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authorTor Andersson <tor@ccxvii.net>2023-06-21 13:54:42 +0200
committerTor Andersson <tor@ccxvii.net>2023-07-07 18:39:37 +0200
commitf8d83c065a6ed85026a9bcadbdc961a0afea684e (patch)
treeb4f77f2b7eb099ca13bce0194c2c66ea49e07b52
parentf32d40bd233555f956d58ffe398218aa2c9cf633 (diff)
downloadtime-of-crisis-f8d83c065a6ed85026a9bcadbdc961a0afea684e.tar.gz
Unify take actions (no more game.who)
-rw-r--r--play.js32
-rw-r--r--rules.js495
2 files changed, 252 insertions, 275 deletions
diff --git a/play.js b/play.js
index 3e06369..05e0742 100644
--- a/play.js
+++ b/play.js
@@ -1,6 +1,7 @@
"use strict"
// TODO: battle dialog popup for rolling and assigning hits!
+// TODO: move barbarian dice to current homeland
// === SYNC with rules.js ===
@@ -612,7 +613,7 @@ function create_support_buttons(region) {
for (let i = 0; i <= 4; ++i) {
let x = Math.floor(-1 + x0 + i * 51.6666)
let y = (-1 + y0)
- let e = create_thing({ className: "support s" + i, my_action: "support", my_id: (region << 3) + i })
+ let e = create_thing({ className: "support s" + i, my_action: i > 0 ? "support" : "recall", my_id: i > 0 ? (region << 3) + i : region })
e.style.top = y + "px"
e.style.left = x + "px"
}
@@ -698,10 +699,8 @@ function on_init() {
let stack_count = new Array(21).fill(0)
-function layout_stack(id, list, region, in_capital) {
+function layout_stack(id, list, region, in_capital, dx, dy) {
let [ x, y, w, h ] = LAYOUT_XY[region]
- let dx = 8
- let dy = 8
let z = 1
x += w >> 1
@@ -724,16 +723,6 @@ function layout_stack(id, list, region, in_capital) {
stack_count[region] += 1
}
- if (list.length > 6) {
- dx = 4
- dy = 4
- }
-
- if (id >= 0) {
- dx = 16
- dy = 16
- }
-
for (let i = list.length - 1; i >= 0; --i) {
let item = list[i]
item.style.left = x + "px"
@@ -910,9 +899,12 @@ function on_update() {
}
}
if (inactive_barbarians.length > 0)
- layout_stack(-1, inactive_barbarians, region, false)
+ if (region >= 12)
+ layout_stack(-1, inactive_barbarians, region, false, 4, 4)
+ else
+ layout_stack(-1, inactive_barbarians, region, false, 8, 8)
if (active_barbarians.length > 0)
- layout_stack(-1, active_barbarians, region, false)
+ layout_stack(-1, active_barbarians, region, false, 8, 8)
}
}
@@ -935,10 +927,10 @@ function on_update() {
let mcastra = has_militia_castra(region)
if (mcastra) {
show(ui.mcastra[region])
- layout_stack(-1, [ ui.mcastra[region], ui.militia[region] ], region, true)
+ layout_stack(-1, [ ui.mcastra[region], ui.militia[region] ], region, true, 16, 16)
} else {
hide(ui.mcastra[region])
- layout_stack(-1, [ ui.militia[region] ], region, true)
+ layout_stack(-1, [ ui.militia[region] ], region, true, 16, 16)
}
}
}
@@ -994,9 +986,9 @@ function on_update() {
stack.push(ui.militia[region])
if (inside)
- layout_stack(pi * 6 + ai, stack, region, true)
+ layout_stack(pi * 6 + ai, stack, region, true, 16, 16)
else
- layout_stack(pi * 6 + ai, stack, region, false)
+ layout_stack(pi * 6 + ai, stack, region, false, 16, 16)
} else {
avail_stack.push(e)
}
diff --git a/rules.js b/rules.js
index 7493404..408175f 100644
--- a/rules.js
+++ b/rules.js
@@ -383,6 +383,13 @@ function card_event_name(c) {
return "None"
}
+function can_play_card_event(c) {
+ return false
+}
+
+function play_card_event(c) {
+}
+
function add_card_ip(c) {
if (c >= CARD_M1[0] && c <= CARD_M1[1]) return game.ip[MILITARY] += 1
