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|
"use strict"
/*
Special scenario rules implemented:
zero morale - instant loss
Special card rules implemented:
place_2_blue
place_2_red
remove_after_screen
suffer_1_less_1_max
*/
// TODO: allow placing dice on full special formations?
// TODO: fizzle when action says to take cards from other dice?
const data = require("./data.js")
// for (let c of data.cards) for (let a of c.actions) console.log(a.type, a.effect)
const P1 = "First"
const P2 = "Second"
var states = {}
var game = null
var view = null
const POOL = -1
const RED = 0
const PINK = 1
const BLUE = 2
const DKBLUE = 3
exports.scenarios = {
"": [ "Random" ],
}
const scenario_roles = {}
for (let s of data.scenarios) {
let id = s.number + " - " + s.name
let x = s.expansion
if (!(x in exports.scenarios)) {
exports.scenarios[""].push("Random - " + x)
exports.scenarios[x] = []
}
exports.scenarios[x].push(id)
scenario_roles[id] = [ s.players[0].name, s.players[1].name ]
}
exports.is_random_scenario = function (scenario) {
return scenario.startsWith("Random")
}
exports.select_random_scenario = function (scenario, seed) {
if (scenario === "Random") {
let info = data.scenarios[seed % data.scenarios.length]
return info.number + " - " + info.name
}
if (scenario.startsWith("Random - ")) {
let list = exports.scenarios[scenario.replace("Random - ", "")]
return list[seed % list.length]
}
return scenario
}
exports.roles = [ P1, P2 ]
exports.action = function (state, player, action, arg) {
game = state
let S = states[game.state]
if (action in S)
S[action](arg, player)
else if (action === "undo" && game.undo && game.undo.length > 0)
pop_undo()
else
throw new Error("Invalid action: " + action)
return game
}
exports.view = function (state, player) {
game = state
view = {
log: game.log,
prompt: null,
scenario: game.scenario,
dice: game.dice,
sticks: game.sticks,
cubes: game.cubes,
morale: game.morale,
front: game.front,
reserve: game.reserve,
selected: game.selected,
target: game.target,
hits: game.hits,
self: game.self,
}
if (game.state === "game_over") {
view.prompt = game.victory
} else if (player !== game.active) {
let inactive = states[game.state].inactive || game.state
view.prompt = `Waiting for ${player_name()} to ${inactive}.`
} else {
view.actions = {}
states[game.state].prompt()
if (game.undo && game.undo.length > 0)
view.actions.undo = 1
else
view.actions.undo = 0
}
return view
}
exports.resign = function (state, player) {
game = state
if (game.state !== 'game_over') {
if (player === P1)
return goto_game_over(P2, P1 + " resigned.")
if (player === P2)
return goto_game_over(P1, P2 + " resigned.")
}
}
function goto_game_over(result, victory) {
game.state = "game_over"
game.active = "None"
game.result = result
game.victory = victory
log("")
log(game.victory)
return false
}
states.game_over = {
prompt() {
view.prompt = game.victory
},
}
// === SETUP ===
exports.setup = function (seed, scenario, options) {
// TODO: "Random"
scenario = parseInt(scenario)
scenario = data.scenarios.findIndex(s => s.number === scenario)
if (scenario < 0)
throw Error("cannot find scenario: " + scenario)
let info = data.scenarios[scenario]
game = {
seed: seed,
scenario: scenario,
log: [],
undo: [],
active: P1,
state: "roll",
reacted: 0,
// dice value and position
dice: [
0, POOL, 0, POOL, 0, POOL, 0, POOL, 0, POOL, 0, POOL,
0, POOL, 0, POOL, 0, POOL, 0, POOL, 0, POOL, 0, POOL,
],
// sticks (map normal formation -> count)
sticks: [],
// cubes (map special formation -> count)
cubes: [],
morale: [ info.players[0].morale, info.players[1].morale ],
front: [ [], [], ],
reserve: [ [], [] ],
// dice value placed on what card
placed: [],
// current action
routed: [ 0, 0 ],
selected: -1,
target: -1,
hits: 0,
self: 0,
}
function setup_formation(front, reserve, c) {
let card = data.cards[c]
if (card.reserve)
set_add(reserve, c)
else
set_add(front, c)
if (card.special)
add_cubes(c, 1)
else
add_sticks(c, card.strength)
}
for (let p = 0; p < 2; ++p) {
for (let c of info.players[p].cards)
setup_formation(game.front[p], game.reserve[p], c)
}
log(".h1 " + info.name)
log(".h2 " + info.date)
log("")
goto_action_phase()
return game
