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-rw-r--r--rules.js50
1 files changed, 35 insertions, 15 deletions
diff --git a/rules.js b/rules.js
index 63730af..7a842cd 100644
--- a/rules.js
+++ b/rules.js
@@ -397,26 +397,28 @@ exports.setup = function (seed, scenario, options) {
log(".h1 " + info.name)
log(".h2 " + info.date)
log("")
+
+ if (info.players[0].tactical > 0 || info.players[1].tactical > 0) {
+ log("Tactical Victory:")
+ if (info.players[0].tactical > 0)
+ log(">" + player_name(0) + ": " + info.players[0].tactical)
+ if (info.players[1].tactical > 0)
+ log(">" + player_name(1) + ": " + info.players[1].tactical)
+ log("")
+ }
+
if (info.lore_text) {
for (let line of info.lore_text.split("<p>"))
log(line)
log("")
}
+
if (info.rule_text) {
for (let line of info.rule_text.split("<p>"))
log(line)
log("")
}
- if (info.players[0].tactical > 0 || info.players[1].tactical > 0) {
- log("Tactical Victory:")
- if (info.players[0].tactical > 0)
- log(">" + player_name(0) + ": " + info.players[0].tactical)
- if (info.players[1].tactical > 0)
- log(">" + player_name(1) + ": " + info.players[1].tactical)
- log("")
- }
-
if (game.scenario === S37_INKERMAN) {
map_set(game.cubes, S37_THE_FOG, 3)
}
@@ -435,6 +437,14 @@ function count_total_cubes() {
return n
}
+function is_infantry(c) {
+ return !!data.cards[c].infantry
+}
+
+function is_cavalry(c) {
+ return !!data.cards[c].cavalry
+}
+
function card_has_rule(c, name) {
let rules = data.cards[c].rules
if (rules)
@@ -1598,6 +1608,8 @@ function check_cube_requirement(c, req) {
function check_dice_requirement(c, req, wild) {
switch (req) {
+ case "Three Dice":
+ return count_dice_on_card(c) >= 3
case "Full House":
return require_full_house(c)
case "Pair":
@@ -2046,7 +2058,7 @@ function find_first_target_of_command(c, a) {
return -1
}
-function find_all_targets_of_command(a) {
+function find_all_targets_of_command(c, a) {
let list = []
for (let t of a.target_list) {
if (is_card_in_reserve(t))
@@ -2211,17 +2223,25 @@ function update_attack1() {
game.hits *= 2
}
+ // Oblique Attack (CAL expansion rule)
+ if (is_infantry(game.selected)) {
+ if (get_sticks(game.selected) >= get_sticks(game.target) + 3)
+ game.hits += 1
+ }
+
let extra = card_has_rule(game.selected, "extra_hit_if_dice_on")
if (extra && has_any_dice_on_card(extra[0]))
game.hits += 1
- if (card_has_rule(game.target, "suffer_1_less_1_max"))
- game.hits = clamp(game.hits - 1, 0, 1)
- if (card_has_rule(game.target, "suffer_1_less"))
+ // Linked Formations (TGA and CAL expansion rule)
+ if (card_has_active_link(game.target))
game.hits = Math.max(0, game.hits - 1)
- if (card_has_active_link(game.target))
+ if (card_has_rule(game.target, "suffer_1_less"))
game.hits = Math.max(0, game.hits - 1)
+
+ if (card_has_rule(game.target, "suffer_1_less_1_max"))
+ game.hits = clamp(game.hits - 1, 0, 1)
}
// Update hits and self hits for defensive abilities that redirect or steal hits.
@@ -2354,7 +2374,7 @@ function goto_command() {
states.command = {
prompt() {
- let list = find_all_targets_of_command(current_action())
+ let list = find_all_targets_of_command(game.selected, current_action())
view.prompt = "Bring " + list.map(c => card_name(c)).join(" and ") + " out of reserve."
for (let t of list)
gen_action_card(t)