if (c >= CARD_M2[0] && c <= CARD_M2[1]) return game.ip[MILITARY] += 2
@@ -1101,127 +1108,102 @@ function goto_take_actions() {
game.placed = 0 // only place governor once (and no place if recalled)
}
-function prompt(s) {
- view.prompt = s
-}
+states.take_actions = {
+ prompt() {
+ let [ mip, sip, pip ] = game.ip
-function prompt_take_actions(label, sel_gov, sel_gen) {
- let [ mip, sip, pip ] = game.ip
+ prompt(`Take Actions: ${mip} Military, ${sip} Senate, ${pip} Populace.`)
- prompt(`${label}: ${mip} Military, ${sip} Senate, ${pip} Populace.`)
+ let where = UNAVAILABLE
- if (sel_gov >= 0)
- view.selected_governor = sel_gov
- if (sel_gen >= 0)
- view.selected_general = sel_gen
+ view.actions.end_actions = 1
- for (let c of current_hand())
- gen_action_card(c)
+ // Play cards for IP
+ for (let c of current_hand())
+ gen_action_card(c)
- for (let i = 0; i < 6; ++i) {
- let id = game.current * 6 + i
- if (id !== sel_gov) {
- let where = get_governor_location(id)
- if ((where === UNAVAILABLE) && (sip >= i))
- gen_action_governor(id)
- if ((where === AVAILABLE) && (sip >= 1))
- gen_action_governor(id)
- if (is_region(where) && (sip >= 2 || pip >= 2))
- gen_action_governor(id)
+ // Use events on played cards
+ for (let c of game.played)
+ if (!set_has(game.used, c) && can_play_card_event(c))
+ gen_action_card(c)
+
+ if (game.selected_governor >= 0) {
+ view.selected_governor = game.selected_governor
+ where = get_governor_location(game.selected_governor)
}
- }
- for (let i = 0; i < 6; ++i) {
- let id = game.current * 6 + i
- if (id !== sel_gen) {
- let where = get_general_location(id)
- if (where === UNAVAILABLE && mip >= i)
- gen_action_general(id)
- if (where === AVAILABLE && mip >= 1)
- gen_action_general(id)
- if (is_region(where)) {
- if (mip >= 1)
- gen_action_general(id)
- else if (is_province(where)) {
- if (is_general_inside_capital(id) || can_enter_capital(where))
- gen_action_general(id)
+ if (game.selected_general >= 0) {
+ view.selected_general = game.selected_general
+ where = get_general_location(game.selected_general)
+ }
+
+ // Select Governor
+ for (let i = 0; i < 6; ++i) {
+ let id = game.current * 6 + i
+ if (id !== game.selected_governor) {
+ switch (get_governor_location(id)) {
+ case UNAVAILABLE:
+ if (sip >= i)
+ gen_action_governor(id)
+ break
+ case AVAILABLE:
+ if (sip >= 1)
+ gen_action_governor(id)
+ break
+ default:
+ gen_action_governor(id)
+ break
}
}
}
- }
-
- view.actions.end_actions = 1
-}
-
-function action_take_actions_card(c) {
- push_undo()
- let hand = current_hand()
- if (set_has(hand, c)) {
- set_delete(hand, c)
- set_add(game.played, c)
- add_card_ip(c)
- } else if (set_has(game.played, c)) {
- log("TODO - use event")
- set_delete(game.played, c)
- set_add(current_discard(), c)
- }
-}
-
-function action_take_actions_governor(id) {
- game.who = id
- game.state = "take_actions_governor"
-}
-
-function action_take_actions_general(id) {
- if (is_own_general(id)) {
- game.who = id
- game.state = "take_actions_general"
- } else {
- if (game.state === "take_actions_general")
- goto_battle_vs_general(get_general_location(game.who), game.who, id)
- else
- goto_battle_vs_general(get_general_location(game.who), -1, id)
- }
-}
-function action_take_actions_end_actions() {
- push_undo()
- goto_support_check()
-}
-
-states.take_actions = {