}
// === GAME STATE ACCESSORS ===
function card_has_rule(c, name) {
let rules = data.cards[c].rules
if (rules)
return rules[name]
return false
}
function card_number(c) {
return data.cards[c].number
}
function card_name(c) {
return data.cards[c].name
}
function player_name() {
let p = player_index()
return data.scenarios[game.scenario].players[p].name
}
function set_opponent_active() {
if (game.active === P1)
game.active = P2
else
game.active = P1
}
function player_index() {
if (game.active === P1)
return 0
return 1
}
function add_cubes(c, n) {
let limit = data.cards[c].special
let old = map_get(game.cubes, c, 0)
map_set(game.cubes, c, Math.min(limit, old + n))
}
function remove_cubes(c, n) {
let old = map_get(game.cubes, c, 0)
map_set(game.cubes, c, Math.min(0, old - n))
}
function add_sticks(c, n) {
let old = map_get(game.sticks, c, 0)
map_set(game.sticks, c, old + n)
}
function remove_sticks(c, n) {
let old = map_get(game.sticks, c, 0)
map_set(game.sticks, c, Math.max(0, old - n))
}
function remove_dice(c) {
for (let i = 0; i < 12; ++i) {
if (get_dice_location(i) === c) {
set_dice_location(i, POOL)
set_dice_value(i, 0)
}
}
}
function eliminate_card(c) {
remove_dice(c)
remove_cubes(c, 3)
set_delete(game.front[0], c)
set_delete(game.front[1], c)
}
function pay_for_action(c) {
if (data.cards[c].special)
remove_cubes(c, 1)
else
remove_dice(c)
}
function get_player_dice_value(p, i) {
return game.dice[p * 12 + i * 2]
}
function get_player_dice_location(p, i) {
return game.dice[p * 12 + i * 2 + 1]
}
function set_player_dice_value(p, i, v) {
game.dice[p * 12 + i * 2] = v
}
function set_player_dice_location(p, i, v) {
game.dice[p * 12 + i * 2 + 1] = v
}
function get_dice_value(d) {
return game.dice[d * 2]
}
function get_dice_location(i) {
return game.dice[i * 2 + 1]
}
function set_dice_location(d, v) {
game.dice[d * 2 + 1] = v
}
function set_dice_value(d, v) {
game.dice[d * 2] = v
}
// === HOW TO WIN ===
function is_card_in_play(c) {
return (
set_has(game.front[0], c) ||
set_has(game.front[1], c) ||
set_has(game.reserve[0], c) ||
set_has(game.reserve[1], c)
)
}
function is_card_attack_with_target_in_play(c) {
for (let a of data.cards[c].actions) {
if (a.type === "Attack") {
for (let t of a.target_list)
if (is_card_in_play(t))
return true
}
}
return false
}
function check_impossible_to_attack_victory() {
let p = player_index()
for (let c of game.front[p])
if (is_card_attack_with_target_in_play(c))
return false
for (let c of game.reserve[p])
if (is_card_attack_with_target_in_play(c))
return false
return true
}
// === ROLL PHASE ===
function is_pool_die(i, v) {
let p = player_index()
return get_player_dice_location(p, i) < 0 && get_player_dice_value(p, i) === v
}
function is_pool_die_range(i, lo, hi) {
let p = player_index()
if (get_player_dice_location(p, i) < 0) {
let v = get_player_dice_value(p, i)
return v >= lo && v <= hi
}
return false
}
const place_dice_once = {
"(1)": true,
"(2)": true,
"(3)": true,
"(4)": true,
"(5)": true,
"(6)": true,
"(1)/(2)": true,
"(1)-(3)": true,
"(1)-(4)": true,
"(1)-(5)": true,
"(2)/(3)": true,
"(2)-(4)": true,
"(2)-(5)": true,
"(2)-(6)": true,
"(3)/(4)": true,
"(3)-(5)": true,
"(3)-(6)": true,
"(4)/(5)": true,
"(4)-(6)": true,
"(5)/(6)": true,
}
const place_dice_check = {
"Straight 3": check_straight_3,
"Straight 4": check_straight_4,
"Doubles": check_doubles,
"Triples": check_triples,
"1": (c) => check_single(c, 1),
"2": (c) => check_single(c, 2),
"3": (c) => check_single(c, 3),
"4": (c) => check_single(c, 4),
"5": (c) => check_single(c, 5),
"6": (c) => check_single(c, 6),
"(1)": (c) => check_single(c, 1),
"(2)": (c) => check_single(c, 2),
"(3)": (c) => check_single(c, 3),
"(4)": (c) => check_single(c, 4),
"(5)": (c) => check_single(c, 5),
"(6)": (c) => check_single(c, 6),
"Any": (c) => check_range(c, 1, 6),
"1/2": (c) => check_range(c, 1, 2),
"1-3": (c) => check_range(c, 1, 3),
"1-4": (c) => check_range(c, 1, 4),
"1-5": (c) => check_range(c, 1, 5),
"2/3": (c) => check_range(c, 2, 2),
"2-4": (c) => check_range(c, 2, 4),
"2-5": (c) => check_range(c, 2, 5),
"2-6": (c) => check_range(c, 2, 6),
"3/4": (c) => check_range(c, 3, 4),
"3-5": (c) => check_range(c, 3, 5),
