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authorTor Andersson <tor@ccxvii.net>2024-05-12 11:38:01 +0200
committerTor Andersson <tor@ccxvii.net>2024-08-21 00:28:20 +0200
commit2c1158e165ba52d14ca6dabbb2b938c5d4ca867f (patch)
tree3822ede180c88866a4509354715015e4026e8a61 /rules.js
parent3ed0124aeca5f7f17f611eb0da0e82580e1f92a1 (diff)
downloadwashingtons-war-2c1158e165ba52d14ca6dabbb2b938c5d4ca867f.tar.gz
Reformat code.
stricteq semi double quoted strings
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js3311
1 files changed, 1679 insertions, 1632 deletions
diff --git a/rules.js b/rules.js
index 4169bca..c3f2642 100644
--- a/rules.js
+++ b/rules.js
@@ -1,42 +1,37 @@
-"use strict";
+"use strict"
// TODO: campaign messed up who is who after battle
// TODO: retreat with 0 CU after battle
-exports.scenarios = [
- "Historical"
-];
-
-exports.roles = [
- "American",
- "British",
-];
-
-const CARDS = require('./cards');
-const DATA = require('./data');
-const SPACES = DATA.SPACES;
-const COLONIES = DATA.COLONIES;
-const GENERALS = DATA.GENERALS;
-const BLOCKADE = DATA.BLOCKADE;
-const PATH_INDEX = DATA.PATH_INDEX;
-const PATH_NAME = DATA.PATH_NAME;
-const PATH_TYPE = DATA.PATH_TYPE;
-
-const BRITISH = 'British';
-const AMERICAN = 'American';
-const FRENCH = 'French';
-
-const BRITISH_GENERALS = [ "Burgoyne", "Carleton", "Clinton", "Cornwallis", "Howe" ];
-const AMERICAN_GENERALS = [ "Arnold", "Gates", "Greene", "Lafayette", "Lee", "Lincoln", "Washington", "Rochambeau" ];
-const WASHINGTON = "Washington";
-const ROCHAMBEAU = "Rochambeau";
-const ARNOLD = "Arnold";
-
-const CAPTURED_GENERALS = "Captured Generals";
-const CONTINENTAL_CONGRESS_DISPERSED = "Continental Congress Dispersed";
-const BRITISH_REINFORCEMENTS = "British Leader Reinforcements";
-const AMERICAN_REINFORCEMENTS = "American Leader Reinforcements";
-const FRENCH_REINFORCEMENTS = "French Reinforcements";
+exports.scenarios = [ "Historical" ]
+
+exports.roles = [ "American", "British" ]
+
+const CARDS = require("./cards")
+const DATA = require("./data")
+const SPACES = DATA.SPACES
+const COLONIES = DATA.COLONIES
+const GENERALS = DATA.GENERALS
+const BLOCKADE = DATA.BLOCKADE
+const PATH_INDEX = DATA.PATH_INDEX
+const PATH_NAME = DATA.PATH_NAME
+const PATH_TYPE = DATA.PATH_TYPE
+
+const BRITISH = "British"
+const AMERICAN = "American"
+const FRENCH = "French"
+
+const BRITISH_GENERALS = [ "Burgoyne", "Carleton", "Clinton", "Cornwallis", "Howe" ]
+const AMERICAN_GENERALS = [ "Arnold", "Gates", "Greene", "Lafayette", "Lee", "Lincoln", "Washington", "Rochambeau" ]
+const WASHINGTON = "Washington"
+const ROCHAMBEAU = "Rochambeau"
+const ARNOLD = "Arnold"
+
+const CAPTURED_GENERALS = "Captured Generals"
+const CONTINENTAL_CONGRESS_DISPERSED = "Continental Congress Dispersed"
+const BRITISH_REINFORCEMENTS = "British Leader Reinforcements"
+const AMERICAN_REINFORCEMENTS = "American Leader Reinforcements"
+const FRENCH_REINFORCEMENTS = "French Reinforcements"
const TURN_TRACK = {
1775: "Game Turn 1775",
1776: "Game Turn 1776",
@@ -47,44 +42,44 @@ const TURN_TRACK = {
1781: "Game Turn 1781",
1782: "Game Turn 1782",
1783: "Game Turn 1783",
-};
+}
-const FALMOUTH_QUEBEC = "Falmouth/Quebec";
+const FALMOUTH_QUEBEC = "Falmouth/Quebec"
-const THE_13_COLONIES = [ 'NH', 'NY', 'MA', 'CT', 'RI', 'PA', 'NJ', 'MD', 'DE', 'VA', 'NC', 'SC', 'GA' ];
-const SOUTH_OF_WINTER_ATTRITION_LINE = [ 'NC', 'SC', 'GA' ];
+const THE_13_COLONIES = [ "NH", "NY", "MA", "CT", "RI", "PA", "NJ", "MD", "DE", "VA", "NC", "SC", "GA" ]
+const SOUTH_OF_WINTER_ATTRITION_LINE = [ "NC", "SC", "GA" ]
-const CAMPAIGN_CARDS = [ 67, 68, 69, 70 ];
-const DECLARATION_OF_INDEPENDENCE = 99;
-const BARON_VON_STEUBEN = 86;
-const WAR_ENDS_1779 = 71;
-const BENJAMIN_FRANKLIN = 101;
+const CAMPAIGN_CARDS = [ 67, 68, 69, 70 ]
+const DECLARATION_OF_INDEPENDENCE = 99
+const BARON_VON_STEUBEN = 86
+const WAR_ENDS_1779 = 71
+const BENJAMIN_FRANKLIN = 101
-const ENEMY = { "American": BRITISH, "British": AMERICAN };
+const ENEMY = { American: BRITISH, British: AMERICAN }
-const default_options = {};
+const default_options = {}
-let states = {};
-let events = {};
+let states = {}
+let events = {}
-let game;
-let view;
+let game
+let view
function random(n) {
- return (game.seed = game.seed * 200105 % 34359738337) % n
+ return (game.seed = (game.seed * 200105) % 34359738337) % n
}
function logbr() {
- if (game.log.length > 0 && game.log[game.log.length-1] !== "")
- game.log.push("");
+ if (game.log.length > 0 && game.log[game.log.length - 1] !== "")
+ game.log.push("")
}
function log(s) {
- game.log.push(s);
+ game.log.push(s)
}
function logp(s) {
- game.log.push(game.active[0] + " " + s);
+ game.log.push(game.active[0] + " " + s)
}
function object_copy(original) {
@@ -147,9 +142,9 @@ function pop_undo() {
}
function remove_from_array(array, item) {
- let i = array.indexOf(item);
+ let i = array.indexOf(item)
if (i >= 0)
- array.splice(i, 1);
+ array.splice(i, 1)
}
function setup_game(seed) {
@@ -189,7 +184,7 @@ function setup_game(seed) {
function spawn_unit(owner, location, pc, cu, name) {
if (pc)
- game.pc[location] = owner;
+ game.pc[location] = owner
if (name) {
game.generals[name] = {
location: location,
@@ -201,291 +196,301 @@ function setup_game(seed) {
location: location,
count: cu,
moved: 0,
- });
+ })
}
}
- function british(place, pc, cu, ld) { spawn_unit(BRITISH, place, pc, cu, ld); }
- function american(place, pc, cu, ld) { spawn_unit(AMERICAN, place, pc, cu, ld); }
- function french(place, pc, cu, ld) { spawn_unit(FRENCH, place, pc, cu, ld); }
+ function british(place, pc, cu, ld) {
+ spawn_unit(BRITISH, place, pc, cu, ld)
+ }
+ function american(place, pc, cu, ld) {
+ spawn_unit(AMERICAN, place, pc, cu, ld)
+ }
+ function french(place, pc, cu, ld) {
+ spawn_unit(FRENCH, place, pc, cu, ld)
+ }
- british("Quebec", true, 2, "Carleton");
- british("Montreal", true);
- british("Fort Detroit", true, 1);
- british("Boston", true, 5, "Howe");
- british("Norfolk", true);
- british("Gilbert Town", true);
- british("Wilmington NC", true);
- british("Ninety Six", true);
+ british("Quebec", true, 2, "Carleton")
+ british("Montreal", true)
+ british("Fort Detroit", true, 1)
+ british("Boston", true, 5, "Howe")
+ british("Norfolk", true)
+ british("Gilbert Town", true)
+ british("Wilmington NC", true)
+ british("Ninety Six", true)
- american("Lexington Concord", true, 5, "Washington");
- american("Newport", false, 2, "Greene");
- american("Charleston", true, 2);
- american("Philadelphia", true);
+ american("Lexington Concord", true, 5, "Washington")
+ american("Newport", false, 2, "Greene")
+ american("Charleston", true, 2)
+ american("Philadelphia", true)
- british(BRITISH_REINFORCEMENTS, false, 0, "Burgoyne");
- british(BRITISH_REINFORCEMENTS, false, 0, "Clinton");
- british(BRITISH_REINFORCEMENTS, false, 0, "Cornwallis");
+ british(BRITISH_REINFORCEMENTS, false, 0, "Burgoyne")
+ british(BRITISH_REINFORCEMENTS, false, 0, "Clinton")
+ british(BRITISH_REINFORCEMENTS, false, 0, "Cornwallis")
- american(AMERICAN_REINFORCEMENTS, false, 0, "Arnold");
- american(AMERICAN_REINFORCEMENTS, false, 0, "Lincoln");
- american(AMERICAN_REINFORCEMENTS, false, 0, "Gates");
- american(AMERICAN_REINFORCEMENTS, false, 0, "Lee");
- american(AMERICAN_REINFORCEMENTS, false, 0, "Lafayette");
+ american(AMERICAN_REINFORCEMENTS, false, 0, "Arnold")
+ american(AMERICAN_REINFORCEMENTS, false, 0, "Lincoln")
+ american(AMERICAN_REINFORCEMENTS, false, 0, "Gates")
+ american(AMERICAN_REINFORCEMENTS, false, 0, "Lee")
+ american(AMERICAN_REINFORCEMENTS, false, 0, "Lafayette")
- french(FRENCH_REINFORCEMENTS, false, 5, "Rochambeau");
+ french(FRENCH_REINFORCEMENTS, false, 5, "Rochambeau")
- goto_committees_of_correspondence();
+ goto_committees_of_correspondence()
}
/* GAME STATE */
function create_deck() {
- let deck = [];
+ let deck = []
for (let i = 1; i <= 110; ++i) {
// No DoI or Baron von Steuben first year.