- prompt() {
- let player = game.current
- let [ mip, sip, pip ] = game.ip
- prompt_take_actions("Take Actions", -1, -1)
- },
- end_actions: action_take_actions_end_actions,
- card: action_take_actions_card,
- governor: action_take_actions_governor,
- general: action_take_actions_general,
-}
-
-states.take_actions_governor = {
- prompt() {
- let [ mip, sip, pip ] = game.ip
-
- let where = get_governor_location(game.who)
-
- prompt_take_actions("Take Actions", game.who, -1)
+ // Select General
+ for (let i = 0; i < 6; ++i) {
+ let id = game.current * 6 + i
+ if (id !== game.selected_general) {
+ switch (get_general_location(id)) {
+ case UNAVAILABLE:
+ if (mip >= i)
+ gen_action_general(id)
+ break
+ case AVAILABLE:
+ if (mip >= 1)
+ gen_action_general(id)
+ break
+ default:
+ gen_action_general(id)
+ break
+ }
+ }
+ }
// Recruit Governor
- if (where === UNAVAILABLE) {
+ if (game.selected_governor >= 0 && where === UNAVAILABLE) {
view.actions.recruit_governor = 0
- if (sip >= game.who % 6)
+ if (sip >= game.selected_governor % 6)
view.actions.recruit_governor = 1
}
+ // Recruit General
+ if (game.selected_general >= 0 && where === UNAVAILABLE) {
+ view.actions.recruit_general = 0
+ if (mip >= game.selected_general % 6)
+ view.actions.recruit_general = 1
+ }
+
// Place Governor
- if (where === AVAILABLE) {
+ if (game.selected_governor >= 0 && where === AVAILABLE) {
gen_place_governor()
}
- if (is_province(where)) {
+ // Create Army
+ if (game.selected_general >= 0 && where === AVAILABLE) {
+ if (mip >= 1 && find_unused_legion() >= 0)
+ gen_create_army()
+ }
+
+ // Governor Actions
+ if (game.selected_governor >= 0 && is_province(where)) {
view.actions.place_militia = 0
view.actions.amphitheater = 0
view.actions.basilica = 0
@@ -1229,7 +1211,7 @@ states.take_actions_governor = {
// Recall Governor
if (sip >= 2)
- gen_action_support(where, 0)
+ gen_action_recall(where)
// Increase Support Level
let support = game.support[where]
@@ -1272,107 +1254,9 @@ states.take_actions_governor = {
gen_initiate_battle(where)
}
}
- },
-
- end_actions: action_take_actions_end_actions,
- card: action_take_actions_card,
- governor: action_take_actions_governor,
- general: action_take_actions_general,
-
- recruit_governor() {
- push_undo()
- log("Recruited Governor " + (game.who % 6) + ".")
- spend_ip(SENATE, game.who % 6)
- set_governor_location(game.who, AVAILABLE)
- },
-
- support(arg) {
- push_undo()
- let level = arg & 7
- if (level > 0)
- improve_support()
- else
- recall_governor()
- },
-
- place_militia() {
- push_undo()
- let where = get_governor_location(game.who)
- spend_ip(POPULACE, 2)
- add_militia(where)
- },
- capital() {
- this.place_militia()
- },
-
- hold_games() {
- push_undo()
- let where = get_governor_location(game.who)
- log("Held Games in S" + where + ".")
- spend_ip(POPULACE, 3)
- remove_one_mob(where)
- },
-
- region(where) {
- push_undo()
- spend_ip(SENATE, 1)
- game.misc = { spend: 1, where: where }
- game.state = "place_governor"
- },
-
- amphitheater() {
- push_undo()
- spend_ip(POPULACE, 3)
- let where = get_governor_location(game.who)
- add_amphitheater(where)
- log("Built Amphitheater in S" + where + ".")
- },
- basilica() {
- push_undo()
- spend_ip(POPULACE, 3)
- let where = get_governor_location(game.who)
- add_basilica(where)
- log("Built Basilica in S" + where + ".")