"3-6": (c) => check_range(c, 3, 6),
"4/5": (c) => check_range(c, 4, 5),
"4-6": (c) => check_range(c, 4, 6),
"5/6": (c) => check_range(c, 5, 6),
"(1)/(2)": (c) => check_range(c, 1, 2),
"(1)-(3)": (c) => check_range(c, 1, 3),
"(1)-(4)": (c) => check_range(c, 1, 4),
"(1)-(5)": (c) => check_range(c, 1, 5),
"(2)/(3)": (c) => check_range(c, 2, 2),
"(2)-(4)": (c) => check_range(c, 2, 4),
"(2)-(5)": (c) => check_range(c, 2, 5),
"(2)-(6)": (c) => check_range(c, 2, 6),
"(3)/(4)": (c) => check_range(c, 3, 4),
"(3)-(5)": (c) => check_range(c, 3, 5),
"(3)-(6)": (c) => check_range(c, 3, 6),
"(4)/(5)": (c) => check_range(c, 4, 5),
"(4)-(6)": (c) => check_range(c, 4, 6),
"(5)/(6)": (c) => check_range(c, 5, 6),
}
const place_dice_gen = {
"Straight 3": gen_straight_3,
"Straight 4": gen_straight_4,
"Doubles": gen_doubles,
"Triples": gen_triples,
"1": (c) => gen_single(c, 1),
"2": (c) => gen_single(c, 2),
"3": (c) => gen_single(c, 3),
"4": (c) => gen_single(c, 4),
"5": (c) => gen_single(c, 5),
"6": (c) => gen_single(c, 6),
"(1)": (c) => gen_single(c, 1),
"(2)": (c) => gen_single(c, 2),
"(3)": (c) => gen_single(c, 3),
"(4)": (c) => gen_single(c, 4),
"(5)": (c) => gen_single(c, 5),
"(6)": (c) => gen_single(c, 6),
"Any": (c) => gen_range(c, 1, 6),
"1/2": (c) => gen_range(c, 1, 2),
"1-3": (c) => gen_range(c, 1, 3),
"1-4": (c) => gen_range(c, 1, 4),
"1-5": (c) => gen_range(c, 1, 5),
"2/3": (c) => gen_range(c, 2, 2),
"2-4": (c) => gen_range(c, 2, 4),
"2-5": (c) => gen_range(c, 2, 5),
"2-6": (c) => gen_range(c, 2, 6),
"3/4": (c) => gen_range(c, 3, 4),
"3-5": (c) => gen_range(c, 3, 5),
"3-6": (c) => gen_range(c, 3, 6),
"4/5": (c) => gen_range(c, 4, 5),
"4-6": (c) => gen_range(c, 4, 6),
"5/6": (c) => gen_range(c, 5, 6),
"(1)/(2)": (c) => gen_range(c, 1, 2),
"(1)-(3)": (c) => gen_range(c, 1, 3),
"(1)-(4)": (c) => gen_range(c, 1, 4),
"(1)-(5)": (c) => gen_range(c, 1, 5),
"(2)/(3)": (c) => gen_range(c, 2, 2),
"(2)-(4)": (c) => gen_range(c, 2, 4),
"(2)-(5)": (c) => gen_range(c, 2, 5),
"(2)-(6)": (c) => gen_range(c, 2, 6),
"(3)/(4)": (c) => gen_range(c, 3, 4),
"(3)-(5)": (c) => gen_range(c, 3, 5),
"(3)-(6)": (c) => gen_range(c, 3, 6),
"(4)/(5)": (c) => gen_range(c, 4, 5),
"(4)-(6)": (c) => gen_range(c, 4, 6),
"(5)/(6)": (c) => gen_range(c, 5, 6),
}
const place_dice_take = {
"Straight 3": take_straight_3,
"Straight 4": take_straight_4,
"Doubles": take_doubles,
"Triples": take_triples,
"1": take_single,
"2": take_single,
"3": take_single,
"4": take_single,
"5": take_single,
"6": take_single,
"(1)": take_single,
"(2)": take_single,
"(3)": take_single,
"(4)": take_single,
"(5)": take_single,
"(6)": take_single,
"Any": (c, d) => take_single(c, d),
"1/2": (c, d) => take_single(c, d),
"1-3": (c, d) => take_single(c, d),
"1-4": (c, d) => take_single(c, d),
"1-5": (c, d) => take_single(c, d),
"2/3": (c, d) => take_single(c, d),
"2-4": (c, d) => take_single(c, d),
"2-5": (c, d) => take_single(c, d),
"2-6": (c, d) => take_single(c, d),
"3/4": (c, d) => take_single(c, d),
"3-5": (c, d) => take_single(c, d),
"3-6": (c, d) => take_single(c, d),
"4/5": (c, d) => take_single(c, d),
"4-6": (c, d) => take_single(c, d),
"5/6": (c, d) => take_single(c, d),
"(1)/(2)": (c, d) => take_single(c, d),
"(1)-(3)": (c, d) => take_single(c, d),
"(1)-(4)": (c, d) => take_single(c, d),
"(1)-(5)": (c, d) => take_single(c, d),
"(2)/(3)": (c, d) => take_single(c, d),
"(2)-(4)": (c, d) => take_single(c, d),
"(2)-(5)": (c, d) => take_single(c, d),
"(2)-(6)": (c, d) => take_single(c, d),
"(3)/(4)": (c, d) => take_single(c, d),
"(3)-(5)": (c, d) => take_single(c, d),
"(3)-(6)": (c, d) => take_single(c, d),
"(4)/(5)": (c, d) => take_single(c, d),
"(4)-(6)": (c, d) => take_single(c, d),
"(5)/(6)": (c, d) => take_single(c, d),
}
function can_place_dice(c) {
let pattern = data.cards[c].dice
if (!pattern)
return false
let pred = place_dice_check[pattern]
if (!pred)
throw Error("bad pattern definition: " + pattern)
// At per card limit?
if (place_dice_once[pattern]) {
if (map_has(game.placed, c))
return false
}
// At cube limit?
if (data.cards[c].special)
if (map_get(game.cubes, c, 0) >= data.cards[c].special)
return false
// At per wing limit?