- if (i == DECLARATION_OF_INDEPENDENCE || i == BARON_VON_STEUBEN)
- continue;
- deck.push(i);
+ if (i === DECLARATION_OF_INDEPENDENCE || i === BARON_VON_STEUBEN)
+ continue
+ deck.push(i)
}
- return deck;
+ return deck
}
function reshuffle_deck() {
- log("Reshuffled the deck.");
- game.reshuffle = false;
- game.deck = game.deck.concat(game.discard);
- game.discard = [];
+ log("Reshuffled the deck.")
+ game.reshuffle = false
+ game.deck = game.deck.concat(game.discard)
+ game.discard = []
}
function roll_d6() {
- return random(6) + 1;
+ return random(6) + 1
}
function deal_card() {
- if (game.deck.length == 0)
- reshuffle_deck();
- let i = random(game.deck.length);
- let c = game.deck[i];
- game.deck.splice(i, 1);
- return c;
+ if (game.deck.length === 0)
+ reshuffle_deck()
+ let i = random(game.deck.length)
+ let c = game.deck[i]
+ game.deck.splice(i, 1)
+ return c
}
function last_discard() {
if (game.discard.length > 0)
- return game.discard[game.discard.length-1];
- return null;
+ return game.discard[game.discard.length - 1]
+ return null
}
function active_hand() {
- return (game.active == AMERICAN) ? game.a_hand : game.b_hand;
+ return game.active === AMERICAN ? game.a_hand : game.b_hand
}
function play_card(c, reason) {
if (reason)
- log(game.active[0] + " played #" + c + " " + reason);
+ log(game.active[0] + " played #" + c + " " + reason)
else
- log(game.active[0] + " played #" + c);
- if (CARDS[c].reshuffle == 'if_played')
- game.reshuffle = true;
- remove_from_array(active_hand(), c);
- game.last_played = c;
+ log(game.active[0] + " played #" + c)
+ if (CARDS[c].reshuffle === "if_played")
+ game.reshuffle = true
+ remove_from_array(active_hand(), c)
+ game.last_played = c
if (!CARDS[c].once)
- game.discard.push(c);
+ game.discard.push(c)
else
- log("Removed card " + c + ".");
+ log("Removed card " + c + ".")
}
function discard_card_from_hand(hand, c) {
- remove_from_array(hand, c);
- game.discard.push(c);
- if (CARDS[c].reshuffle == 'if_discarded')
- game.reshuffle = true;
- logp("discarded #" + c);
+ remove_from_array(hand, c)
+ game.discard.push(c)
+ if (CARDS[c].reshuffle === "if_discarded")
+ game.reshuffle = true
+ logp("discarded #" + c)
}
function discard_card(c, reason) {
- game.last_played = c;
- discard_card_from_hand(active_hand(), c);
+ game.last_played = c
+ discard_card_from_hand(active_hand(), c)
if (reason)
- logp("discarded #" + c + " " + reason);
+ logp("discarded #" + c + " " + reason)
else
- logp("discarded #" + c);
+ logp("discarded #" + c)
}
function can_exchange_for_discard(c) {
if (game.did_discard_event) {
- if (game.active == BRITISH)
- return true;
- return CARDS[c].count > 1;
+ if (game.active === BRITISH)
+ return true
+ return CARDS[c].count > 1
}
- return false;
+ return false
}
function can_play_event(c) {
- let card = CARDS[c];
+ let card = CARDS[c]
switch (card.when) {
- case 'before_french_alliance': return !game.french_alliance_triggered;
- case 'after_french_alliance': return game.french_alliance_triggered;
- case 'european_war_in_effect': return game.european_war;
+ case "before_french_alliance":
+ return !game.french_alliance_triggered
+ case "after_french_alliance":
+ return game.french_alliance_triggered
+ case "european_war_in_effect":
+ return game.european_war
}
switch (card.event) {
- case 'john_glovers_marblehead_regiment': return has_general_on_map();
+ case "john_glovers_marblehead_regiment":
+ return has_general_on_map()
}
- return true;
+ return true
}
function can_play_reinforcements() {
- if (game.active == BRITISH) {
- if (game.played_british_reinforcements == 0) {
- let n = count_british_cu(BRITISH_REINFORCEMENTS);
+ if (game.active === BRITISH) {
+ if (game.played_british_reinforcements === 0) {
+ let n = count_british_cu(BRITISH_REINFORCEMENTS)
for (let g of BRITISH_GENERALS)
- if (game.generals[g].location == BRITISH_REINFORCEMENTS)
- ++n;
- return n > 0;
+ if (game.generals[g].location === BRITISH_REINFORCEMENTS)
+ ++n
+ return n > 0
}
- return false;
+ return false
}
- if (game.active == AMERICAN)
- return game.played_american_reinforcements.length < 2;
- return false;
+ if (game.active === AMERICAN)
+ return game.played_american_reinforcements.length < 2
+ return false
}
function is_port(where) {
- return SPACES[where].port;
+ return SPACES[where].port
}
function is_non_blockaded_port(where) {
- if (SPACES[where].port && BLOCKADE[where] != game.french_navy)
- return true;
- return false;
+ if (SPACES[where].port && BLOCKADE[where] !== game.french_navy)
+ return true
+ return false
}
function is_fortified_port(where) {
- return SPACES[where].type == 'fortified-port';
+ return SPACES[where].type === "fortified-port"
}
function is_continental_congress_dispersed() {
- return game.congress == CONTINENTAL_CONGRESS_DISPERSED;
+ return game.congress === CONTINENTAL_CONGRESS_DISPERSED
}
function is_winter_quarter_space(where) {
- let colony = SPACES[where].colony;
- if (colony == 'GA' || colony == 'SC' || colony == 'NC')
- return true; // south of winter attrition line
- let type = SPACES[where].type;
- if (type == 'winter-quarters' || type == 'fortified-port')
- return true;
- return false;
+ let colony = SPACES[where].colony
+ if (colony === "GA" || colony === "SC" || colony === "NC")
+ return true // south of winter attrition line
+ let type = SPACES[where].type
+ if (type === "winter-quarters" || type === "fortified-port")
+ return true
+ return false
}
function allowed_to_place_american_pc() {
if (is_continental_congress_dispersed())
- return false;
+ return false
if (game.pennsylvania_and_new_jersey_line_mutinies)
- return false;
- return true;
+ return false
+ return true
}
function is_british_militia(space) {
- return game.control[SPACES[space].colony] == BRITISH;
+ return game.control[SPACES[space].colony] === BRITISH
}
function is_american_militia(space) {
- return game.control[SPACES[space].colony] == AMERICAN;
+ return game.control[SPACES[space].colony] === AMERICAN
}
function is_american_winter_offensive() {
- if (game.who == WASHINGTON && game.a_hand.length == 0)
- return true;
- return false;
+ if (game.who === WASHINGTON && game.a_hand.length === 0)
+ return true
+ return false
}
/* PC */
function has_no_pc(space) {
- return game.pc[space] != BRITISH && game.pc[space] != AMERICAN;
+ return game.pc[space] !== BRITISH && game.pc[space] !== AMERICAN
}
function has_british_pc(space) {
- return game.pc[space] == BRITISH;
+ return game.pc[space] === BRITISH
}
function has_american_pc(space) {
- return game.pc[space] == AMERICAN;
+ return game.pc[space] === AMERICAN
}
function has_enemy_pc(space) {
- if (game.active == BRITISH)
- return has_american_pc(space);
+ if (game.active === BRITISH)
+ return has_american_pc(space)
else
- return has_british_pc(space);
+ return has_british_pc(space)
}
function is_adjacent_to_british_pc(a) {
for (let b of SPACES[a].exits)
if (has_british_pc(b))
- return true;
+ return true
if (SPACES[a].port) {
for (let b in SPACES) {
if (SPACES[b].port)
if (has_british_pc(b))
- return true;
+ return true
}
}
- return false;
+ return false
}
function is_adjacent_to_american_pc(a) {
for (let b of SPACES[a].exits)
if (has_american_pc(b))
- return true;
- return false;
+ return true
+ return false
}
function place_british_pc(space) {
- logp("placed PC in " + space);
+ logp("placed PC in " + space)
if (game.british_pc_space_list)
- remove_from_array(game.british_pc_space_list, space);
- game.pc[space] = BRITISH;
+ remove_from_array(game.british_pc_space_list, space)
+ game.pc[space] = BRITISH
}
function place_american_pc(space) {
- logp("placed PC in " + space);
- game.pc[space] = AMERICAN;
+ logp("placed PC in " + space)
+ game.pc[space] = AMERICAN
}
function remove_pc(space) {
- if (game.active == BRITISH)
- logp("removed PC in " + space);
+ if (game.active === BRITISH)
+ logp("removed PC in " + space)
else
- logp("removed PC in " + space);
- game.pc[space] = undefined;
+ logp("removed PC in " + space)
+ game.pc[space] = undefined
}
function flip_pc(space) {
- if (game.active == BRITISH)
- logp("flipped PC in " + space);
+ if (game.active === BRITISH)
+ logp("flipped PC in " + space)
else
- logp("flipped PC in " + space);
- game.pc[space] = ENEMY[game.pc[space]];
+ logp("flipped PC in " + space)
+ game.pc[space] = ENEMY[game.pc[space]]
}
function update_colony_control() {
for (let c in COLONIES) {
- let control = 0;
+ let control = 0
for (let space of COLONIES[c]) {
- if (game.pc[space] == BRITISH)
- --control;
- else if (game.pc[space] == AMERICAN)
- ++control;
+ if (game.pc[space] === BRITISH)
+ --control
+ else if (game.pc[space] === AMERICAN)
+ ++control
}
if (control < 0)
- game.control[c] = BRITISH;
+ game.control[c] = BRITISH
else if (control > 0)
- game.control[c] = AMERICAN;
+ game.control[c] = AMERICAN
else
- game.control[c] = undefined;
+ game.control[c] = undefined
}
}
@@ -493,484 +498,484 @@ function update_colony_control() {
function find_cu(owner, space) {
for (let i = 0; i < game.cu.length; ++i) {
- let cu = game.cu[i];
- if (cu.location == space && cu.owner == owner)