- },
- limes() {
- push_undo()
- spend_ip(POPULACE, 3)
- let where = get_governor_location(game.who)
- add_limes(where)
- log("Built Limes in S" + where + ".")
- },
-
- barbarian(id) {
- push_undo()
- goto_battle_vs_barbarian(get_governor_location(game.who), -1, id)
- },
- rival_emperor(id) {
- push_undo()
- goto_battle_vs_rival_emperor(get_governor_location(game.who), -1, id)
- },
-}
-
-states.take_actions_general = {
- prompt() {
- let [ mip, sip, pip ] = game.ip
- let where = get_general_location(game.who)
-
- prompt_take_actions("Take Actions", -1, game.who)
-
- // Recruit General
- if (where === UNAVAILABLE) {
- view.actions.recruit_general = 0
- if (mip >= game.who % 6)
- view.actions.recruit_general = 1
- }
-
- // Create Army
- if (where === AVAILABLE) {
- if (mip >= 1 && find_unused_legion() >= 0)
- gen_create_army()
- }
- if (is_region(where)) {
+ // General Actions
+ if (game.selected_general >= 0 && is_region(where)) {
view.actions.disperse_mob = 0
view.actions.train_legions = 0
view.actions.add_legion_to_army = 0
@@ -1384,19 +1268,19 @@ states.take_actions_general = {
}
// Train Legions
- if (has_reduced_legions_in_army(game.who)) {
+ if (has_reduced_legions_in_army(game.selected_general)) {
if (mip >= 1)
view.actions.train_legions = 1
}
// Add Legion to Army
if (is_own_province(where)) {
- let cost = count_legions_in_army(game.who) + 1
+ let cost = count_legions_in_army(game.selected_general) + 1
if (mip >= cost)
view.actions.add_legion_to_army = 1
}
- if (!has_general_battled(game.who)) {
+ if (!has_general_battled(game.selected_general)) {
// Move Army
gen_move_army()
@@ -1405,7 +1289,7 @@ states.take_actions_general = {
// Free Action: Enter/Leave Capital
if (is_province(where)) {
- if (is_general_inside_capital(game.who)) {
+ if (is_general_inside_capital(game.selected_general)) {
view.actions.leave = 1
} else if (can_enter_capital(where)) {
view.actions.enter = 1
@@ -1414,78 +1298,171 @@ states.take_actions_general = {
}
}
}
+
+ },
+
+ end_actions() {
+ push_undo()
+ goto_support_check()
},
- end_actions: action_take_actions_end_actions,
- card: action_take_actions_card,
- governor: action_take_actions_governor,
- general: action_take_actions_general,
+ card(c) {
+ push_undo()
+ let hand = current_hand()
+ if (set_has(hand, c)) {
+ set_delete(hand, c)
+ set_add(game.played, c)
+ add_card_ip(c)
+ } else if (set_has(game.played, c)) {
+ log("TODO - use event")
+ set_delete(game.played, c)
+ set_add(game.used, c)
+ action_play_card_event(c)
+ }
+ },
+
+ governor(id) {
+ game.selected_governor = id
+ game.selected_general = -1
+ },
+
+ general(id) {
+ if (is_own_general(id)) {
+ game.selected_governor = -1
+ game.selected_general = id
+ } else {
+ goto_battle_vs_general(get_general_location(game.selected_general), game.selected_general, id)
+ }
+ },
+
+ recruit_governor() {
+ push_undo()
+ log("Recruited Governor " + (game.selected_governor % 6) + ".")
+ spend_ip(SENATE, game.selected_governor % 6)
+ set_governor_location(game.selected_governor, AVAILABLE)
+ },
recruit_general() {
push_undo()
- log("Recruited General " + (game.who % 6) + ".")
- spend_ip(MILITARY, game.who % 6)
- set_general_location(game.who, AVAILABLE)
+ log("Recruited General " + (game.selected_general % 6) + ".")
