (is_friendly_area(game.where) || is_enemy_area(game.where)) { 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 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); if (game.battle_round === 1) { log("The attacker is now the defender."); game.attacker[game.where] = ENEMY[game.attacker[game.where]]; } } } function filter_battle_blocks(ci, is_candidate) { 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); } } } return output; } function battle_step(active, initiative, candidate) { game.battle_list = filter_battle_blocks(initiative, candidate); if (game.battle_list) { game.active = active; return true; } return false; } 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; start_battle_round(); } function pass_with_block(b) { game.flash = block_name(b) + " passes."; 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; } else { for (let to of AREAS[game.where].exits) if (can_block_retreat_to(who, to)) return true; } } } 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; } function retreat_with_block(who) { if (can_retreat_with_block(who)) { game.who = who; game.state = 'retreat_in_battle'; } else { 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; if (fire > printed_fire) name += "+" + (fire - printed_fire); for (let i = 0; i < steps; ++i) { let die = roll_d6(); if (die <= fire) { rolls.push(DIE_HIT[die]); ++game.hits; } else { rolls.push(DIE_MISS[die]); } } game.flash = name + " " + verb + " " + rolls.join(" ") + " "; if (game.hits === 0) game.flash += "and misses."; else if (game.hits === 1) game.flash += "and scores 1 hit."; else game.flash += "and scores " + game.hits + " hits."; log(active[0] + ": " + name + " " + verb + " " + rolls.join("") + "."); } function fire_with_block(b) { game.moved[b] = true; roll_attack(game.active, b, "fires"); if (game.hits > 0) { game.active = ENEMY[game.active]; goto_battle_hits(); } else { resume_battle(); } } function attempt_treachery(source, target) { if (source) { let once = treachery_tag(source); game.treachery[once] = true; game.moved[source] = true; } let n = block_loyalty(source, target); let rolls = []; let result = true; for (let i = 0; i < n; ++i) { let die = roll_d6(); if ((die & 1) === 1) { rolls.push(DIE_MISS[die]); result = false; } else { rolls.push(DIE_HIT[die]); } } if (source) game.flash = block_name(source) + " treachery " + rolls.join(" "); else game.flash = "Treason event " + rolls.join(" "); if (result) { game.flash += " converts " + block_name(target) + "!"; target = swap_blocks(target); game.defected[target] = true; game.reserves.push(target); } else { game.flash += " fails to convert " + block_name(target) + "."; } log_battle(game.flash); } function charge_with_block(heir, target) { let n; game.moved[heir] = true; roll_attack(game.active, heir, "charges " + block_name(target)); n = Math.min(game.hits, game.steps[target]); if (n === game.steps[target]) { eliminate_block(target); } else { while (n-- > 0) reduce_block(target); let charge_flash = game.flash; roll_attack(ENEMY[game.active], target, "counter-attacks"); n = Math.min(game.hits, game.steps[heir]); while (n-- > 0) reduce_block(heir); game.flash = charge_flash + " " + game.flash; } resume_battle(); } function can_block_fire(who) { if (is_attacker(who)) return game.battle_round < 4; if (is_defender(who)) return true; return false; } function find_minor_heir(owner) { 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; } return candidate; } function find_senior_heir(owner) { 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; } function find_next_king(owner) { 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; } function find_senior_heir_in_area(owner, where) { 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; if (!candidate || BLOCKS[b].heir < BLOCKS[candidate].heir) candidate = b; } } return candidate; } function is_senior_royal_heir_in(who, where) { 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); if (heir && !game.moved[heir]) { if (is_attacker(heir)) return game.battle_round < 4 ? heir : null; if (is_defender(heir)) return heir; } 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."; 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; } else { 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 (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); } let heir = can_heir_charge(); if (heir && game.battle_list.includes(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)) gen_action(view, 'battle_treachery', game.pretender); if (can_attempt_treachery("Warwick/L")) gen_action(view, 'battle_treachery', "Warwick/L"); if (can_attempt_treachery("Warwick/Y")) gen_action(view, 'battle_treachery', "Warwick/Y"); }, battle_fire: function (who) { fire_with_block(who); }, battle_retreat: function (who) { retreat_with_block(who); }, battle_pass: function (who) { pass_with_block(who); }, battle_charge: function (who) { game.who = who; game.state = 'battle_charge'; }, battle_treachery: function (who) { game.who = who; game.state = 'battle_treachery'; }, block: function (who) { if (can_block_fire(who)) fire_with_block(who); else if (can_retreat_with_block(who)) retreat_with_block(who); else if (must_retreat_with_block(who)) eliminate_block(who); else pass_with_block(who); }, } 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'); 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); } } else { if (is_attacker(b)) { gen_action(view, 'battle_charge', b); gen_action(view, 'block', b); } } } }, battle_charge: function (target) { charge_with_block(game.who, target); }, block: function (target) { charge_with_block(game.who, target); }, undo: function () { resume_battle(); } } 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'); 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); } } else { if (is_attacker(b) && can_defect(game.who, b)) { gen_action(view, 'battle_treachery', b); gen_action(view, 'block', b); } } } }, battle_treachery: function (target) { attempt_treachery(game.who, target); resume_battle(); }, block: function (target) { attempt_treachery(game.who, target); resume_battle(); }, undo: function () { resume_battle(); } } function goto_battle_hits() { game.battle_list = list_victims(game.active); if (game.battle_list.length === 0) resume_battle(); else game.state = 'battle_hits'; } function apply_hit(who) { let n = Math.min(game.hits, game.steps[who]); if (n === 1) game.flash = block_name(who) + " takes " + n + " hit."; else game.flash = block_name(who) + " takes " + n + " hits."; while (n-- > 0) { reduce_block(who); game.hits--; } game.battle_list = list_victims(game.active); if (game.battle_list.length > 0) { if (game.hits === 1) game.flash += " 1 hit left."; else if (game.hits > 1) game.flash += " " + game.hits + " hits left."; } if (game.hits === 0) resume_battle(); else goto_battle_hits(); } function list_victims(p) { 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 = []; for (let b in BLOCKS) if (is_candidate(b) && game.steps[b] === max) 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."; for (let b of game.battle_list) { gen_action(view, 'battle_hit', b); gen_action(view, 'block', b); } }, battle_hit: function (who) { apply_hit(who); }, block: function (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); 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."; for (let to of AREAS[game.where].exits) if (is_sea_area(to)) gen_action(view, 'area', to); } else { 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); } }, area: function (to) { if (is_sea_area(to)) { game.location[game.who] = to; game.state = 'sea_retreat_to'; } else { game.flash = block_name(game.who) + " retreats."; 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(); }, block: function () { resume_battle(); }, undo: function () { 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."; // TODO: only eliminate if no retreat is possible 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); }, area: function (to) { let sea = game.location[game.who]; game.turn_log.push([game.active, sea, to]); game.flash = block_name(game.who) + " retreats."; log_battle(game.flash); game.location[game.who] = to; resume_battle(); }, eliminate: function () { game.flash = ""; eliminate_block(game.who); resume_battle(); }, undo: function () { game.location[game.who] = game.where; resume_battle(); } } function goto_regroup() { game.active = game.attacker[game.where]; if (is_enemy_area(game.where)) game.active = ENEMY[game.active]; log(game.active + " wins 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'); 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); } else { if (can_block_regroup(b)) gen_action(view, 'block', b); } } } }, block: function (who) { push_undo(); game.who = who; game.state = 'regroup_to'; }, end_regroup: function () { game.where = null; clear_undo(); print_turn_log(game.active + " regroups:"); goto_battle_phase(); }, undo: pop_undo, } 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); for (let to of AREAS[game.where].exits) if (is_sea_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); for (let to of AREAS[game.where].exits) if (can_block_regroup_to(game.who, 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'; } else { game.turn_log.push([game.where, to]); move_block(game.who, game.where, to); game.who = null; game.state = 'regroup'; } }, block: pop_undo, undo: pop_undo, } 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]; for (let to of AREAS[from].exits) if (is_friendly_or_vacant_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; game.state = 'regroup' }, undo: pop_undo, } // SUPPLY PHASE function goto_supply_phase() { 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!"); if (game.location[game.king] === MINOR) log("The new King is a minor."); else log("The new King is in " + game.location[game.king] + "."); } goto_execute_clarence(); } function goto_execute_clarence() { if (is_block_alive("Clarence/L")) { game.active = LANCASTER; game.state = 'execute_clarence'; game.who = "Clarence/L"; } else { 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'); }, execute_clarence: function () { logp("executes Clarence."); eliminate_block("Clarence/L"); game.who = null; if (game.result) return goto_game_over(); goto_execute_exeter(); }, pass: function () { 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"; } else { 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'); }, execute_exeter: function () { logp("executes Exeter."); eliminate_block("Exeter/Y"); game.who = null; if (game.result) return goto_game_over(); goto_enter_pretender_heir(); }, pass: function () { 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]; if (n > 0 && (game.who = find_minor_heir(game.active))) game.state = 'enter_pretender_heir'; else 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."; for (let where in AREAS) if (is_pretender_exile_area(where)) gen_action(view, 'area', where); }, block: function () { game.who = null; }, area: function (to) { log(""); log(block_name(game.who) + " comes 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); if (check_supply_penalty()) { game.state = 'supply_limits_pretender'; game.turn_log = []; clear_undo(); } else { 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); if (game.supply.length === 0) gen_action(view, 'end_supply_phase'); for (let b of game.supply) 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(); }, end_supply_phase: function () { delete game.supply; delete game.reduced; clear_undo(); print_turn_log(game.active + " reduces:"); if (game.result) return goto_game_over(); goto_enter_royal_heir(); }, undo: pop_undo, } // KING SUPPLY PHASE function goto_enter_royal_heir() { 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'; else 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; for (let where in AREAS) { if (is_crown_area(where) && is_friendly_or_vacant_area(where)) { gen_action(view, 'area', where); can_enter = true; } } if (!can_enter) gen_action(view, 'pass'); }, block: function () { game.who = null; }, area: function (to) { log(""); log(block_name(game.who) + " comes 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(); } } function goto_supply_limits_king() { game.reduced = {}; game.active = block_owner(game.king); if (check_supply_penalty()) { game.state = 'supply_limits_king'; game.turn_log = []; clear_undo(); } else { 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); if (game.supply.length === 0) gen_action(view, 'end_supply_phase'); for (let b of game.supply) 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(); }, end_supply_phase: function () { delete game.supply; delete game.reduced; clear_undo(); print_turn_log(game.active + " reduces:"); if (game.result) return goto_game_over(); end_game_turn(); }, undo: pop_undo, } // POLITICAL TURN function goto_political_turn() { log(""); log("Start Political Turn."); log(""); game.turn_log = []; // Levies disband for (let b in BLOCKS) { if (!is_land_area(game.location[b])) continue; switch (block_type(b)) { case 'bombard': case 'levies': case 'rebel': 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; case "Irish Mercenary": if (game.location[b] !