- return cu;
+ let cu = game.cu[i]
+ if (cu.location === space && cu.owner === owner)
+ return cu
}
- return null;
+ return null
}
function find_british_cu(space) {
- return find_cu(BRITISH, space);
+ return find_cu(BRITISH, space)
}
function find_american_cu(space) {
- return find_cu(AMERICAN, space);
+ return find_cu(AMERICAN, space)
}
function find_french_cu(space) {
- return find_cu(FRENCH, space);
+ return find_cu(FRENCH, space)
}
function has_british_cu(space) {
- return find_british_cu(space) != null;
+ return find_british_cu(space) !== null
}
function has_no_british_cu(space) {
- return !has_british_cu(space);
+ return !has_british_cu(space)
}
function has_american_or_french_cu(space) {
- return find_american_cu(space) != null || find_french_cu(space) != null;
+ return find_american_cu(space) !== null || find_french_cu(space) !== null
}
function has_american_cu(space) {
- return find_american_cu(space) != null;
+ return find_american_cu(space) !== null
}
function has_french_cu(space) {
- return find_french_cu(space) != null;
+ return find_french_cu(space) !== null
}
function has_enemy_cu(where) {
- if (game.active == BRITISH)
- return has_american_or_french_cu(where);
+ if (game.active === BRITISH)
+ return has_american_or_french_cu(where)
else
- return has_british_cu(where);
+ return has_british_cu(where)
}
function count_cu(owner, space) {
- let cu = find_cu(owner, space);
- return cu ? cu.count : 0;
+ let cu = find_cu(owner, space)
+ return cu ? cu.count : 0
}
function count_british_cu(where) {
- let cu = find_british_cu(where);
- return cu ? cu.count : 0;
+ let cu = find_british_cu(where)
+ return cu ? cu.count : 0
}
function count_american_cu(where) {
- let cu = find_american_cu(where);
- return cu ? cu.count : 0;
+ let cu = find_american_cu(where)
+ return cu ? cu.count : 0
}
function count_french_cu(where) {
- let cu = find_french_cu(where);
- return cu ? cu.count : 0;
+ let cu = find_french_cu(where)
+ return cu ? cu.count : 0
}
function count_unmoved_british_cu(where) {
- let cu = find_british_cu(where);
- return cu ? cu.count - cu.moved : 0;
+ let cu = find_british_cu(where)
+ return cu ? cu.count - cu.moved : 0
}
function count_unmoved_american_cu(where) {
- let cu = find_american_cu(where);
- return cu ? cu.count - cu.moved : 0;
+ let cu = find_american_cu(where)
+ return cu ? cu.count - cu.moved : 0
}
function count_unmoved_french_cu(where) {
- let cu = find_french_cu(where);
- return cu ? cu.count - cu.moved : 0;
+ let cu = find_french_cu(where)
+ return cu ? cu.count - cu.moved : 0
}
function mark_moved_cu(owner, space, moved) {
if (moved > 0)
- find_cu(owner, space).moved += moved;
+ find_cu(owner, space).moved += moved
}
function count_american_and_french_cu(where) {
- return count_american_cu(where) + count_french_cu(where);
+ return count_american_cu(where) + count_french_cu(where)
}
function count_enemy_cu(where) {
- if (game.active == BRITISH)
- return count_american_and_french_cu(where);
+ if (game.active === BRITISH)
+ return count_american_and_french_cu(where)
else
- return count_british_cu(where);
+ return count_british_cu(where)
}
function spawn_cu(owner, where, count) {
- game.cu.push({owner:owner, location:where, count:count, moved:0});
+ game.cu.push({ owner: owner, location: where, count: count, moved: 0 })
}
function remove_cu(owner, where, count) {
- if (count == 0)
- return;
- let cu = find_cu(owner, where);
+ if (count === 0)
+ return
+ let cu = find_cu(owner, where)
if (count >= cu.count) {
- let i = game.cu.indexOf(cu);
- remove_from_array(game.cu, cu);
+ let i = game.cu.indexOf(cu)
+ remove_from_array(game.cu, cu)
} else {
- cu.count -= count;
+ cu.count -= count
}
}
function place_cu(owner, where, count) {
- let cu = find_cu(owner, where);
+ let cu = find_cu(owner, where)
if (!cu)
- spawn_cu(owner, where, count);
+ spawn_cu(owner, where, count)
else
- cu.count += count;
+ cu.count += count
}
function place_british_cu(where, count) {
- place_cu(BRITISH, where, count);
+ place_cu(BRITISH, where, count)
}
function place_american_cu(where, count) {
- place_cu(AMERICAN, where, count);
+ place_cu(AMERICAN, where, count)
}
function place_french_cu(where, count) {
- place_cu(FRENCH, where, count);
+ place_cu(FRENCH, where, count)
}
function move_cu(owner, from, to, count) {
- if (count == 0)
- return;
- let from_cu = find_cu(owner, from);
+ if (count === 0)
+ return
+ let from_cu = find_cu(owner, from)
if (count < from_cu.count) {
- from_cu.count -= count;
- place_cu(owner, to, count);
+ from_cu.count -= count
+ place_cu(owner, to, count)
} else {
- let to_cu = find_cu(owner, to);
+ let to_cu = find_cu(owner, to)
if (to_cu) {
- remove_cu(owner, from, from_cu.count);
- to_cu.count += count;
+ remove_cu(owner, from, from_cu.count)
+ to_cu.count += count
} else {
- from_cu.location = to;
+ from_cu.location = to
}
}
}
function move_british_cu(from, to, count) {
- move_cu(BRITISH, from, to, count);
+ move_cu(BRITISH, from, to, count)
}
/* GENERALS */
function is_general_on_map(g) {
switch (game.generals[g].location) {
- case null: /* killed */
- case CAPTURED_GENERALS:
- case BRITISH_REINFORCEMENTS:
- case AMERICAN_REINFORCEMENTS:
- case FRENCH_REINFORCEMENTS:
- return false;
+ case null: /* killed */
+ case CAPTURED_GENERALS:
+ case BRITISH_REINFORCEMENTS:
+ case AMERICAN_REINFORCEMENTS:
+ case FRENCH_REINFORCEMENTS:
+ return false
}
- return true;
+ return true
}
function find_british_general(where) {
for (let general of BRITISH_GENERALS)
- if (game.generals[general].location == where)
- return general;
- return null;
+ if (game.generals[general].location === where)
+ return general
+ return null
}
function find_american_or_french_general(where) {
for (let general of AMERICAN_GENERALS)
- if (game.generals[general].location == where)
- return general;
- return null;
+ if (game.generals[general].location === where)
+ return general
+ return null
}
function has_british_general(where) {
- return find_british_general(where) != null;
+ return find_british_general(where) !== null
}
function has_american_or_french_general(where) {
- return find_american_or_french_general(where) != null;
+ return find_american_or_french_general(where) !== null
}
function has_enemy_general(where) {
- if (game.active == BRITISH)
- return has_american_or_french_general(where);
+ if (game.active === BRITISH)
+ return has_american_or_french_general(where)
else
- return has_british_general(where);
+ return has_british_general(where)
}
function count_friendly_generals(where) {
- let list;
- if (game.active == BRITISH)
- list = BRITISH_GENERALS;
+ let list
+ if (game.active === BRITISH)
+ list = BRITISH_GENERALS
else
- list = AMERICAN_GENERALS;
- let count = 0;
+ list = AMERICAN_GENERALS
+ let count = 0
for (let g of list)
- if (location_of_general(g) == where)
- ++count;
- return count;
+ if (location_of_general(g) === where)
+ ++count
+ return count
}
function has_general_on_map() {
- if (game.active == BRITISH)
- return has_british_general_on_map();
+ if (game.active === BRITISH)
+ return has_british_general_on_map()
else
- return has_american_general_on_map();
+ return has_american_general_on_map()
}
function has_british_general_on_map() {
for (let g of BRITISH_GENERALS)
if (is_general_on_map(g))
- return true;
- return false;
+ return true
+ return false
}
function has_american_general_on_map() {
for (let g of AMERICAN_GENERALS)
if (is_general_on_map(g))
- return true;
- return false;
+ return true
+ return false
}
function can_activate_general(c) {
- if (game.active == BRITISH)
- return can_activate_british_general(c);
+ if (game.active === BRITISH)
+ return can_activate_british_general(c)
else
- return can_activate_american_general(c);
+ return can_activate_american_general(c)
}
function can_activate_british_general(c) {
- let ops = CARDS[c].count + game.b_queue;
+ let ops = CARDS[c].count + game.b_queue
for (let g of BRITISH_GENERALS)
if (is_general_on_map(g) && GENERALS[g].strategy <= ops)
- return true;
- return false;
+ return true
+ return false
}
function can_activate_american_general(c) {
- let ops = CARDS[c].count + game.a_queue;
+ let ops = CARDS[c].count + game.a_queue
for (let g of AMERICAN_GENERALS)
if (is_general_on_map(g) && GENERALS[g].strategy <= ops)
- return true;
- return false;
+ return true
+ return false
}
function move_general(who, where) {
- game.generals[who].location = where;
+ game.generals[who].location = where
}
function capture_washington() {
- game.generals[WASHINGTON].location = null;
+ game.generals[WASHINGTON].location = null
if (!game.french_alliance_triggered) {
- game.french_alliance -= 3;
+ game.french_alliance -= 3
if (game.french_alliance < 0)
- game.french_alliance = 0;
+ game.french_alliance = 0
}
- goto_george_washington_captured();
+ goto_george_washington_captured()
}
function capture_british_general(where) {
- let g = find_british_general(where);
- log(g + " was captured!");
- move_general(g, CAPTURED_GENERALS);
+ let g = find_british_general(where)
+ log(g + " was captured!")