+ spend_ip(MILITARY, game.selected_general % 6)
+ set_general_location(game.selected_general, AVAILABLE)
+ },
+
+ recall() {
+ push_undo()
+ recall_governor()
+ },
+
+ support() {
+ push_undo()
+ improve_support()
+ },
+
+ place_militia() {
+ push_undo()
+ let where = get_governor_location(game.selected_governor)
+ spend_ip(POPULACE, 2)
+ add_militia(where)
+ },
+
+ hold_games() {
+ push_undo()
+ let where = get_governor_location(game.selected_governor)
+ log("Held Games in S" + where + ".")
+ spend_ip(POPULACE, 3)
+ remove_one_mob(where)
+ },
+
+ amphitheater() {
+ push_undo()
+ spend_ip(POPULACE, 3)
+ let where = get_governor_location(game.selected_governor)
+ add_amphitheater(where)
+ log("Built Amphitheater in S" + where + ".")
+ },
+
+ basilica() {
+ push_undo()
+ spend_ip(POPULACE, 3)
+ let where = get_governor_location(game.selected_governor)
+ add_basilica(where)
+ log("Built Basilica in S" + where + ".")
+ },
+
+ limes() {
+ push_undo()
+ spend_ip(POPULACE, 3)
+ let where = get_governor_location(game.selected_governor)
+ add_limes(where)
+ log("Built Limes in S" + where + ".")
},
add_legion_to_army() {
push_undo()
log("Added Legion to Army.")
- let cost = count_legions_in_army(game.who) + 1
+ let cost = count_legions_in_army(game.selected_general) + 1
spend_ip(MILITARY, cost)
- set_legion_location(find_unused_legion(), ARMY + game.who)
+ set_legion_location(find_unused_legion(), ARMY + game.selected_general)
},
+
train_legions() {
push_undo()
log("Trained Legions.")
spend_ip(MILITARY, 1)
- set_legion_full_strength(find_reduced_legion_in_army(game.who))
- },
- region(to) {
- push_undo()
- if (get_general_location(game.who) === AVAILABLE)
- create_army(to)
- else
- // XXX move_army_to(game.who, to, false)
- move_army_to(game.who, to, true)
+ set_legion_full_strength(find_reduced_legion_in_army(game.selected_general))
},
- capital(to) {
+
+ capital(where) {
push_undo()
- if (get_general_location(game.who) === to)
- set_general_inside_capital(game.who)
- else if (get_general_location(game.who) === AVAILABLE)
- create_army(to)
- else
- move_army_to(game.who, to, true)
+ set_general_inside_capital(game.selected_general)
},
enter() {
push_undo()
- set_general_inside_capital(game.who)
+ set_general_inside_capital(game.selected_general)
},
+
leave() {
push_undo()
- set_general_outside_capital(game.who)
+ set_general_outside_capital(game.selected_general)
+ },
+
+ region(where) {
+ push_undo()
+ if (game.selected_governor >= 0) {
+ spend_ip(SENATE, 1)
+ game.misc = { spend: 1, where: where }
+ game.state = "place_governor"
+ }
+ if (game.selected_general >= 0) {
+ if (get_general_location(game.selected_general) === AVAILABLE)
+ create_army(where)
+ else
+ move_army_to(game.selected_general, where, true)
+ }
},
barbarian(id) {
push_undo()
- goto_battle_vs_barbarian(get_general_location(game.who), game.who, id)
+ goto_battle_vs_barbarian(get_general_location(game.selected_general), game.selected_general, id)
},
+
rival_emperor(id) {
push_undo()
- goto_battle_vs_rival_emperor(get_general_location(game.who), game.who, id)
+ goto_battle_vs_rival_emperor(get_general_location(game.selected_general), game.selected_general, id)
},
+
militia(where) {
push_undo()
- goto_battle_vs_militia(get_general_location(game.who), game.who)
+ goto_battle_vs_militia(get_general_location(game.selected_general), game.selected_general)
},
}
// ACTION: IMPROVE SUPPORT
function improve_support() {
- let where = get_governor_location(game.who)
+ let where = get_governor_location(game.selected_governor)
let support = game.support[where]
log("Built Support in S" + where + ".")
spend_ip(POPULACE, support + 1)
@@ -1495,7 +1472,7 @@ function improve_support() {
// ACTION: RECALL GOVERNOR
function recall_governor() {
- let where = get_governor_location(game.who)
+ let where = get_governor_location(game.selected_governor)
log("Recalled Governor from S" + where + ".")
