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-rw-r--r--play.css4
-rw-r--r--rules.js133
2 files changed, 126 insertions, 11 deletions
diff --git a/play.css b/play.css
index b0df22d..42f36d0 100644
--- a/play.css
+++ b/play.css
@@ -522,6 +522,10 @@ body.p2 #Galatia_NPG { display: block }
.influence_p4 + .influence_p4 { margin-left: -180px; }
.influence_s4 + .influence_s4 { margin-left: -180px; }
+#played .influence_m1 + .influence_p1 { margin-left: -180px }
+#played .influence_m1 + .influence_s1 { margin-left: -180px }
+#played .influence_p1 + .influence_s1 { margin-left: -180px }
+
/* PANELS */
.panel {
diff --git a/rules.js b/rules.js
index 9c34674..ee5ea7f 100644
--- a/rules.js
+++ b/rules.js
@@ -6,21 +6,26 @@
TODO
----
+-- castra/quaestor - directly or extra select target step?
+
[x] crisis ira deorum
[x] crisis barbarians
[ ] crisis pax deorum
[x] tribute
-[ ] foederati
+[x] foederati
[ ] mobs
[ ] disperse mob
[ ] combat victory
+[ ] combat remove general if army is eliminated
+[ ] combat battle screen - splay stack / dialog for watching contents and taking hits
[ ] combat retreat out of capital
[ ] combat retreat barbarians to homeland
[ ] combat advance into capital
[ ] combat flanking maneuver
+[ ] combat - select both inactive/active barbarian for hits
[x] quaestor
[x] place
@@ -31,6 +36,7 @@ TODO
[x] place
[x] remove at start
[x] remove when move/attack
+ [ ] move militia to general at end of turn
[ ] take hits in battle
[ ] support check
@@ -710,6 +716,13 @@ function has_active_barbarians(where) {
return some_barbarian((id, loc, active) => loc === where && active)
}
+function find_barbarian_of_tribe(where, tribe) {
+ for (let id = first_barbarian[tribe]; id <= last_barbarian[tribe]; ++id)
+ if (get_barbarian_location(id) === where)
+ return id
+ return -1
+}
+
function find_active_barbarian_of_tribe(where, tribe) {
for (let id = first_barbarian[tribe]; id <= last_barbarian[tribe]; ++id)
if (get_barbarian_location(id) === where && is_barbarian_active(id))
@@ -717,6 +730,13 @@ function find_active_barbarian_of_tribe(where, tribe) {
return -1
}
+function find_inactive_barbarian_of_tribe(where, tribe) {
+ for (let id = first_barbarian[tribe]; id <= last_barbarian[tribe]; ++id)
+ if (get_barbarian_location(id) === where && is_barbarian_inactive(id))
+ return id
+ return -1
+}
+
function has_barbarian_leader(where) {
for (let i = 0; i < 3; ++i)
if (game.barbarian_leaders[i] === where)
@@ -811,10 +831,18 @@ function count_barbarians_in_province(tribe, where) {
return n
}
-function count_legions_in_army(id) {
+function count_legions_in_army(army_id) {
let n = 0
- for (let i = 0; i < LEGION_COUNT; ++i)
- if (get_legion_location(i) === ARMY + id)
+ for (let id = 0; id < LEGION_COUNT; ++id)
+ if (get_legion_location(id) === ARMY + army_id)
+ ++n
+ return n
+}
+
+function count_barbarians_in_army(army_id) {
+ let n = 0
+ for (let id = 0; id < game.barbarians.length; ++id)
+ if (get_barbarian_location(id) === ARMY + army_id)
++n
return n
}
@@ -1342,6 +1370,9 @@ states.take_actions = {
end_actions() {
push_undo()
+ // TODO: move militia castra to castra with stacked general
+ game.selected_governor = -1
+ game.selected_general = -1
goto_support_check()
},
@@ -1647,6 +1678,7 @@ states.place_governor = {
place_governor(game.misc.where, game.selected_governor)
} else {
logi("Failed!")