+ move_general(g, CAPTURED_GENERALS)
}
function capture_american_or_french_general(where) {
- let g = find_american_or_french_general(where);
- log(g + " was captured!");
- if (g == WASHINGTON)
- capture_washington();
+ let g = find_american_or_french_general(where)
+ log(g + " was captured!")
+ if (g === WASHINGTON)
+ capture_washington()
else
- move_general(g, CAPTURED_GENERALS);
+ move_general(g, CAPTURED_GENERALS)
}
function capture_enemy_general(where) {
- if (game.active == BRITISH)
- capture_american_or_french_general(where);
+ if (game.active === BRITISH)
+ capture_american_or_french_general(where)
else
- capture_british_general(where);
+ capture_british_general(where)
}
function remove_benedict_arnold() {
if (game.generals[ARNOLD].location) {
- log("Removed Arnold from the game!");
- game.generals[ARNOLD].location = null;
+ log("Removed Arnold from the game!")
+ game.generals[ARNOLD].location = null
}
}
/* ARMIES */
function has_british_army(where) {
- return has_british_general(where) && has_british_cu(where);
+ return has_british_general(where) && has_british_cu(where)
}
function has_american_army(where) {
- return has_american_or_french_general(where) && has_american_or_french_cu(where);
+ return has_american_or_french_general(where) && has_american_or_french_cu(where)
}
function has_no_british_playing_piece(where) {
if (has_british_pc(where))
- return false;
+ return false
if (has_british_general(where))
- return false;
+ return false
if (has_british_cu(where))
- return false;
- return true;
+ return false
+ return true
}
function has_no_american_unit(where) {
if (has_american_or_french_general(where))
- return false;
+ return false
if (has_american_or_french_cu(where))
- return false;
- if (game.congress == where)
- return false;
- return true;
+ return false
+ if (game.congress === where)
+ return false
+ return true
}
function place_british_reinforcements(who, count, where) {
- let already_there = find_british_general(where);
+ let already_there = find_british_general(where)
if (who && already_there) {
- move_general(already_there, BRITISH_REINFORCEMENTS);
+ move_general(already_there, BRITISH_REINFORCEMENTS)
}
if (who) {
- logp("reinforced " + where + " with " + who);
- move_general(who, where);
+ logp("reinforced " + where + " with " + who)
+ move_general(who, where)
}
if (count > 0) {
- logp("reinforced " + where + " with " + count + " CU");
- move_british_cu(BRITISH_REINFORCEMENTS, where, count);
+ logp("reinforced " + where + " with " + count + " CU")
+ move_british_cu(BRITISH_REINFORCEMENTS, where, count)
if (has_enemy_general(where))
- capture_enemy_general(where);
- if (game.active == BRITISH && game.congress == where)
- disperse_continental_congress(where);
+ capture_enemy_general(where)
+ if (game.active === BRITISH && game.congress === where)
+ disperse_continental_congress(where)
}
}
function place_american_reinforcements(who, count, where) {
- let already_there = find_american_or_french_general(where);
+ let already_there = find_american_or_french_general(where)
if (who && already_there) {
// Never replace Washington
- if (already_there == WASHINGTON)
- who = null;
+ if (already_there === WASHINGTON)
+ who = null
else
- move_general(already_there, AMERICAN_REINFORCEMENTS);
+ move_general(already_there, AMERICAN_REINFORCEMENTS)
}
if (who) {
- logp("reinforced " + where + " with " + who);
- move_general(who, where);
+ logp("reinforced " + where + " with " + who)
+ move_general(who, where)
}
- logp("reinforced " + where + " with " + count + " CU");
- place_american_cu(where, count);
+ logp("reinforced " + where + " with " + count + " CU")
+ place_american_cu(where, count)
if (has_enemy_general(where))
- capture_enemy_general(where);
+ capture_enemy_general(where)
}
function place_french_reinforcements(who, where) {
- let already_there = find_american_or_french_general(where);
+ let already_there = find_american_or_french_general(where)
if (who && already_there) {
// Never replace Washington
- if (already_there == WASHINGTON)
- who = null;
+ if (already_there === WASHINGTON)
+ who = null
else
- move_general(already_there, AMERICAN_REINFORCEMENTS);
+ move_general(already_there, AMERICAN_REINFORCEMENTS)
}
if (who) {
- logp("reinforced " + where + " with " + who);
- move_general(who, where);
+ logp("reinforced " + where + " with " + who)
+ move_general(who, where)
}
- logp("reinforced " + where + " with the French CU");
- move_cu(FRENCH, FRENCH_REINFORCEMENTS, where, count_french_cu(FRENCH_REINFORCEMENTS));
- move_cu(FRENCH, AMERICAN_REINFORCEMENTS, where, count_french_cu(AMERICAN_REINFORCEMENTS));
+ logp("reinforced " + where + " with the French CU")
+ move_cu(FRENCH, FRENCH_REINFORCEMENTS, where, count_french_cu(FRENCH_REINFORCEMENTS))
+ move_cu(FRENCH, AMERICAN_REINFORCEMENTS, where, count_french_cu(AMERICAN_REINFORCEMENTS))
}
function location_of_general(g) {
- return game.generals[g].location;
+ return game.generals[g].location
}
function pickup_max_british_cu(where) {
- game.carry_british = count_unmoved_british_cu(where);
+ game.carry_british = count_unmoved_british_cu(where)
if (game.carry_british > 5)
- game.carry_british = 5;
- game.carry_american = 0;
- game.carry_french = 0;
+ game.carry_british = 5
+ game.carry_american = 0
+ game.carry_french = 0
}
function pickup_max_american_cu(where) {
- game.carry_british = 0;
- game.carry_french = count_unmoved_french_cu(where);
- game.carry_american = count_unmoved_american_cu(where);
+ game.carry_british = 0
+ game.carry_french = count_unmoved_french_cu(where)
+ game.carry_american = count_unmoved_american_cu(where)
if (game.carry_french > 5)
- game.carry_french = 5;
+ game.carry_french = 5
if (game.carry_american + game.carry_french > 5)
- game.carry_american = 5 - game.carry_french;
+ game.carry_american = 5 - game.carry_french
}
function move_army(who, from, to) {
- game.count -= movement_cost(from, to);
+ game.count -= movement_cost(from, to)
if (game.mobility && has_enemy_cu(to)) {
- game.mobility = false;
- game.count -= 1;
+ game.mobility = false
+ game.count -= 1
}
if (game.carry_british > 0)
- move_cu(BRITISH, from, to, game.carry_british);
+ move_cu(BRITISH, from, to, game.carry_british)
if (game.carry_american > 0)
- move_cu(AMERICAN, from, to, game.carry_american);
+ move_cu(AMERICAN, from, to, game.carry_american)
if (game.carry_french > 0)
- move_cu(FRENCH, from, to, game.carry_french);
- move_general(who, to);
+ move_cu(FRENCH, from, to, game.carry_french)
+ move_general(who, to)
}
function intercept_army(who, from, to) {
if (game.carry_british > 0)
- move_cu(BRITISH, from, to, game.carry_british);
+ move_cu(BRITISH, from, to, game.carry_british)
if (game.carry_american > 0)
- move_cu(AMERICAN, from, to, game.carry_american);
+ move_cu(AMERICAN, from, to, game.carry_american)
if (game.carry_french > 0)
- move_cu(FRENCH, from, to, game.carry_french);
- move_general(who, to);
+ move_cu(FRENCH, from, to, game.carry_french)
+ move_general(who, to)
}
function overrun(where) {
- logp("overran CU in " + where);
- let cu;
- if (game.active == BRITISH)
- cu = find_american_cu(where) || find_french_cu(where);
+ logp("overran CU in " + where)
+ let cu
+ if (game.active === BRITISH)
+ cu = find_american_cu(where) || find_french_cu(where)
else
- cu = find_british_cu(where);
- remove_cu(cu.owner, where, 1);
+ cu = find_british_cu(where)
+ remove_cu(cu.owner, where, 1)
}
function retreat_american_army(from, to) {
- let g = find_american_or_french_general(from);
+ let g = find_american_or_french_general(from)
if (g)
- move_general(g, to);
- move_cu(AMERICAN, from, to, count_american_cu(from));
- move_cu(FRENCH, from, to, count_french_cu(from));
+ move_general(g, to)
+ move_cu(AMERICAN, from, to, count_american_cu(from))
+ move_cu(FRENCH, from, to, count_french_cu(from))
}
function retreat_british_army(from, to) {
- let g = find_british_general(from);
+ let g = find_british_general(from)
if (g)
- move_general(g, to);
- move_cu(BRITISH, from, to, count_british_cu(from));
+ move_general(g, to)
+ move_cu(BRITISH, from, to, count_british_cu(from))
}
function surrender_american_army(where) {
- let g = find_american_or_french_general(where);
+ let g = find_american_or_french_general(where)
if (g)
- capture_american_or_french_general(where);
- remove_cu(AMERICAN, where, count_american_cu(where));
- remove_cu(FRENCH, where, count_french_cu(where));
+ capture_american_or_french_general(where)
+ remove_cu(AMERICAN, where, count_american_cu(where))
+ remove_cu(FRENCH, where, count_french_cu(where))
}
function surrender_british_army(where) {
- let g = find_british_general(where);
+ let g = find_british_general(where)
if (g)
- capture_british_general(where);
- game.british_losses += count_british_cu(where);
- remove_cu(BRITISH, where, count_british_cu(where));
+ capture_british_general(where)
+ game.british_losses += count_british_cu(where)
+ remove_cu(BRITISH, where, count_british_cu(where))
}
function disperse_continental_congress(where) {
- log("Contintental Congress dispersed!");
- game.congress = CONTINENTAL_CONGRESS_DISPERSED;
- game.congress_was_dispersed = true;
+ log("Contintental Congress dispersed!")