let wing = data.cards[c].wing
let n_wing = 0
for (let i = 0; i < game.placed.length; i += 2) {
let x = game.placed[i]
if (x !== c) {
let i_wing = data.cards[x].wing
if (i_wing === wing)
n_wing ++
}
}
if (n_wing >= game.place_max[wing])
return false
// TODO: 91A Jackson - may only place dice if D.H. Hill has dice
return pred(c)
}
function can_place_value(c, v) {
let old_v = map_get(game.placed, c, 0)
return old_v === 0 || old_v === v
}
function pool_has_single(v) {
for (let i = 0; i < 6; ++i)
if (is_pool_die(i, v))
return true
return false
}
function check_single_count(c, v, x) {
if (!can_place_value(c, v))
return false
let n = 0
for (let i = 0; i < 6; ++i)
if (is_pool_die(i, v) && ++n >= x)
return true
return false
}
function check_single(c, v) {
if (!can_place_value(c, v))
return false
for (let i = 0; i < 6; ++i)
if (is_pool_die(i, v))
return true
return false
}
function check_range(c, lo, hi) {
let old_v = map_get(game.placed, c, 0)
if (old_v > 0)
return pool_has_single(old_v)
for (let i = 0; i < 6; ++i)
if (is_pool_die_range(i, lo, hi))
return true
return false
}
function check_all_3(c, x, y, z) {
if (!can_place_value(c, x))
return false
return pool_has_single(x) && pool_has_single(y) && pool_has_single(z)
}
function check_all_4(c, x, y, z, w) {
if (!can_place_value(c, x))
return false
return pool_has_single(x) && pool_has_single(y) && pool_has_single(z) && pool_has_single(w)
}
function check_straight_3(c) {
return (
check_all_3(c, 1, 2, 3) ||
check_all_3(c, 2, 3, 4) ||
check_all_3(c, 3, 4, 5) ||
check_all_3(c, 4, 5, 6)
)
}
function check_straight_4(c) {
return (
check_all_4(c, 1, 2, 3, 4) ||
check_all_4(c, 2, 3, 4, 5) ||
check_all_4(c, 3, 4, 5, 6)
)
}
function check_doubles(c) {
return (
check_single_count(c, 1, 2) ||
check_single_count(c, 2, 2) ||
check_single_count(c, 3, 2) ||
check_single_count(c, 4, 2) ||
check_single_count(c, 5, 2) ||
check_single_count(c, 6, 2)
)
}
function check_triples(c) {
return (
check_single_count(c, 1, 3) ||
check_single_count(c, 2, 3) ||
check_single_count(c, 3, 3) ||
check_single_count(c, 4, 3) ||
check_single_count(c, 5, 3) ||
check_single_count(c, 6, 3)
)
}
function gen_pool_die(v) {
let p = player_index()
for (let i = 0; i < 6; ++i)
if (get_player_dice_location(p, i) < 0 && get_player_dice_value(p, i) === v)
gen_action_die(p * 6 + i)
}
function gen_single(c, v) {
if (!can_place_value(c, v))
return false
gen_pool_die(v)
}
function gen_range(c, lo, hi) {
for (let v = lo; v <= hi; ++v)
gen_single(c, v)
}
function gen_straight_3(c) {
if (check_all_3(c, 1, 2, 3))
gen_pool_die(1)
if (check_all_3(c, 2, 3, 4))
gen_pool_die(2)
if (check_all_3(c, 3, 4, 5))
gen_pool_die(3)
if (check_all_3(c, 4, 5, 6))
gen_pool_die(4)
}
function gen_straight_4(c) {
if (check_all_4(c, 1, 2, 3, 4))
gen_pool_die(1)
if (check_all_4(c, 2, 3, 4, 5))
gen_pool_die(2)
if (check_all_4(c, 3, 4, 5, 6))
gen_pool_die(3)
}
function gen_doubles(c) {
for (let v = 1; v <= 6; ++v)
if (check_single_count(c, v, 2))
gen_pool_die(v)
}
function gen_triples(c) {
for (let v = 1; v <= 6; ++v)
if (check_single_count(c, v, 3))
gen_pool_die(v)
}
function find_and_take_single(c, v) {
let p = player_index()
for (let i = 0; i < 6; ++i) {
if (get_player_dice_location(p, i) < 0 && get_player_dice_value(p, i) === v) {
set_player_dice_location(p, i, c)
return
}
}
throw new Error("cannot find die of value " + v)
}
function take_single(c, d) {
set_dice_location(d, c)
map_set(game.placed, c, get_dice_value(d))
}
function take_doubles(c, d) {
let v = get_dice_value(d)
take_single(c, d)
find_and_take_single(c, v)
}
function take_triples(c, d) {
let v = get_dice_value(d)
take_single(c, d)
find_and_take_single(c, v)
find_and_take_single(c, v)
}
function take_straight_3(c, d) {
let v = get_dice_value(d)
take_single(c, d)
find_and_take_single(c, v+1)
find_and_take_single(c, v+2)
}
function take_straight_4(c, d) {
let v = get_dice_value(d)
take_single(c, d)
find_and_take_single(c, v+1)
find_and_take_single(c, v+2)
find_and_take_single(c, v+3)
}
function goto_roll_phase() {
game.selected = -1
game.target = -1
game.action = 0
game.state = "roll"
game.place_max = [ 1, 1, 1, 1 ]
let p = player_index()
for (let c of game.front[p]) {
if (card_has_rule(c, "place_2_blue"))
game.place_max[BLUE] = 2
if (card_has_rule(c, "place_2_red"))
game.place_max[RED] = 2
}
}
states.roll = {
prompt() {
view.prompt = "Roll the dice in your pool."
view.actions.roll = 1
},
roll() {
clear_undo()
roll_dice_in_pool()
},
}
function roll_dice_in_pool() {
let p = player_index()
for (let i = 0; i < 6; ++i)
if (get_player_dice_location(p, i) < 0)
set_player_dice_value(p, i, random(6) + 1)
game.state = "place"
}
function gen_place_dice_select_card() {
let p = player_index()
for (let c of game.front[p]) {
if (c === game.selected)
continue
if (can_place_dice(c))
gen_action_card(c)
}
}
states.place = {
prompt() {
view.prompt = "Place dice on your formations."
gen_place_dice_select_card()
view.actions.end_turn = 1
},
card(c) {
push_undo()
game.selected = c
game.state = "place_on_card"
},
end_turn() {
end_roll_phase()
},
}
states.place_on_card = {
prompt() {
let card = data.cards[game.selected]
view.prompt = "Place dice on " + card.name + "."
gen_place_dice_select_card()
place_dice_gen[card.dice](game.selected)
view.actions.end_turn = 1
},
card(c) {
if (c === game.selected) {
game.selected = -1
game.state = "place"
} else {
game.selected = c
game.state = "place_on_card"
}
},
die(d) {
push_undo()
place_dice_take[data.cards[game.selected].dice](game.selected, d)
if (!can_place_dice(game.selected)) {
game.selected = -1
game.state = "place"
}
},
end_turn() {
end_roll_phase()
},
}
function end_roll_phase() {
clear_undo()
map_clear(game.placed)
game.place_max = null
// Remove placed dice to add cube on special cards.
for (let c of game.front[player_index()]) {
let s = data.cards[c].special
if (s && has_any_dice_on_card(c)) {
map_set(game.cubes, c, Math.min(s, map_get(game.cubes, c, 0) + 1))
remove_dice(c)
}
}
// Blank out unused dice.