spend_ip(SENATE, 2)
set_placed_governor(where)
@@ -1594,7 +1571,7 @@ states.place_governor = {
let votes = game.misc.spend
if (game.misc.where === ITALIA)
votes += count_own_basilicas()
- view.selected_governor = game.who
+ view.selected_governor = game.selected_governor
view.selected_region = game.misc.where
prompt(`Place Governor: ${sip} Senate. Rolling ${votes} dice. ${need} votes needed.`)
@@ -1627,13 +1604,13 @@ states.place_governor = {
if (have >= need) {
logi("Success!")
- place_governor(game.misc.where, game.who)
+ place_governor(game.misc.where, game.selected_governor)
} else {
logi("Failed!")
}
game.misc = null
- game.state = "take_actions_governor"
+ game.state = "take_actions"
},
}
@@ -1650,18 +1627,18 @@ function gen_create_army() {
function create_army(where) {
spend_ip(MILITARY, 1)
log("Created Army in S" + where + ".")
- set_general_location(game.who, where)
+ set_general_location(game.selected_general, where)
if (can_enter_capital(where))
- set_general_inside_capital(game.who)
- set_legion_location(find_unused_legion(), ARMY + game.who)
- game.state = "take_actions_general"
+ set_general_inside_capital(game.selected_general)
+ set_legion_location(find_unused_legion(), ARMY + game.selected_general)
+ game.state = "take_actions"
}
// ACTION: MOVE ARMY
function gen_move_army() {
let mip = game.ip[MILITARY]
- let from = get_general_location(game.who)
+ let from = get_general_location(game.selected_general)
if (mip >= 1) {
for (let to of ADJACENT[from]) {
if (!is_sea(to))
@@ -1682,17 +1659,17 @@ states.move_army_at_sea = {
prompt() {
let [ mip, sip, pip ] = game.ip
prompt("Move Army.")
- view.selected_general = game.who
+ view.selected_general = game.selected_general
gen_move_army()
},
region(to) {
push_undo()
- // XXX move_army_to(game.who, to, false)
- move_army_to(game.who, to, true)
+ // XXX move_army_to(game.selected_general, to, false)
+ move_army_to(game.selected_general, to, true)
},
capital(to) {
push_undo()
- move_army_to(game.who, to, true)
+ move_army_to(game.selected_general, to, true)
},
}
@@ -1707,10 +1684,10 @@ function move_army_to(who, to, go_inside) {
if (is_sea(to))
game.state = "move_army_at_sea"
else
- game.state = "take_actions_general"
+ game.state = "take_actions"
}
-// === ACTION: INITIATE BATTLE ===
+// === COMBAT ===
function goto_battle_vs_general(where, attacker, target) {
log("Initiate Battle vs " + GENERAL_NAME[target] + " in S" + where)
@@ -2011,7 +1988,7 @@ states.assign_hits_on_defender = {
function end_battle() {
// TODO: retreat / advance into capital
- game.state = "take_actions_general"
+ game.state = "take_actions"
}
// === SUPPORT CHECK ===
@@ -2047,9 +2024,8 @@ function count_political_points() {
function goto_buy_trash_cards() {
let discard = current_discard()
- for (let c of game.played) {
+ for (let c of game.played)
set_add(discard, c)
- }
game.played.length = 0
game.misc = {
count: 0,
@@ -2233,7 +2209,8 @@ exports.setup = function (seed, scenario, options) {
active_events: [],
ip: [],
- who: -1,
+ selected_governor: -1,
+ selected_general: -1,
played: [],
used: [],
placed: 0,
@@ -2420,6 +2397,10 @@ exports.view = function (state, player_name) {
// === MISC ===
+function prompt(s) {
+ view.prompt = s
+}
+
function log(msg) {
game.log.push(msg)
}
@@ -2494,6 +2475,10 @@ function gen_action_capital(where) {
gen_action("capital", where)
}
+function gen_action_recall(where) {
+ gen_action("recall", where)
+}
+
function gen_action_support(where, level) {
gen_action("support", where << 3 | level)
}