+ game.congress = CONTINENTAL_CONGRESS_DISPERSED
+ game.congress_was_dispersed = true
}
/* MOVE GENERATORS */
@@ -978,13 +983,13 @@ function disperse_continental_congress(where) {
function gen_action(action, argument) {
if (!view.actions)
view.actions = {}
- if (argument != undefined) {
+ if (argument !== undefined) {
if (!(action in view.actions))
- view.actions[action] = [ argument ];
+ view.actions[action] = [ argument ]
else
- view.actions[action].push(argument);
+ view.actions[action].push(argument)
} else {
- view.actions[action] = 1;
+ view.actions[action] = 1
}
}
@@ -992,20 +997,20 @@ function gen_action_undo() {
if (!view.actions)
view.actions = {}
if (game.undo && game.undo.length > 0)
- view.actions.undo = 1;
+ view.actions.undo = 1
else
- view.actions.undo = 0;
+ view.actions.undo = 0
}
function gen_pass() {
- gen_action('pass');
+ gen_action("pass")
}
function gen_remove_british_pc_from(list_of_colonies) {
for (let colony of list_of_colonies) {
for (let space of COLONIES[colony]) {
if (has_british_pc(space) && has_no_british_cu(space)) {
- gen_action('remove_pc', space);
+ gen_action("remove_pc", space)
}
}
}
@@ -1014,7 +1019,7 @@ function gen_remove_british_pc_from(list_of_colonies) {
function gen_remove_american_pc() {
for (let space in SPACES) {
if (has_american_pc(space) && has_no_american_unit(space)) {
- gen_action('remove_pc', space);
+ gen_action("remove_pc", space)
}
}
}
@@ -1023,7 +1028,7 @@ function gen_remove_american_pc_from(list_of_colonies) {
for (let colony of list_of_colonies) {
for (let space of COLONIES[colony]) {
if (has_american_pc(space) && has_no_american_unit(space)) {
- gen_action('remove_pc', space);
+ gen_action("remove_pc", space)
}
}
}
@@ -1034,7 +1039,7 @@ function gen_remove_american_pc_from_non_port(list_of_colonies) {
for (let space of COLONIES[colony]) {
if (!SPACES[space].port) {
if (has_american_pc(space) && has_no_american_unit(space)) {
- gen_action('remove_pc', space);
+ gen_action("remove_pc", space)
}
}
}
@@ -1042,28 +1047,28 @@ function gen_remove_american_pc_from_non_port(list_of_colonies) {
}
function gen_remove_american_pc_within_two_spaces_of_a_british_general() {
- let candidates = {};
+ let candidates = {}
for (let g of BRITISH_GENERALS) {
- let a = game.generals[g].location;
+ let a = game.generals[g].location
if (a in SPACES) {
- candidates[a] = true;
+ candidates[a] = true
for (let b of SPACES[a].exits) {
- candidates[b] = true;
+ candidates[b] = true
for (let c of SPACES[b].exits) {
- candidates[c] = true;
+ candidates[c] = true
}
}
}
}
for (let space in candidates)
if (has_american_pc(space) && has_no_american_unit(space))
- gen_action('remove_pc', space);
+ gen_action("remove_pc", space)
}
function gen_place_american_pc() {
for (let space in SPACES) {
if (has_no_pc(space) && has_no_british_playing_piece(space)) {
- gen_action('place_american_pc', space);
+ gen_action("place_american_pc", space)
}
}
}
@@ -1072,7 +1077,7 @@ function gen_place_american_pc_in(list_of_colonies) {
for (let colony of list_of_colonies) {
for (let space of COLONIES[colony]) {
if (has_no_pc(space) && has_no_british_playing_piece(space)) {
- gen_action('place_american_pc', space);
+ gen_action("place_american_pc", space)
}
}
}
@@ -1081,349 +1086,368 @@ function gen_place_american_pc_in(list_of_colonies) {
/* SETUP PHASE */
function goto_committees_of_correspondence() {
- log(".h2.american Committes of Correspondence");
- logbr();
- game.active = AMERICAN;
- game.state = 'committees_of_correspondence';
- game.coc = THE_13_COLONIES.slice();
+ log(".h2.american Committes of Correspondence")
+ logbr()
+ game.active = AMERICAN
+ game.state = "committees_of_correspondence"
+ game.coc = THE_13_COLONIES.slice()
}
states.committees_of_correspondence = {
inactive: "Committees of Correspondence",
prompt: function (current) {
- view.prompt = "Committees of Correspondence: Place 1 PC marker in each of the 13 colonies. " + game.coc.length + " left.";
+ view.prompt =
+ "Committees of Correspondence: Place 1 PC marker in each of the 13 colonies. " + game.coc.length + " left."
if (game.coc.length > 0)
- gen_place_american_pc_in(game.coc);
+ gen_place_american_pc_in(game.coc)
else
- gen_pass();
+ gen_pass()
},
place_american_pc: function (space) {
- push_undo();
- let colony = SPACES[space].colony;
- remove_from_array(game.coc, colony);
- place_american_pc(space);
+ push_undo()
+ let colony = SPACES[space].colony
+ remove_from_array(game.coc, colony)
+ place_american_pc(space)
},
pass: function () {
- clear_undo();
- goto_for_the_king();
- }
+ clear_undo()
+ goto_for_the_king()
+ },
}
function goto_for_the_king() {
- logbr();
- log(".h2.british For the King");
- logbr();
- delete game.coc;
- game.active = BRITISH;
- game.state = 'for_the_king';
- game.count = 3;
- gen_british_pc_ops_start();
+ logbr()
+ log(".h2.british For the King")
+ logbr()
+ delete game.coc
+ game.active = BRITISH
+ game.state = "for_the_king"
+ game.count = 3
+ gen_british_pc_ops_start()
}
states.for_the_king = {
inactive: "For the King",
prompt: function (current) {
- view.prompt = "For the King: Place 3 PC markers. " + game.count + " left.";
+ view.prompt = "For the King: Place 3 PC markers. " + game.count + " left."
if (game.count > 0)
- gen_british_pc_ops();
+ gen_british_pc_ops()
else
- gen_pass();
+ gen_pass()
},
place_british_pc: function (space) {
- push_undo();
- place_british_pc(space);
- --game.count;
+ push_undo()
+ place_british_pc(space)
+ --game.count
},
pass: function () {
- clear_undo();
- gen_british_pc_ops_end();
- goto_start_year();
- }
+ clear_undo()
+ gen_british_pc_ops_end()
+ goto_start_year()
+ },
}
/* REINFORCEMENTS AND START OF STRATEGY PHASE */
function automatic_victory() {
- let n_american = 0;
- let n_british = 0;
+ let n_american = 0
+ let n_british = 0
for (let space in SPACES) {
- n_american += count_french_cu(space) + count_american_cu(space);
- if (SPACES[space].colony != "CA")
- n_british += count_british_cu(space);
+ n_american += count_french_cu(space) + count_american_cu(space)
+ if (SPACES[space].colony !== "CA")
+ n_british += count_british_cu(space)
}
- if (n_american == 0) {
- game.victory = "British Automatic Victory!";
- game.active = "None";
- game.result = BRITISH;
- game.state = 'game_over';
- log(game.victory);
- return true;
+ if (n_american === 0) {
+ game.victory = "British Automatic Victory!"
+ game.active = "None"
+ game.result = BRITISH
+ game.state = "game_over"
+ log(game.victory)
+ return true
}
- if (n_british == 0) {
- game.victory = "American Automatic Victory!";
- game.active = "None";
- game.result = AMERICAN;
- game.state = 'game_over';
- log(game.victory);
- return true;
+ if (n_british === 0) {
+ game.victory = "American Automatic Victory!"