let p = player_index()
for (let i = 0; i < 6; ++i)
if (get_player_dice_location(p, i) < 0)
set_player_dice_value(p, i, 0)
set_opponent_active()
goto_action_phase()
}
// === ACTION PHASE ===
function has_any_dice_on_card(c) {
for (let i = 0; i < 12; ++i)
if (get_dice_location(i) === c)
return true
return false
}
function has_any_cubes_on_card(c) {
return map_get(game.cubes, c, 0) >= 1
}
function count_dice_on_card(c) {
let n = 0
for (let i = 0; i < 12; ++i)
if (get_dice_location(i) === c)
++n
return n
}
function count_dice_on_card_with_value(c, v) {
let n = 0
for (let i = 0; i < 12; ++i)
if (get_dice_location(i) === c && get_dice_value(i) === v)
++n
return n
}
function require_pair(c) {
for (let v = 1; v <= 6; ++v)
if (count_dice_on_card_with_value(c, v) >= 2)
return true
return false
}
function require_triplet(c) {
for (let v = 1; v <= 6; ++v)
if (count_dice_on_card_with_value(c, v) >= 3)
return true
return false
}
function require_full_house(c) {
let n3 = 0
let n2 = 0
for (let v = 1; v <= 6; ++v) {
let n = count_dice_on_card_with_value(c, v)
if (n >= 3)
++n3
else if (n >= 2)
++n2
}
return (n3 >= 2) || (n3 >= 1 && n2 >= 1)
}
function require_two_pairs(c) {
let n = 0
for (let v = 1; v <= 6; ++v)
if (count_dice_on_card_with_value(c, v) >= 2)
++n
return n >= 2
}
function check_cube_requirement(c, req) {
switch (req) {
case "3 cubes":
return map_get(game.cubes, c, 0) >= 3
case "Voluntary":
case undefined:
return map_get(game.cubes, c, 0) >= 1
default:
throw new Error("invalid action requirement: " + req)
}
}
function check_dice_requirement(c, req) {
switch (req) {
case "Full House":
return require_full_house(c)
case "Pair":
case "Pair, Voluntary":
return require_pair(c)
case "Triplet":
return require_triplet(c)
case "Two Pairs":
return require_two_pairs(c)
case "Voluntary":
case undefined:
return has_any_dice_on_card(c)
default:
throw new Error("invalid action requirement: " + req)
}
}
function is_action(c, a) {
return (a.type === "Bombard" || a.type === "Attack" || a.type === "Command")
}
function is_reaction(c, a) {
return (a.type === "Screen" || a.type === "Counterattack" || a.type === "Absorb")
}
function is_mandatory_reaction(c, a) {
return (
a.requirement !== "Voluntary" &&
a.requirement !== "Pair, Voluntary"
)
}
function can_take_action(c, a) {
if (a.type === "Attack" && find_target_of_attack(a) < 0)
return false
if (a.type === "Command" && find_first_target_of_command(a) < 0)
return false
// TODO: 38B Clinton (can only attack if other cards have dice)
// TODO: 91A Jackson - may only attack if D.H. Hill and one other formation have dice
if (a.type === "Bombard" || a.type === "Attack" || a.type === "Command") {
if (data.cards[c].special)
return check_cube_requirement(c, a.requirement)
else
return check_dice_requirement(c, a.requirement)
}
return false
}
function can_take_any_action() {
let p = player_index()
for (let c of game.front[p]) {
if (has_any_dice_on_card(c))
return true
if (has_any_cubes_on_card(c)) // TODO: check requirements!
return true
}
return false
}
function goto_action_phase() {
if (check_impossible_to_attack_victory()) {
if (player_index() === 0)
goto_game_over(P2, P1 + " has no more attacks!")
else
goto_game_over(P1, P2 + " has no more attacks!")
return
}
if (game.reacted) {
game.reacted = 0
goto_roll_phase()
} else {
if (can_take_any_action())
game.state = "action"
else
goto_roll_phase()
}
}
function end_action_phase() {
// TODO: 38A: the stanleys -- rout Northumberland
goto_routing()
}
states.action = {
prompt() {
view.prompt = "Take an action."
view.actions.roll = 1
let p = player_index()
for (let c of game.front[p]) {
let has_dice = has_any_dice_on_card(c)
let has_cube = has_any_cubes_on_card(c)
if (has_dice || has_cube) {
if (data.cards[c].actions.length >= 1) {
if (is_action(c, data.cards[c].actions[0])) {
if (can_take_action(c, data.cards[c].actions[0]))
gen_action_action1(c)
else if (has_dice)
gen_action_fizzle1(c)
}
}
if (data.cards[c].actions.length >= 2) {
if (is_action(c, data.cards[c].actions[1])) {
if (can_take_action(c, data.cards[c].actions[1]))
gen_action_action2(c)
else if (has_dice)
gen_action_fizzle2(c)
}
}
if (data.cards[c].retire)
gen_action_retire(c)
}
}
},
retire(c) {
push_undo()
log(card_name(c) + " retired.")
eliminate_card(c)
end_action_phase()
},
a1(c) {
push_undo()
goto_take_action(c, 0)
},
a2(c) {
push_undo()
goto_take_action(c, 1)
},
f1(c) {
push_undo()
goto_fizzle(c)
},
f2(c) {
push_undo()
goto_fizzle(c)
},
roll() {
push_undo()
goto_roll_phase()
roll_dice_in_pool()
},
}
function goto_fizzle(c) {
log("Fizzled " + card_number(c))
pay_for_action(c)
end_action_phase()
}
function goto_take_action(c, ix) {
let a = data.cards[c].actions[ix]
game.selected = c
game.action = ix
switch (a.type) {
case "Attack":
goto_attack()
break
case "Bombard":
game.state = "bombard"
break
case "Command":
game.state = "command"
break
}
}
function current_action() {
return data.cards[game.selected].actions[game.action]
}
function find_target_of_attack(a) {
for (let c of a.target_list) {
if (set_has(game.front[0], c))
return c
if (set_has(game.front[1], c))
return c
}
return -1
}
function find_first_target_of_command(a) {
for (let c of a.target_list) {
if (set_has(game.reserve[0], c))
return c
if (set_has(game.reserve[1], c))
return c
}
}
function find_all_targets_of_command(a) {
let list = []
for (let c of a.target_list) {
if (set_has(game.reserve[0], c))
list.push(c)
if (set_has(game.reserve[1], c))
list.push(c)
}
return list
}
states.bombard = {
prompt() {
view.prompt = "Bombard."