+ game.selected_governor = -1
}
game.misc = null
@@ -1735,12 +1767,18 @@ function can_play_castra() {
function play_castra() {
let where = get_selected_region()
- if (game.selected_governor >= 0 && is_province(where))
+ if (game.selected_governor >= 0 && is_province(where)) {
+ log("Castra in S" + where)
add_militia_castra(where)
- if (game.selected_general >= 0)
+ }
+ if (game.selected_general >= 0) {
+ log("Castra on " + GENERAL_NAME[game.selected_general])
add_general_castra(game.selected_general)
+ }
}
+// CARD: QUAESTOR
+
function can_play_quaestor() {
let where = get_selected_region()
if (game.selected_governor >= 0 && is_province(where))
@@ -1748,11 +1786,14 @@ function can_play_quaestor() {
return false
}
-function play_quastor() {
+function play_quaestor() {
let where = get_selected_region()
+ log("Quaestor in S" + where)
add_quaestor(where)
}
+// CARD: TRIBUTE
+
function can_play_tribute() {
for (let where = 0; where < 12; ++where)
if (has_active_barbarians(where))
@@ -1787,6 +1828,68 @@ states.tribute = {
},
}
+// CARD: FOEDERATI
+
+function can_foederati_from_region(where) {
+ let tribe_count = get_tribe_count()
+ for (let tribe = 0; tribe < tribe_count; ++tribe) {
+ if (find_barbarian_of_tribe(where, tribe) >= 0)
+ return true
+ }
+ return false
+}
+
+function gen_foederati(where) {
+ let tribe_count = get_tribe_count()
+ for (let tribe = 0; tribe < tribe_count; ++tribe) {
+ let id = find_active_barbarian_of_tribe(where, tribe)
+ if (id >= 0)
+ gen_action_barbarian(id)
+ id = find_inactive_barbarian_of_tribe(where, tribe)
+ if (id >= 0)
+ gen_action_barbarian(id)
+ }
+}
+
+function can_foederati_from_region_and_adjacent(from) {
+ if (can_foederati_from_region(from))
+ return true
+ for (let to of ADJACENT[from])
+ if (can_foederati_from_region(to))
+ return true
+ return false
+}
+
+function can_play_foederati() {
+ if (game.selected_general >= 0)
+ if (count_legions_in_army(game.selected_general) > count_barbarians_in_army(game.selected_general))
+ if (can_foederati_from_region_and_adjacent(get_general_location(game.selected_general)))
+ return true
+ return false
+}
+
+function play_foederati() {
+ game.state = "foederati"
+}
+
+states.foederati = {
+ prompt() {
+ prompt("Foederati: Recruit a Barbarian.")
+ view.selected_general = game.selected_general
+ let from = get_general_location(game.selected_general)
+ gen_foederati(from)
+ for (let to of ADJACENT[from])
+ gen_foederati(to)
+ },
+ barbarian(id) {
+ let tribe = get_barbarian_tribe(id)
+ let from = get_barbarian_location(id)
+ log("Foederati " + BARBARIAN_NAME[tribe] + " from S" + from)
+ set_barbarian_location(id, ARMY + game.selected_general)
+ game.state = "take_actions"
+ },
+}
+
// === COMBAT ===
function goto_battle_vs_general(where, attacker, target) {
@@ -1814,7 +1917,7 @@ function goto_battle(type, where, attacker, target) {
game.misc = { type, where, attacker, target }
game.state = "battle"
if (attacker >= 0) {
- remove_general_castra(who)
+ remove_general_castra(attacker)
set_general_battled(attacker)
} else {
set_militia_battled(where)
@@ -1827,10 +1930,17 @@ function gen_initiate_battle(where) {
if (loc === where && is_enemy_general(id))
gen_action_general(id)
})
- for_each_barbarian((id, loc) => {
- if (loc === where)
+ let tribe_count = get_tribe_count()
+ for (let tribe = 0; tribe < tribe_count; ++tribe) {
+ let id = find_active_barbarian_of_tribe(where, tribe)
+ if (id >= 0)
gen_action_barbarian(id)
- })
+ else if (is_province(where)) {
+ id = find_inactive_barbarian_of_tribe(where, tribe)
+ if (id >= 0)
+ gen_action_barbarian(id)
+ }
+ }
if (is_enemy_province(where)) {
if (has_lone_militia(where))
gen_action_militia(where)
@@ -2453,6 +2563,7 @@ exports.view = function (state, player_name) {
militia: game.militia,
quaestor: game.quaestor,
castra: game.castra,
+ mcastra: game.mcastra,
amphitheater: game.amphitheater,
basilica: game.basilica,
limes: game.limes,