+ game.active = "None"
+ game.result = AMERICAN
+ game.state = "game_over"
+ log(game.victory)
+ return true
}
- return false;
+ return false
}
function goto_start_year() {
- logbr();
- log(".h1 Year " + game.year);
- logbr();
+ logbr()
+ log(".h1 Year " + game.year)
+ logbr()
// Prisoner exchange
for (let g of BRITISH_GENERALS)
- if (game.generals[g].location == CAPTURED_GENERALS)
- move_general(g, BRITISH_REINFORCEMENTS);
+ if (game.generals[g].location === CAPTURED_GENERALS)
+ move_general(g, BRITISH_REINFORCEMENTS)
for (let g of AMERICAN_GENERALS)
- if (game.generals[g].location == CAPTURED_GENERALS)
- move_general(g, AMERICAN_REINFORCEMENTS);
+ if (game.generals[g].location === CAPTURED_GENERALS)
+ move_general(g, AMERICAN_REINFORCEMENTS)
switch (game.year) {
- case 1775: place_british_cu(BRITISH_REINFORCEMENTS, 3); break;
- case 1776: place_british_cu(BRITISH_REINFORCEMENTS, 8); break;
- case 1777: place_british_cu(BRITISH_REINFORCEMENTS, 1); break;
- case 1778: place_british_cu(BRITISH_REINFORCEMENTS, 8); break;
- case 1779: place_british_cu(BRITISH_REINFORCEMENTS, 1); break;
- case 1780: place_british_cu(BRITISH_REINFORCEMENTS, 5); break;
- case 1781: place_british_cu(BRITISH_REINFORCEMENTS, 1); break;
- case 1782: place_british_cu(BRITISH_REINFORCEMENTS, 1); break;
- case 1783: place_british_cu(BRITISH_REINFORCEMENTS, 1); break;
- }
-
- if (game.year == 1776) {
- game.deck.push(DECLARATION_OF_INDEPENDENCE);
- game.deck.push(BARON_VON_STEUBEN);
+ case 1775:
+ place_british_cu(BRITISH_REINFORCEMENTS, 3)
+ break
+ case 1776:
+ place_british_cu(BRITISH_REINFORCEMENTS, 8)
+ break
+ case 1777:
+ place_british_cu(BRITISH_REINFORCEMENTS, 1)
+ break
+ case 1778:
+ place_british_cu(BRITISH_REINFORCEMENTS, 8)
+ break
+ case 1779:
+ place_british_cu(BRITISH_REINFORCEMENTS, 1)
+ break
+ case 1780:
+ place_british_cu(BRITISH_REINFORCEMENTS, 5)
+ break
+ case 1781:
+ place_british_cu(BRITISH_REINFORCEMENTS, 1)
+ break
+ case 1782:
+ place_british_cu(BRITISH_REINFORCEMENTS, 1)
+ break
+ case 1783:
+ place_british_cu(BRITISH_REINFORCEMENTS, 1)
+ break
+ }
+
+ if (game.year === 1776) {
+ game.deck.push(DECLARATION_OF_INDEPENDENCE)
+ game.deck.push(BARON_VON_STEUBEN)
}
if (game.reshuffle)
- reshuffle_deck();
+ reshuffle_deck()
- game.a_hand = [];
- game.b_hand = [];
+ game.a_hand = []
+ game.b_hand = []
for (let i = 0; i < 7; ++i) {
- game.a_hand.push(deal_card());
- game.b_hand.push(deal_card());
+ game.a_hand.push(deal_card())
+ game.b_hand.push(deal_card())
}
- game.a_queue = 0;
- game.b_queue = 0;
- game.did_discard_event = false;
+ game.a_queue = 0
+ game.b_queue = 0
+ game.did_discard_event = false
// TODO: save the played card numbers instead (rule 6.1B clarification)
- game.played_british_reinforcements = 0;
- game.played_american_reinforcements = [];
- game.active = BRITISH;
- game.state = 'british_declare_first';
+ game.played_british_reinforcements = 0
+ game.played_american_reinforcements = []
+ game.active = BRITISH
+ game.state = "british_declare_first"
}
states.british_declare_first = {
prompt: function (current) {
- view.prompt = "Declare yourself as the first player by playing a campaign card?";
- gen_pass();
+ view.prompt = "Declare yourself as the first player by playing a campaign card?"
+ gen_pass()
for (let c of CAMPAIGN_CARDS) {
if (game.b_hand.includes(c)) {
- gen_action('card_campaign', c);
+ gen_action("card_campaign", c)
}
}
},
card_campaign: function (c) {
- delete game.congress_was_dispersed;
- logp("went first by playing a campaign card");
- game.active = BRITISH;
- goto_campaign(c);
+ delete game.congress_was_dispersed
+ logp("went first by playing a campaign card")
+ game.active = BRITISH
+ goto_campaign(c)
},
pass: function () {
if (game.congress_was_dispersed)
- game.active = BRITISH;
+ game.active = BRITISH
else
- game.active = AMERICAN;
- game.state = 'choose_first_player';
- delete game.congress_was_dispersed;
+ game.active = AMERICAN
+ game.state = "choose_first_player"
+ delete game.congress_was_dispersed
},
}
states.choose_first_player = {
prompt: function (current) {
- view.prompt = "Choose who will play the first strategy card.";
- gen_action('american_first');
- gen_action('british_first');
+ view.prompt = "Choose who will play the first strategy card."
+ gen_action("american_first")
+ gen_action("british_first")
},
american_first: function (c) {
- logp("went first");
- goto_strategy_phase(AMERICAN);
+ logp("went first")
+ goto_strategy_phase(AMERICAN)
},
british_first: function (c) {
- logp("went first");
- goto_strategy_phase(BRITISH);
+ logp("went first")
+ goto_strategy_phase(BRITISH)
},
}
/* STRATEGY PHASE */
function goto_strategy_phase(new_active) {
- game.active = new_active;
- game.state = 'strategy_phase';
- logbr();
+ game.active = new_active
+ game.state = "strategy_phase"
+ logbr()
if (game.active === AMERICAN)
- log(".h2.american American Turn");
+ log(".h2.american American Turn")
else
- log(".h2.british British Turn");
- logbr();
+ log(".h2.british British Turn")
+ logbr()
}
states.strategy_phase = {
inactive: "strategy phase",
prompt: function (current) {
- view.prompt = "Play a strategy card.";
- gen_strategy_plays(active_hand());
+ view.prompt = "Play a strategy card."
+ gen_strategy_plays(active_hand())
},
card_campaign: function (c) {
- game.did_discard_event = false;
- clear_queue();
- goto_campaign(c);
+ game.did_discard_event = false
+ clear_queue()
+ goto_campaign(c)
},
card_play_event: function (c) {
- push_undo();
- game.did_discard_event = false;
- clear_queue();
- do_event(c);
+ push_undo()
+ game.did_discard_event = false
+ clear_queue()
+ do_event(c)
},
card_discard_event: function (c) {
- push_undo();
- game.did_discard_event = true;
- clear_queue();
- discard_card(c, "PC action");
- game.state = 'discard_event_pc_action';
+ push_undo()
+ game.did_discard_event = true
+ clear_queue()
+ discard_card(c, "PC action")
+ game.state = "discard_event_pc_action"
},
card_ops_pc: function (c) {
- push_undo();
- game.did_discard_event = false;
- clear_queue();
- play_card(c, "for PC");
- goto_ops_pc(CARDS[c].count);
+ push_undo()
+ game.did_discard_event = false
+ clear_queue()
+ play_card(c, "for PC")
+ goto_ops_pc(CARDS[c].count)
},
card_ops_reinforcements: function (c) {
- push_undo();
- game.did_discard_event = false;
- clear_queue();
- goto_ops_reinforcements(c);
+ push_undo()
+ game.did_discard_event = false
+ clear_queue()
+ goto_ops_reinforcements(c)
},
card_ops_queue: function (c) {
- game.did_discard_event = false;
- play_card(c, "to queue");
- if (game.active == BRITISH)
- game.b_queue += CARDS[c].count;
+ game.did_discard_event = false
+ play_card(c, "to queue")
+ if (game.active === BRITISH)
+ game.b_queue += CARDS[c].count
else
- game.a_queue += CARDS[c].count;
- end_strategy_card();
+ game.a_queue += CARDS[c].count
+ end_strategy_card()
},
card_ops_general: function (c) {
- push_undo();
- game.did_discard_event = false;
- goto_ops_general(c);
+ push_undo()
+ game.did_discard_event = false
+ goto_ops_general(c)
},
exchange_for_discard: function (c) {
- game.did_discard_event = false;
- let d = game.discard.pop();
- discard_card(c);
- active_hand().push(d);
- logp("picked up up #" + d);
+ game.did_discard_event = false
+ let d = game.discard.pop()
+ discard_card(c)
+ active_hand().push(d)
+ logp("picked up up #" + d)
},
}
function end_strategy_card() {
- clear_undo();
+ clear_undo()
if (automatic_victory())
- return;
+ return
if (game.campaign) {
if (--game.campaign > 0) {
- game.count = 3; // can activate any general!
- game.state = 'ops_general_who';
- return;
+ game.count = 3 // can activate any general!
+ game.state = "ops_general_who"
+ return
} else {
- delete game.landing_party;
- delete game.campaign;
+ delete game.landing_party
+ delete game.campaign
}
}
- if (!game.french_alliance_triggered && game.french_alliance == 9) {
- log("The French signed an alliance with the Americans!");
- game.french_alliance_triggered = true;
- if (game.french_navy == FRENCH_REINFORCEMENTS) {
- game.save_active = game.active;
- game.active = AMERICAN;
- game.state = 'place_french_navy_trigger';
- return;
+ if (!game.french_alliance_triggered && game.french_alliance === 9) {
+ log("The French signed an alliance with the Americans!")