view.actions.bombard = 1
},
bombard() {
log(card_name(game.selected) + " bombarded.")
let opp = 1 - player_index()
game.morale[opp] --
pay_for_action(game.selected)
end_action_phase()
},
}
function goto_attack() {
let a = current_action()
// TODO: 88B German Infantry - take dice from Saxon Infantry
game.state = "attack"
game.target = find_target_of_attack(a)
game.hits = get_attack_hits(game.selected, a)
game.self = get_attack_self(game.selected, a)
// TODO: 17A: rupert's lifeguard (one less hit)
if (card_has_rule("suffer_1_less_1_max"))
game.hits = Math.max(0, Math.min(1, game.hits - 1))
}
states.attack = {
prompt() {
view.prompt = "Attack " + card_name(game.target) + "."
gen_action_card(game.target)
view.actions.attack = 1
},
attack() {
log(card_name(game.selected) + " attacked " + card_name(game.target) + ".")
if (can_opponent_react()) {
clear_undo()
set_opponent_active()
game.state = "react"
} else {
resume_attack()
}
},
card(_) {
this.attack()
},
}
function resume_attack() {
apply_hits(game.hits)
apply_self(game.self)
pay_for_action(game.selected)
game.hits = game.self = 0
game.selected = -1
game.target = -1
end_action_phase()
}
states.command = {
prompt() {
let list = find_all_targets_of_command(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)
},
card(c) {
log(card_name(game.selected) + " commanded " + card_name(c) + " out of reserve.")
let p = player_index()
set_delete(game.reserve[p], c)
set_add(game.front[p], c)
if (find_first_target_of_command(current_action() < 0)) {
pay_for_action(game.selected)
end_action_phase()
}
},
}
// === REACTION ===
function can_opponent_react() {
let p = 1 - player_index()
for (let c of game.front[p])
if (can_card_react(c))
return true
return false
}
function can_card_react(c) {
let has_dice = has_any_dice_on_card(c)
let has_cube = has_any_cubes_on_card(c)
if (has_dice || has_cube) {
if (data.cards[c].actions.length >= 1)
if (is_reaction(c, data.cards[c].actions[0]))
if (can_take_reaction(c, data.cards[c].actions[0]))
return true
if (data.cards[c].actions.length >= 2)
if (is_reaction(c, data.cards[c].actions[1]))
if (can_take_reaction(c, data.cards[c].actions[1]))
return true
}
return false
}
function can_take_reaction(c, a) {
switch (a.type) {
default:
throw new Error("invalid reaction: " + a.type)
case "Screen":
// if a friendly formation is attacked by a listed enemy formation
// ... or a listed formation is attacked (Wheatfield Road Artillery, etc)
if (!a.target_list.includes(game.selected) && !a.target_list.includes(game.target))
return false
break
case "Counterattack":
// if this formation is attacked
if (game.target !== c)
return false
// ... by one of the listed targets
if (!a.target_list.includes(game.selected))
return false
break
case "Absorb":
// if attack target is listed on absorb action
if (!a.target_list.includes(game.target))
return false
break
}
// TODO: 21B The English Fleet (if cubes on card, duan juan jose cannot counterattack)
// TODO: 21B The English Fleet (if cubes on card, spanish right cav cannot screen)
if (data.cards[c].special)
return check_cube_requirement(c, a.requirement)
else
return check_dice_requirement(c, a.requirement)
}
states.react = {
prompt() {
view.prompt = card_name(game.selected) + " attacks " + card_name(game.target) + "!"
let voluntary = true
let p = player_index()
for (let c of game.front[p]) {
let has_dice = has_any_dice_on_card(c)
let has_cube = has_any_cubes_on_card(c)
if (has_dice || has_cube) {
if (data.cards[c].actions.length >= 1) {
if (is_reaction(c, data.cards[c].actions[0])) {
if (can_take_reaction(c, data.cards[c].actions[0])) {
if (is_mandatory_reaction(c, data.cards[c].actions[0]))
voluntary = false
gen_action_action1(c)
}
}
}
if (data.cards[c].actions.length >= 2) {
if (is_reaction(c, data.cards[c].actions[1])) {
if (can_take_reaction(c, data.cards[c].actions[1])) {
if (is_mandatory_reaction(c, data.cards[c].actions[1]))
voluntary = false
gen_action_action2(c)
}
}
}
}
}
if (voluntary)
view.actions.pass = 1
},
a1(c) {
push_undo()
goto_take_reaction(c, 0)
},
a2(c) {
push_undo()
goto_take_reaction(c, 1)
},
pass() {
set_opponent_active()
resume_attack()
},
}
function goto_take_reaction(c, ix) {
let a = data.cards[c].actions[ix]
switch (a.type) {
case "Screen":
goto_screen(c, a)
break
case "Absorb":
goto_absorb(c, a)
break
case "Counterattack":
goto_counterattack(c, a)
break
}
}
function end_reaction() {
set_opponent_active()
resume_attack()
}
// === SCREEN ===
function goto_screen(c, a) {
game.reacted = 1
game.target = c
switch (a.effect)
{
default:
throw new Error("invalid screen effect: " + a.effect)
case undefined:
game.hits = 0
game.self = 0
break
}
game.state = "screen"
}
states.screen = {
prompt() {
view.prompt = "Screen attack from " + card_name(game.selected) + "."
view.actions.screen = 1
},
screen() {
log(card_name(game.target) + " screened.")