== "Ireland") { game.turn_log.push([game.location[b], "Ireland"]); game.location[b] = "Ireland"; } break; case "Burgundian Mercenary": case "Calais Mercenary": if (game.location[b] !== "Calais") { game.turn_log.push([game.location[b], "Calais"]); game.location[b] = "Calais"; } break; case "Scots Mercenary": if (game.location[b] !== "Scotland") { game.turn_log.push([game.location[b], "Scotland"]); game.location[b] = "Scotland"; } break; case "French Mercenary": if (game.location[b] !== "France") { game.turn_log.push([game.location[b], "France"]); game.location[b] = "France"; } break; } break; } } print_turn_log("Levies disband:"); // Usurpation let l_count = count_lancaster_nobles_and_heirs(); let y_count = count_york_nobles_and_heirs(); log(""); log("Lancaster controls " + l_count + " nobles."); log("York controls " + 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 + " usurps 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 + " usurps the throne!"); } else { log(game.king + " remains king."); } // Game ends after last Usurpation check if (game.campaign === game.end_campaign) return goto_game_over(); log(""); 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; for (let b in BLOCKS) if (block_owner(b) === game.active && is_block_on_map(b)) if (go_home_if_possible(b)) choices = true; if (!choices) { print_turn_log_no_count("Pretender goes home:"); goto_exile_limits_pretender(); } else { 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; 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); } else if (!is_at_home(b)) { done = false; let n = count_available_homes(b); if (n > 1) gen_action(view, 'block', b); } } } } if (done) { 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); if (n > 1) gen_action(view, 'block', b); } } } } gen_action(view, 'end_political_turn'); } else { 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'; }, end_political_turn: function () { clear_undo(); print_turn_log_no_count("Pretender goes home:"); goto_exile_limits_pretender(); }, undo: pop_undo, } 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."; if (is_heir(game.who)) 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); 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); } else if (is_available_home_for(where, game.who)) { gen_action(view, 'area', where); } } } }, area: function (to) { if (is_exile_area(to)) 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'; }, block: pop_undo, undo: pop_undo, } function goto_exile_limits_pretender() { game.moved = {}; game.active = block_owner(game.pretender); if (check_exile_limits()) { game.state = 'exile_limits_pretender'; clear_undo(); } else { 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); if (game.exiles.length === 0) gen_action(view, 'end_exile_limits'); for (let b of game.exiles) gen_action(view, 'block', b); }, block: function (who) { push_undo(); let where = game.location[who]; logp("disbands in " + where + "."); game.exiles = game.exiles.filter(b => game.location[b] !== where); disband(who); }, end_exile_limits: function () { goto_king_goes_home(); }, undo: pop_undo, } // 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; for (let b in BLOCKS) if (block_owner(b) === game.active && is_block_on_map(b)) if (go_home_if_possible(b)) choices = true; if (!choices) { print_turn_log_no_count("King goes home:"); goto_exile_limits_king(); } else { 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; 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); if (n > 1) gen_action(view, 'block', b); } } } } if (done) { 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); if (n > 1) gen_action(view, 'block', b); } } } } gen_action(view, 'end_political_turn'); } else { 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'; }, end_political_turn: function () { clear_undo(); print_turn_log_no_count("King goes home:"); goto_exile_limits_king(); }, undo: pop_undo, } 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); for (let where in AREAS) if (where !== game.location[game.who]) if (is_available_home_for(where, game.who)) 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'; }, block: pop_undo, undo: pop_undo, } function goto_exile_limits_king() { game.moved = {}; game.active = block_owner(game.king); if (check_exile_limits()) { game.state = 'exile_limits_king'; clear_undo(); } else { 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); if (game.exiles.length === 0) gen_action(view, 'end_exile_limits'); for (let b of game.exiles) gen_action(view, 'block', b); }, block: function (who) { push_undo(); let where = game.location[who]; logp("disbands in " + where + "."); game.exiles = game.exiles.filter(b => game.location[b] !