+ game.french_alliance_triggered = true
+ if (game.french_navy === FRENCH_REINFORCEMENTS) {
+ game.save_active = game.active
+ game.active = AMERICAN
+ game.state = "place_french_navy_trigger"
+ return
}
}
- game.moved = {};
+ game.moved = {}
for (let cu of game.cu)
- cu.moved = 0;
+ cu.moved = 0
- goto_strategy_phase(ENEMY[game.active]);
+ goto_strategy_phase(ENEMY[game.active])
- let hand = active_hand();
- if (hand.length == 0) {
- game.active = ENEMY[game.active];
- hand = active_hand();
- if (hand.length == 0)
- return goto_winter_attrition_phase();
+ let hand = active_hand()
+ if (hand.length === 0) {
+ game.active = ENEMY[game.active]
+ hand = active_hand()
+ if (hand.length === 0)
+ return goto_winter_attrition_phase()
}
}
function clear_queue() {
- if (game.active == BRITISH)
- game.b_queue = 0;
+ if (game.active === BRITISH)
+ game.b_queue = 0
else
- game.a_queue = 0;
+ game.a_queue = 0
}
function gen_strategy_plays(hand) {
for (let c of hand) {
- let card = CARDS[c];
+ let card = CARDS[c]
switch (card.type) {
- case 'mandatory-event':
- gen_action('card_play_event', c);
- break;
- case 'campaign':
- gen_action('card_campaign', c);
- break;
- case 'ops':
- if (can_exchange_for_discard(c))
- gen_action('exchange_for_discard', c);
- if (can_activate_general(c))
- gen_action('card_ops_general', c);
- gen_action('card_ops_pc', c);
- if (can_play_reinforcements())
- gen_action('card_ops_reinforcements', c);
- if (card.count < 3)
- gen_action('card_ops_queue', c);
- break;
- case 'british-event':
- case 'british-event-or-battle':
- if (game.active == BRITISH)
- if (can_play_event(c))
- gen_action('card_play_event', c);
- gen_action('card_discard_event', c);
- break;
- case 'american-event':
- if (game.active == AMERICAN)
- if (can_play_event(c))
- gen_action('card_play_event', c);
- gen_action('card_discard_event', c);
- break;
- case 'british-battle':
- case 'american-battle':
- gen_action('card_discard_event', c);
- break;
+ case "mandatory-event":
+ gen_action("card_play_event", c)
+ break
+ case "campaign":
+ gen_action("card_campaign", c)
+ break
+ case "ops":
+ if (can_exchange_for_discard(c))
+ gen_action("exchange_for_discard", c)
+ if (can_activate_general(c))
+ gen_action("card_ops_general", c)
+ gen_action("card_ops_pc", c)
+ if (can_play_reinforcements())
+ gen_action("card_ops_reinforcements", c)
+ if (card.count < 3)
+ gen_action("card_ops_queue", c)
+ break
+ case "british-event":
+ case "british-event-or-battle":
+ if (game.active === BRITISH)
+ if (can_play_event(c))
+ gen_action("card_play_event", c)
+ gen_action("card_discard_event", c)
+ break
+ case "american-event":
+ if (game.active === AMERICAN)
+ if (can_play_event(c))
+ gen_action("card_play_event", c)
+ gen_action("card_discard_event", c)
+ break
+ case "british-battle":
+ case "american-battle":
+ gen_action("card_discard_event", c)
+ break
}
}
}
@@ -1432,31 +1456,31 @@ function gen_strategy_plays(hand) {
states.discard_event_pc_action = {
prompt: function (current) {
- view.prompt = "Place, flip, or remove PC marker.";
- gen_pass();
- if (game.active == BRITISH)
- gen_british_discard_event_pc_action();
+ view.prompt = "Place, flip, or remove PC marker."
+ gen_pass()
+ if (game.active === BRITISH)
+ gen_british_discard_event_pc_action()
else
- gen_american_discard_event_pc_action();
+ gen_american_discard_event_pc_action()
},
place_british_pc: function (space) {
- place_british_pc(space);
- end_strategy_card();
+ place_british_pc(space)
+ end_strategy_card()
},
place_american_pc: function (space) {
- place_american_pc(space);
- end_strategy_card();
+ place_american_pc(space)
+ end_strategy_card()
},
remove_pc: function (space) {
- remove_pc(space);
- end_strategy_card();
+ remove_pc(space)
+ end_strategy_card()
},
flip_pc: function (space) {
- flip_pc(space);
- end_strategy_card();
+ flip_pc(space)
+ end_strategy_card()
},
pass: function () {
- end_strategy_card();
+ end_strategy_card()
},
}
@@ -1464,11 +1488,11 @@ function gen_british_discard_event_pc_action() {
for (let space in SPACES) {
if (is_adjacent_to_british_pc(space)) {
if (has_no_pc(space) && has_no_american_unit(space))
- gen_action('place_british_pc', space);
+ gen_action("place_british_pc", space)
else if (has_american_pc(space) && has_british_army(space))
- gen_action('flip_pc', space);
+ gen_action("flip_pc", space)
else if (has_american_pc(space) && has_no_american_unit(space))
- gen_action('remove_pc', space);
+ gen_action("remove_pc", space)
}
}
}
@@ -1478,13 +1502,11 @@ function gen_american_discard_event_pc_action() {
if (is_adjacent_to_american_pc(space)) {
if (has_no_pc(space) && has_no_british_cu(space)) {
if (allowed_to_place_american_pc())
- gen_action('place_american_pc', space);
- }
- else if (has_british_pc(space) && has_american_or_french_general(space)) {
- gen_action('flip_pc', space);
- }
- else if (has_british_pc(space) && has_no_british_cu(space)) {
- gen_action('remove_pc', space);
+ gen_action("place_american_pc", space)
+ } else if (has_british_pc(space) && has_american_or_french_general(space)) {
+ gen_action("flip_pc", space)
+ } else if (has_british_pc(space) && has_no_british_cu(space)) {
+ gen_action("remove_pc", space)
}
}
}
@@ -1493,80 +1515,79 @@ function gen_american_discard_event_pc_action() {
/* PLAY OPS CARD FOR PC ACTIONS */
function goto_ops_pc(count) {
- game.count = count;
- game.state = 'ops_pc';
- if (game.active == BRITISH)
- gen_british_pc_ops_start();
+ game.count = count
+ game.state = "ops_pc"
+ if (game.active === BRITISH)
+ gen_british_pc_ops_start()
}
states.ops_pc = {
prompt: function (current) {
- view.prompt = "Place or flip PC markers. " + game.count + " left.";
- gen_pass();
+ view.prompt = "Place or flip PC markers. " + game.count + " left."
+ gen_pass()
if (game.count > 0) {
- if (game.active == BRITISH)
- gen_british_pc_ops();
+ if (game.active === BRITISH)
+ gen_british_pc_ops()
else
gen_american_pc_ops()
}
},
place_british_pc: function (space) {
- push_undo();
- place_british_pc(space);
- --game.count;
+ push_undo()
+ place_british_pc(space)
+ --game.count
},
place_american_pc: function (space) {
- push_undo();
- place_american_pc(space);
- --game.count;
+ push_undo()
+ place_american_pc(space)
+ --game.count
},
flip_pc: function (space) {
- push_undo();
- flip_pc(space);
- --game.count;
+ push_undo()
+ flip_pc(space)
+ --game.count
},
pass: function () {
- if (game.active == BRITISH)
- gen_british_pc_ops_end();
- end_strategy_card();
+ if (game.active === BRITISH)
+ gen_british_pc_ops_end()
+ end_strategy_card()
},
}
function gen_british_pc_ops_start() {
- game.british_pc_space_list = [];
+ game.british_pc_space_list = []
for (let space in SPACES) {
if (has_no_pc(space) && has_no_american_unit(space)) {
if (is_adjacent_to_british_pc(space))
- game.british_pc_space_list.push(space);
+ game.british_pc_space_list.push(space)
}
}
}
function gen_british_pc_ops() {
for (let space of game.british_pc_space_list)
- gen_action('place_british_pc', space);
+ gen_action("place_british_pc", space)
for (let space in SPACES) {
if (has_british_army(space)) {
if (has_no_pc(space))
- gen_action('place_british_pc', space);
+ gen_action("place_british_pc", space)
else if (has_american_pc(space))
- gen_action('flip_pc', space);
+ gen_action("flip_pc", space)
}
}
}
function gen_british_pc_ops_end(space) {
- delete game.british_pc_space_list;
+ delete game.british_pc_space_list
}
function gen_american_pc_ops() {
for (let space in SPACES) {
if (has_no_pc(space) && has_no_british_cu(space)) {
if (allowed_to_place_american_pc())
- gen_action('place_american_pc', space);
- }
- else if (has_british_pc(space) && has_american_or_french_general(space)) {
- gen_action('flip_pc', space);
+ gen_action("place_american_pc", space)
+ } else if (has_british_pc(space) && has_american_or_french_general(space)) {
+ gen_action("flip_pc", space)
}
}
}
@@ -1574,126 +1595,126 @@ function gen_american_pc_ops() {
/* PLAY OPS CARD FOR REINFORCEMENTS */
function goto_ops_reinforcements(c) {
- let count = CARDS[c].count;
- play_card(c, "for reinforcements");
- if (game.active == BRITISH) {
- game.played_british_reinforcements = count;
- game.count = count_british_cu(BRITISH_REINFORCEMENTS);
- game.state = 'ops_british_reinforcements_who';
+ let count = CARDS[c].count
+ play_card(c, "for reinforcements")
+ if (game.active === BRITISH) {
+ game.played_british_reinforcements = count
+ game.count = count_british_cu(BRITISH_REINFORCEMENTS)
+ game.state = "ops_british_reinforcements_who"
} else {
- game.played_american_reinforcements.push(count);
- game.count = count;
- game.state = 'ops_american_reinforcements_who';
+ game.played_american_reinforcements.push(count)
+ game.count = count
+ game.state = "ops_american_reinforcements_who"
}
}
states.ops_british_reinforcements_who = {
prompt: function (current) {
view.prompt = "Reinforcements: choose an available general or pass to bring only CU."
- view.prompt += " Carrying " + game.count + " British CU.";
- gen_pass();
- gen_british_reinforcements_who();
+ view.prompt += " Carrying " + game.count + " British CU."
+ gen_pass()
+ gen_british_reinforcements_who()
},
drop_british_cu: function () {
- --game.count;
+ --game.count
},
pickup_british_cu: function () {
- ++game.count;
+ ++game.count
},
select_general: function (g) {
- push_undo();
- game.state = 'ops_british_reinforcements_where';
- game.who = g;
+ push_undo()
+ game.state = "ops_british_reinforcements_where"
+ game.who = g
},
pass: function () {
- push_undo();
- game.state = 'ops_british_reinforcements_where';
- game.who = null;
+ push_undo()
+ game.state = "ops_british_reinforcements_where"
+ game.who = null
},
}
states.ops_british_reinforcements_where = {
prompt: function (current) {
- view.prompt = "Reinforcements: choose a port space.";
- view.prompt += " Carrying " + game.count + " British CU.";
- gen_british_reinforcements_where();
+ view.prompt = "Reinforcements: choose a port space."