pay_for_action(game.target)
if (card_has_rule(game.target, "remove_after_screen"))
eliminate_card(game.target)
end_reaction()
},
}
// === ABSORB ===
function goto_absorb(c, a) {
game.reacted = 1
game.target = c
switch (a.effect)
{
default:
throw new Error("invalid absorb effect: " + a.effect)
case "When target suffers Hits, this card suffers them instead.":
break
case "When target suffers Hits, this card suffers 1 hit ONLY instead.":
game.hits = 1
break
case "When target suffers Hits, this card suffers 1 less hit per die.":
game.hits = Math.max(0, game.hits - count_dice_on_card(c))
break
}
game.state = "absorb"
}
states.absorb = {
prompt() {
view.prompt = "Absorb attack from " + card_name(game.selected) + "."
view.actions.absorb = 1
},
absorb() {
log(card_name(game.target) + " absorbed.")
pay_for_action(game.target)
end_reaction()
},
}
// === COUNTERATTACK ===
function goto_counterattack(c, a) {
game.reacted = 1
switch (a.effect)
{
default:
throw new Error("invalid counterattack effect: " + a.effect)
case "1 hit per die.":
game.self += count_dice_on_card(c)
break
case "1 hit.":
game.self += 1
break
case "1 hit. Additionally, this unit only suffers one hit.":
game.self += 1
game.hits = 1
break
case "1 hit. Additionally, this unit suffers one less hit per die.":
game.self += 1
game.hits = Math.max(0, game.hits - count_dice_on_card(c))
break
case "1 hit. Additionally, this unit suffers one less hit.":
game.self += 1
game.hits -= 1
break
case "This unit suffers ONE less hit and never more than one.":
game.self += 1
game.hits = Math.max(0, Math.min(1, game.hits - 1))
break
case "This unit suffers TWO less hits and never more than one.":
game.self += 1
game.hits = Math.max(0, Math.min(1, game.hits - 2))
break
}
game.state = "counterattack"
}
states.counterattack = {
prompt() {
view.prompt = "Counterattack " + card_name(game.selected) + "."
view.actions.counterattack = 1
},
counterattack() {
log(card_name(game.target) + " counterattacked.")
pay_for_action(game.target)
end_reaction()
},
}
// === ATTACK EFFECTS ===
function apply_self(n) {
remove_sticks(game.selected, n)
}
function apply_hits(n) {
remove_sticks(game.target, n)
}
function get_attack_hits(c, a) {
switch (a.effect) {
default:
throw new Error("invalid attack effect: " + a.effect)
case "1 hit.":
case "1 hit. 1 self per action.":
return 1
case "1 hit per die.":
case "1 hit per die. 1 self per action.":
return count_dice_on_card(c)
case "1 hit per pair.":
case "1 hit per pair. 1 self per action.":
return count_dice_on_card(c) >> 1
case "1 hit, PLUS 1 hit per die. 1 self per action.":
return 1 + count_dice_on_card(c)
}
}
function get_attack_self(c, a) {
switch (a.effect) {
default:
throw new Error("invalid attack effect: " + a.effect)
case "1 hit.":
case "1 hit per die.":
case "1 hit per pair.":
return 0
case "1 hit. 1 self per action.":
case "1 hit per die. 1 self per action.":
case "1 hit per pair. 1 self per action.":
case "1 hit, PLUS 1 hit per die. 1 self per action.":
return 1
}
}
// === ROUTING ===
function should_remove_card(c) {
// TODO: remove after X routs special rules
return false
}
function should_rout_card(c) {
// TODO: rout after X routs special rules
if (!data.cards[c].special)
if (map_get(game.sticks, c, 0) === 0)
return true
return false
}
function goto_routing() {
game.routed = [ 0, 0 ]
// TODO: 17A: rupert's lifeguard (cancel rout)
resume_routing()
}
function resume_routing() {
game.state = "routing"
for (let p = 0; p <= 1; ++p)
for (let c of game.front[p])
if (should_rout_card(c) || should_remove_card(c))
return
end_routing()
}
function end_routing() {
// Normal morale loss and gain
if (game.morale[0] > 0 && game.morale[1] > 0) {
if ((game.routed[0] > 0 && !game.routed[1]) || (game.routed[1] > 0 && !game.routed[0])) {
if (game.routed[0]) {
game.routed[0] = Math.min(game.routed[0], game.morale[0])
game.morale[0] -= game.routed[0]
// do not gain for special scenarios
if (game.morale[1] > 0)
game.morale[1] += game.routed[0]
} else {
game.routed[1] = Math.min(game.routed[1], game.morale[1])
game.morale[1] -= game.routed[1]
// do not gain for special scenarios
if (game.morale[0] > 0)
game.morale[0] += game.routed[1]
}
}
if (game.morale[0] === 0)
return goto_game_over(P2, P1 + " has run out of morale!")
if (game.morale[1] === 0)
return goto_game_over(P1, P2 + " has run out of morale!")
} else {
// SPECIAL: S3 - Plains of Abraham
// SPECIAL: S34 - Tippermuir - Royalists
// SPECIAL: S35 - Auldearn - Royalists
// Instant loss if any card routs for side at 0 morale (S3, S34, S35).
if (game.morale[0] === 0 && game.routed[0])
return goto_game_over(P2, P1 + " card routed!")
if (game.morale[1] === 0 && game.routed[1])
return goto_game_over(P1, P2 + " card routed!")
// Remove instead of take cubes for side at 0 morale
if (game.routed[0]) {
game.morale[0] -= Math.min(game.routed[0], game.morale[0])
if (game.morale[0] === 0)
return goto_game_over(P2, P1 + " has run out of morale!")
}
if (game.routed[1]) {
game.morale[1] -= Math.min(game.routed[1], game.morale[1])
if (game.morale[1] === 0)
return goto_game_over(P1, P2 + " has run out of morale!")
