From b9d20567cc13d55784c218dfe1209920f525a9fb Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Tue, 20 Jun 2023 16:21:16 +0200 Subject: Skip intermediate "Place Governor" and "Initiate Battle" steps. --- play.js | 2 +- rules.js | 221 +++++++++++++++++++++++++++++++++++---------------------------- 2 files changed, 125 insertions(+), 98 deletions(-) diff --git a/play.js b/play.js index c075d4d..6a00a29 100644 --- a/play.js +++ b/play.js @@ -1112,7 +1112,7 @@ function on_update() { action_button("recall", "Recall") action_button("recruit", "Recruit") - action_button("place", "Place") + action_button("place_governor", "Place Governor") action_button("create_army", "Create Army") action_button("end_actions", "End Actions") diff --git a/rules.js b/rules.js index d3d7456..c18d137 100644 --- a/rules.js +++ b/rules.js @@ -1076,8 +1076,7 @@ states.take_actions_governor = { // Place Governor if (where === AVAILABLE) { - if (sip >= 1) - view.actions.place = 1 + gen_place_governor() } if (is_province(where)) { @@ -1113,11 +1112,8 @@ states.take_actions_governor = { // Initiate Battle with Militia not stacked with General if (!has_militia_battled(where)) { - if (has_militia(where) && !is_own_general(get_capital_general(where))) { - if (has_enemy_army_in_province(where)) - if (mip >= 1) - view.actions.initiate_battle = 1 - } + if (has_militia(where) && !is_own_general(get_capital_general(where))) + gen_initiate_battle(where) } } }, @@ -1125,7 +1121,12 @@ states.take_actions_governor = { end_actions: action_take_actions_end_actions, card: action_take_actions_card, governor: action_take_actions_governor, - general: action_take_actions_general, + general(id) { + if (is_own_general(id)) + action_take_actions_general(id) + else + goto_battle_vs_general(get_governor_location(game.who), -1, id) + }, recruit() { push_undo() @@ -1181,6 +1182,19 @@ states.take_actions_governor = { game.misc = { attacker: -1, where: get_governor_location(game.who) } set_militia_battled(get_governor_location(game.who)) }, + region(where) { + push_undo() + spend_ip(SENATE, 1) + game.misc = { spend: 1, where: where } + game.state = "place_governor_spend" + }, + + barbarian(id) { + goto_battle_vs_barbarian(get_governor_location(game.who), -1, id) + }, + rival_emperor(id) { + goto_battle_vs_rival_emperor(get_governor_location(game.who), -1, id) + }, } states.take_actions_general = { @@ -1224,19 +1238,10 @@ states.take_actions_general = { if (!has_general_battled(game.who)) { // Move Army - if (mip >= 1) { - for (let to of ADJACENT[where]) { - if (!is_sea(to)) - gen_move_to_region(to) - else if (mip >= 2) - gen_move_to_region(to) - } - } + gen_move_army() // Initiate Battle - if (has_enemy_army_in_province(where)) - if (mip >= 1) - view.actions.initiate_battle = 1 + gen_initiate_battle(where) // Free Action: Enter/Leave Capital if (is_province(where)) { @@ -1255,8 +1260,12 @@ states.take_actions_general = { end_actions: action_take_actions_end_actions, card: action_take_actions_card, governor: action_take_actions_governor, - general: action_take_actions_general, - + general(id) { + if (is_own_general(id)) + action_take_actions_general(id) + else + goto_battle_vs_general(get_general_location(game.who), game.who, id) + }, recruit() { push_undo() log("Recruited General " + (game.who % 6) + ".") @@ -1300,17 +1309,30 @@ states.take_actions_general = { push_undo() set_general_outside_capital(game.who) }, + initiate_battle() { push_undo() spend_ip(MILITARY, 1) game.state = "initiate_battle" game.misc = { attacker: game.who, where: get_general_location(game.who) } - set_general_battled(game.who) }, + + barbarian(id) { goto_battle_vs_barbarian(get_general_location(game.who), game.who, id) }, + rival_emperor(id) { goto_battle_vs_rival_emperor(get_general_location(game.who), game.who, id) }, + militia(where) { goto_battle_vs_militia(get_general_location(game.who), game.who) }, } // ACTION: PLACE GOVERNOR +function gen_place_governor() { + let sip = game.ip[SENATE] + if (sip >= 1) { + for (let where = 0; where < 12; ++where) + if (can_place_governor(where)) + gen_action_region(where) + } +} + function reduce_support(where) { if (game.support[where] === 1) remove_governor(where) @@ -1404,13 +1426,19 @@ states.place_governor_spend = { prompt() { let [ mip, sip, pip ] = game.ip let need = calc_needed_votes(game.misc.where) + let votes = game.misc.spend + if (game.misc.where === ITALIA) + votes += count_own_basilicas() view.selected_governor = game.who view.selected_region = game.misc.where - prompt("Place Governor: " + game.misc.spend + " IP spent; " + need + " votes needed.") + + prompt(`Place Governor: ${sip} Senate. Rolling ${votes} dice. ${need} votes needed.