== where); disband(who); }, end_exile_limits: function () { end_political_turn(); }, undo: pop_undo, } function end_political_turn() { // Campaign reset game.dead = {}; for (let b in BLOCKS) game.steps[b] = block_max_steps(b); ++game.campaign; start_campaign(); } // GAME OVER function goto_game_over() { game.active = "None"; game.state = 'game_over'; if (!game.result) { game.result = block_owner(game.king); game.victory = game.result + " wins!"; } log(""); log(game.victory); } states.game_over = { prompt: function (view) { view.prompt = game.victory; } } function make_battle_view() { let battle = { LA: [], LB: [], LC: [], LD: [], LR: [], YA: [], YB: [], YC: [], YD: [], YR: [], flash: game.flash }; 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, game.steps[b], game.moved[b]?1:0]) } fill_cell(battle.LR, LANCASTER, b => is_battle_reserve(b)); fill_cell(battle.LA, LANCASTER, b => !is_battle_reserve(b) && block_initiative(b) === 'A'); fill_cell(battle.LB, LANCASTER, b => !is_battle_reserve(b) && block_initiative(b) === 'B'); fill_cell(battle.LC, LANCASTER, b => !is_battle_reserve(b) && block_initiative(b) === 'C'); fill_cell(battle.LD, LANCASTER, b => !is_battle_reserve(b) && block_initiative(b) === 'D'); fill_cell(battle.YR, YORK, b => is_battle_reserve(b)); fill_cell(battle.YA, YORK, b => !is_battle_reserve(b) && block_initiative(b) === 'A'); fill_cell(battle.YB, YORK, b => !is_battle_reserve(b) && block_initiative(b) === 'B'); fill_cell(battle.YC, YORK, b => !is_battle_reserve(b) && block_initiative(b) === 'C'); fill_cell(battle.YD, YORK, b => !is_battle_reserve(b) && block_initiative(b) === 'D'); return battle; } exports.ready = function (scenario, options, players) { return players.length === 2; } exports.setup = function (seed, scenario, options) { game = { seed: seed, attacker: {}, border_limit: {}, last_used: {}, location: {}, log: [], main_border: {}, moved: {}, dead: {}, moves: 0, prompt: null, reserves: [], show_cards: false, steps: {}, who: null, where: null, killed_heirs: { Lancaster: 0, York: 0 }, } if (scenario === "Wars of the Roses") setup_game(); else if (scenario === "Kingmaker") setup_kingmaker(); else if (scenario === "Richard III") setup_richard_iii(); else throw new Error("Unknown scenario:", scenario); start_campaign(); return game; } exports.action = function (state, current, action, arg) { game = state; let S = states[game.state]; if (action in S) S[action](arg, current); else throw new Error("Invalid action: " + action); return state; } exports.resign = function (state, current) { game = state; if (game.state !== 'game_over') { log(""); log(current + " resigned."); game.active = "None"; game.state = 'game_over'; game.victory = current + " resigned."; game.result = ENEMY[current]; } return state; } function observer_hand() { let hand = []; hand.length = Math.max(game.l_hand.length, game.y_hand.length); hand.fill(0); return hand; } exports.view = function(state, current) { game = state; let view = { log: game.log, campaign: game.campaign + " of " + game.end_campaign, active: game.active, king: game.king, pretender: game.pretender, l_card: (game.show_cards || current === LANCASTER) ? game.l_card : 0, y_card: (game.show_cards || current === YORK) ? game.y_card : 0, hand: (current === LANCASTER) ? game.l_hand : (current === YORK) ? game.y_hand : observer_hand(), who: (game.active === current) ? game.who : null, where: game.where, known: {}, secret: { York: {}, Lancaster: {}, Rebel: {} }, battle: null, prompt: null, actions: null, }; states[game.state].prompt(view, current); if (states[game.state].show_battle) view.battle = make_battle_view(); for (let b in BLOCKS) { let a = game.location[b]; if (!a) continue; let is_known = false; if (current === block_owner(b) || (game.dead[b] && is_block_on_map(b)) || game.state === 'game_over') is_known = true; if (is_known) { view.known[b] = [a, game.steps[b], (game.moved[b] || game.dead[b]) ? 1 : 0]; } else { let list = view.secret[BLOCKS[b].owner]; if (!(a in list)) list[a] = [0, 0]; list[a][0]++; if (game.moved[b] || game.dead[b]) list[a][1]++; } } return view; }