}
}
game.routed = null
goto_pursuit()
}
function find_card_owner(c) {
if (set_has(game.front[0], c) || set_has(game.reserve[0], c))
return 0
if (set_has(game.front[1], c) || set_has(game.reserve[1], c))
return 1
throw new Error("card not found in any player area")
}
states.routing = {
prompt() {
view.prompt = "Rout cards with no remaining sticks!"
for (let p = 0; p <= 1; ++p)
for (let c of game.front[p])
if (should_rout_card(c) || should_remove_card(c))
gen_action_card(c)
},
card(c) {
if (should_rout_card(c)) {
log(card_name(c) + " routed.")
let p = find_card_owner(c)
if (data.cards[c].star)
game.routed[p] = 2
else
game.routed[p] = 1
} else {
log(card_name(c) + " removed.")
}
eliminate_card(c)
resume_routing()
},
}
// === PURSUIT ===
function should_pursue(c) {
let pursuit = data.cards[c].pursuit
if (pursuit !== undefined)
return !set_has(game.front[0], pursuit) && !set_has(game.front[1], pursuit)
return false
}
function goto_pursuit() {
resume_pursuit()
}
function resume_pursuit() {
game.state = "pursuit"
for (let p = 0; p <= 1; ++p)
for (let c of game.front[p])
if (should_pursue(c))
return
end_pursuit()
}
function end_pursuit() {
goto_reserve()
}
states.pursuit = {
prompt() {
view.prompt = "Pursue cards!"
for (let p = 0; p <= 1; ++p)
for (let c of game.front[p])
if (should_pursue(c))
gen_action_card(c)
},
card(c) {
log(card_name(c) + " pursued.")
eliminate_card(c)
resume_pursuit()
},
}
// === RESERVE ===
function should_enter_reserve(rc) {
let reserve = data.cards[rc].reserve
for (let c of reserve)
if (!set_has(game.front[0], c) && !set_has(game.front[1], c))
return true
return false
}
function goto_reserve() {
resume_reserve()
}
function resume_reserve() {
game.state = "reserve"
for (let p = 0; p <= 1; ++p)
for (let c of game.reserve[p])
if (should_enter_reserve(c))
return
end_reserve()
}
function end_reserve() {
goto_roll_phase()
}
states.reserve = {
prompt() {
view.prompt = "Enter reserves!"
for (let p = 0; p <= 1; ++p)
for (let c of game.reserve[p])
if (should_enter_reserve(c))
gen_action_card(c)
},
card(c) {
log(card_name(c) + " came out of reserve.")
let p = find_card_owner(c)
set_delete(game.reserve[p], c)
set_add(game.front[p], c)
resume_reserve()
},
}
// === COMMON LIBRARY ===
function gen_action(action, argument) {
if (!(action in view.actions))
view.actions[action] = [ argument ]
else
set_add(view.actions[action], argument)
}
function gen_action_card(c) {
gen_action("card", c)
}
function gen_action_die(d) {
gen_action("die", d)
}
function gen_action_action1(c) {
gen_action("a1", c)
}
function gen_action_action2(c) {
gen_action("a2", c)
}
function gen_action_fizzle1(c) {
gen_action("f1", c)
}
function gen_action_fizzle2(c) {
gen_action("f2", c)
}
function gen_action_retire(c) {
gen_action("retire", c)
}
function log(msg) {
game.log.push(msg)
}
function clear_undo() {
if (game.undo) {
game.undo.length = 0
}
}
function push_undo() {
if (game.undo) {
let copy = {}
for (let k in game) {
let v = game[k]
if (k === "undo")
continue
else if (k === "log")
v = v.length
else if (typeof v === "object" && v !== null)
v = object_copy(v)
copy[k] = v
}
game.undo.push(copy)
}
}
function pop_undo() {
if (game.undo) {
let save_log = game.log
let save_undo = game.undo
game = save_undo.pop()
save_log.length = game.log
game.log = save_log
game.undo = save_undo
}
}
function random(range) {
// Largest MLCG that will fit its state in a double.
// Uses BigInt for arithmetic, so is an order of magnitude slower.
// https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
// m = 2**53 - 111
return (game.seed = Number(BigInt(game.seed) * 5667072534355537n % 9007199254740881n)) % range
}
// Fast deep copy for objects without cycles
function object_copy(original) {
if (Array.isArray(original)) {
let n = original.length
let copy = new Array(n)
for (let i = 0; i < n; ++i) {
let v = original[i]
if (typeof v === "object" && v !== null)
copy[i] = object_copy(v)
else
copy[i] = v
}
return copy
} else {
let copy = {}
for (let i in original) {
let v = original[i]
if (typeof v === "object" && v !== null)
copy[i] = object_copy(v)
else
copy[i] = v
}
return copy
}
}
// Array remove and insert (faster than splice)
function array_remove(array, index) {
let n = array.length
for (let i = index + 1; i < n; ++i)
array[i - 1] = array[i]
array.length = n - 1
}
function array_insert(array, index, item) {
for (let i = array.length; i > index; --i)
array[i] = array[i - 1]
array[index] = item
}
function array_insert_pair(array, index, key, value) {
for (let i = array.length; i > index; i -= 2) {
array[i] = array[i-2]
array[i+1] = array[i-1]
}
array[index] = key
array[index+1] = value
}
// Set as plain sorted array
function set_has(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return true
}
return false
}
function set_add(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return
}
array_insert(set, a, item)
}
function set_delete(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else {
array_remove(set, m)
return
}
}
}
// Map as plain sorted array of key/value pairs
function map_clear(map) {
map.length = 0
}
function map_has(map, key) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (key < x)
b = m - 1
else if (key > x)
a = m + 1
else
return true
}
return false
}
function map_get(map, key, missing) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (key < x)
b = m - 1
else if (key > x)
a = m + 1
else
return map[(m<<1)+1]
}
return missing
}
function map_set(map, key, value) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (key < x)
b = m - 1
else if (key > x)
a = m + 1
else {
map[(m<<1)+1] = value
return
}
}
array_insert_pair(map, a<<1, key, value)
}
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