`) + if (sip >= 1) view.actions.spend = 1 else view.actions.spend = 0 + view.actions.roll = 1 }, spend() { @@ -1505,6 +1533,19 @@ states.create_army = { // ACTION: MOVE ARMY +function gen_move_army() { + let mip = game.ip[MILITARY] + let from = get_general_location(game.who) + if (mip >= 1) { + for (let to of ADJACENT[from]) { + if (!is_sea(to)) + gen_move_to_region(to) + else if (mip >= 2) + gen_move_to_region(to) + } + } +} + function gen_move_to_region(to) { if (is_province(to) && can_enter_capital(to)) gen_action_capital(to) @@ -1516,15 +1557,7 @@ states.move_army_at_sea = { let [ mip, sip, pip ] = game.ip prompt("Move Army.") view.selected_general = game.who - let from = get_general_location(game.who) - for (let to of ADJACENT[from]) { - if (is_sea(to)) { - if (mip >= 2) - gen_move_to_region(to) - } else { - gen_move_to_region(to) - } - } + gen_move_army() }, region(to) { push_undo() @@ -1552,54 +1585,55 @@ function move_army_to(who, to, go_inside) { // === ACTION: INITIATE BATTLE === -states.initiate_battle = { - prompt() { - prompt("Initiate Battle in " + REGION_NAME[game.misc.where] + "!") +function goto_battle_vs_general(where, attacker, target) { + push_undo() + log("Initiate Battle vs " + GENERAL_NAME[target] + " in S" + where) + goto_battle("general", where, attacker, target) +} + +function goto_battle_vs_barbarian(where, attacker, target) { + push_undo() + log("Initiate Battle vs " + BARBARIAN_NAME[target] + " in S" + where) + goto_battle("barbarians", where, attacker, get_barbarian_tribe(target)) +} + +function goto_battle_vs_rival_emperor(where, attacker, target) { + push_undo() + log("Initiate Battle vs Rival Emperor in S" + where) + goto_battle("rival_emperor", where, attacker, target) +} + +function goto_battle_vs_militia(where, attacker) { + push_undo() + log("Initiate Battle vs Militia in S" + where) + goto_battle("militia", where, attacker, -1) +} +function goto_battle(type, where, attacker, target) { + spend_ip(MILITARY, 1) + game.misc = { type, where, attacker, target } + game.state = "battle" + if (attacker >= 0) + set_general_battled(attacker) + else + set_militia_battled(where) +} + +function gen_initiate_battle(where) { + if (game.ip[MILITARY] >= 1) { for_each_general((id, loc) => { - if (loc === game.misc.where && is_enemy_general(id)) + if (loc === where && is_enemy_general(id)) gen_action_general(id) }) - for_each_barbarian((id, loc) => { - if (loc === game.misc.where) + if (loc === where) gen_action_barbarian(id) }) - - if (is_enemy_province(game.misc.where)) { - if (has_militia(game.misc.where) && get_capital_general(game.misc.where) < 0) - gen_action_militia(game.misc.where) + if (is_enemy_province(where)) { + if (has_militia(where) && get_capital_general(where) < 0) + gen_action_militia(where) } - }, - general(id) { - push_undo() - log("Initiate Battle vs " + GENERAL_NAME[id] + " in S" + game.misc.where) - game.misc.type = "general" - game.misc.target = id - game.state = "battle" - }, - barbarian(id) { - push_undo() - let tribe = get_barbarian_tribe(id) - log("Initiate Battle vs " + BARBARIAN_NAME[id] + " in S" + game.misc.where) - game.misc.type = "barbarian" - game.misc.target = tribe - game.state = "battle" - }, - rival_emperor(id) { - push_undo() - log("Initiate Battle vs Rival Emperor in S" + game.misc.where) - game.misc.type = "rival_emperor" - game.misc.target = id - game.state = "battle" - }, - militia(where) { - push_undo() - log("Initiate Battle vs Militia in S" + game.misc.where) - game.misc.type = "militia" - game.misc.target = -1 - game.state = "battle" - }, + } } states.battle = { @@ -1730,48 +1764,41 @@ function gen_hits_barbarians(tribe) { gen_action_barbarian(id) } +// TODO: auto-end if all possible hits assigned + function gen_hits_general(general) { let army = ARMY + general - let done = true // TODO: castra - if (!done) { - if (is_general_inside_capital(general) && has_militia(game.misc.where)) { - gen_action_militia(game.misc.where) - done = true - } + if (is_general_inside_capital(general) && has_militia(game.misc.where)) { + gen_action_militia(game.misc.where) + return false } - if (!done) { - for (let id = 0; id < game.barbarians.length; ++id) { - if (get_barbarian_location(id) === army) { - gen_action_barbarian(id) - done = true - } + for (let id = 0; id < game.barbarians.length; ++id) { + if (get_barbarian_location(id) === army) { + gen_action_barbarian(id) + return false } } // NOTE: reduce all legions before eliminating any - if (!done) { - for (let id = 0; id < 33; ++id) { - if (get_legion_location(id) === army && !is_legion_reduced(id)) { - gen_action_legion(id) - done = true - } + for (let id = 0; id < 33; ++id) { + if (get_legion_location(id) === army && !is_legion_reduced(id)) { + gen_action_legion(id) + return false } } - if (!done) { - for (let id = 0; id < 33; ++id) { - if (get_legion_location(id) === army && is_legion_reduced(id)) { - gen_action_legion(id) - done = true - } + for (let id = 0; id < 33; ++id) { + if (get_legion_location(id) === army && is_legion_reduced(id)) { + gen_action_legion(id) + return false } } - return done + return true } states.assign_hits_on_attacker = { -- cgit v1.2.3