+ view.prompt += " Carrying " + game.count + " British CU."
+ gen_british_reinforcements_where()
},
drop_british_cu: function () {
- --game.count;
+ --game.count
},
pickup_british_cu: function () {
- ++game.count;
+ ++game.count
},
place_reinforcements: function (space) {
- place_british_reinforcements(game.who, game.count, space);
- end_strategy_card();
- game.who = null;
+ place_british_reinforcements(game.who, game.count, space)
+ end_strategy_card()
+ game.who = null
},
}
states.ops_american_reinforcements_who = {
prompt: function (current) {
- view.prompt = "Reinforcements: choose an available general or pass to bring only CU.";
- gen_pass();
- gen_american_reinforcements_who();
+ view.prompt = "Reinforcements: choose an available general or pass to bring only CU."
+ gen_pass()
+ gen_american_reinforcements_who()
},
select_general: function (g) {
- push_undo();
- game.state = 'ops_american_reinforcements_where';
- game.who = g;
+ push_undo()
+ game.state = "ops_american_reinforcements_where"
+ game.who = g
},
pass: function () {
- push_undo();
- game.state = 'ops_american_reinforcements_where';
- game.who = null;
+ push_undo()
+ game.state = "ops_american_reinforcements_where"
+ game.who = null
},
}
states.ops_american_reinforcements_where = {
prompt: function (current) {
- view.prompt = "Reinforcements: choose a space.";
- gen_american_reinforcements_where(game.who);
+ view.prompt = "Reinforcements: choose a space."
+ gen_american_reinforcements_where(game.who)
},
place_reinforcements: function (space) {
- if (game.who == ROCHAMBEAU)
- place_french_reinforcements(game.who, space);
+ if (game.who === ROCHAMBEAU)
+ place_french_reinforcements(game.who, space)
else
- place_american_reinforcements(game.who, game.count, space);
- end_strategy_card();
- game.who = null;
+ place_american_reinforcements(game.who, game.count, space)
+ end_strategy_card()
+ game.who = null
},
}
function gen_british_reinforcements_who() {
for (let g of BRITISH_GENERALS) {
- let general = game.generals[g];
- if (general.location == BRITISH_REINFORCEMENTS) {
- gen_action('select_general', g);
+ let general = game.generals[g]
+ if (general.location === BRITISH_REINFORCEMENTS) {
+ gen_action("select_general", g)
}
}
if (game.count > 0)
- gen_action('drop_british_cu');
+ gen_action("drop_british_cu")
if (game.count < count_british_cu(BRITISH_REINFORCEMENTS))
- gen_action('pickup_british_cu');
+ gen_action("pickup_british_cu")
}
function gen_british_reinforcements_where() {
for (let space in SPACES) {
if (is_non_blockaded_port(space))
if (!has_american_or_french_cu(space) && !has_american_pc(space))
- gen_action('place_reinforcements', space);
+ gen_action("place_reinforcements", space)
}
if (game.count > 0)
- gen_action('drop_british_cu');
+ gen_action("drop_british_cu")
if (game.count < count_british_cu(BRITISH_REINFORCEMENTS))
- gen_action('pickup_british_cu');
+ gen_action("pickup_british_cu")
}
function gen_american_reinforcements_who() {
for (let g of AMERICAN_GENERALS) {
- let general = game.generals[g];
- if (general.location == AMERICAN_REINFORCEMENTS) {
- gen_action('select_general', g);
+ let general = game.generals[g]
+ if (general.location === AMERICAN_REINFORCEMENTS) {
+ gen_action("select_general", g)
}
}
}
@@ -1701,11 +1722,11 @@ function gen_american_reinforcements_who() {
function gen_american_reinforcements_where(general) {
for (let space in SPACES) {
if (!has_british_cu(space) && !has_british_pc(space)) {
- if (general == ROCHAMBEAU) {
+ if (general === ROCHAMBEAU) {
if (SPACES[space].port)
- gen_action('place_reinforcements', space);
+ gen_action("place_reinforcements", space)
} else {
- gen_action('place_reinforcements', space);
+ gen_action("place_reinforcements", space)
}
}
}
@@ -1714,455 +1735,464 @@ function gen_american_reinforcements_where(general) {
/* PLAY OPS CARD TO MOVE A GENERAL */
function goto_ops_general(c) {
- play_card(c, " to activate a general");
- if (game.active == BRITISH) {
- game.count = CARDS[c].count + game.b_queue;
- game.b_queue = 0;
+ play_card(c, " to activate a general")
+ if (game.active === BRITISH) {
+ game.count = CARDS[c].count + game.b_queue
+ game.b_queue = 0
} else {
- game.count = CARDS[c].count + game.a_queue;
- game.a_queue = 0;
+ game.count = CARDS[c].count + game.a_queue
+ game.a_queue = 0
}
- game.state = 'ops_general_who';
+ game.state = "ops_general_who"
}
states.ops_general_who = {
prompt: function (current) {
if (game.campaign && game.landing_party)
- view.prompt = "Campaign: Activate a general or use a landing party. " + game.campaign + " left.";
+ view.prompt = "Campaign: Activate a general or use a landing party. " + game.campaign + " left."
else if (game.campaign)
- view.prompt = "Campaign: Activate a general. " + game.campaign + " left.";
+ view.prompt = "Campaign: Activate a general. " + game.campaign + " left."
else
- view.prompt = "Activate a general with strategy rating " + game.count + " or lower.";
+ view.prompt = "Activate a general with strategy rating " + game.count + " or lower."
if (game.landing_party)
- gen_landing_party();
- gen_activate_general();
- gen_pass();
+ gen_landing_party()
+ gen_activate_general()
+ gen_pass()
},
place_british_pc: function (where) {
- game.landing_party = 0;
- place_british_pc(where);
- end_strategy_card();
+ game.landing_party = 0
+ place_british_pc(where)
+ end_strategy_card()
},
flip_pc: function (where) {
- game.landing_party = 0;
- flip_pc(where);
- end_strategy_card();
+ game.landing_party = 0
+ flip_pc(where)
+ end_strategy_card()
},
select_general: function (g) {
- push_undo();
- goto_ops_general_move(g, false);
+ push_undo()
+ goto_ops_general_move(g, false)
},
pass: function () {
if (game.campaign > 0)
- game.campaign = 0;
- end_strategy_card();
- }
+ game.campaign = 0
+ end_strategy_card()
+ },
}
function gen_landing_party() {
for (let space in SPACES) {
if (!is_fortified_port(space) && is_non_blockaded_port(space)) {
if (has_american_pc(space) && has_no_american_unit(space))
- gen_action('flip_pc', space);
+ gen_action("flip_pc", space)
if (has_no_pc(space) && has_no_american_unit(space) && has_no_british_playing_piece(space))
- gen_action('place_british_pc', space);
+ gen_action("place_british_pc", space)
}
}
}
function gen_activate_general() {
- if (game.active == BRITISH)
- return gen_activate_british_general();
+ if (game.active === BRITISH)
+ return gen_activate_british_general()
else
- return gen_activate_american_general();
+ return gen_activate_american_general()
}
function gen_activate_british_general() {
for (let g of BRITISH_GENERALS)
if (is_general_on_map(g) && GENERALS[g].strategy <= game.count && !game.moved[g])
- gen_action('select_general', g);
+ gen_action("select_general", g)
}
function gen_activate_american_general() {
for (let g of AMERICAN_GENERALS)
if (is_general_on_map(g) && GENERALS[g].strategy <= game.count && !game.moved[g])
- gen_action('select_general', g);
+ gen_action("select_general", g)
}
function goto_remove_general(where) {
- game.state = 'remove_general';
- game.where = where;
+ game.state = "remove_general"
+ game.where = where
}
states.remove_general = {
prompt: function (current) {
- view.prompt = "Remove a general to the reinforcements box.";
- gen_remove_general();
+ view.prompt = "Remove a general to the reinforcements box."
+ gen_remove_general()
},
select_general: function (g) {
- if (game.active == BRITISH)
- move_general(g, BRITISH_REINFORCEMENTS);
+ if (game.active === BRITISH)
+ move_general(g, BRITISH_REINFORCEMENTS)
else
- move_general(g, AMERICAN_REINFORCEMENTS);
- end_strategy_card();
+ move_general(g, AMERICAN_REINFORCEMENTS)
+ end_strategy_card()
},
}
function goto_remove_general_after_intercept() {
- game.state = 'remove_general_after_intercept';
+ game.state = "remove_general_after_intercept"
}
states.remove_general_after_intercept = {
prompt: function (current) {
- view.prompt = "Remove a general to the reinforcements box.";
- gen_remove_general();
+ view.prompt = "Remove a general to the reinforcements box."
+ gen_remove_general()
},
select_general: function (g) {
- if (game.active == BRITISH)
- move_general(g, BRITISH_REINFORCEMENTS);
+ if (game.active === BRITISH)
+ move_general(g, BRITISH_REINFORCEMENTS)
else
- move_general(g, AMERICAN_REINFORCEMENTS);
- end_intercept();
+ move_general(g, AMERICAN_REINFORCEMENTS)
+ end_intercept()
},
}
function goto_remove_general_after_retreat(where) {
- game.state = 'remove_general_after_retreat';
- game.where = where;
+ game.state = "remove_general_after_retreat"
+ game.where = where
}
states.remove_general_after_retreat = {
prompt: function (current) {
- view.prompt = "Remove a general to the reinforcements box.";
- gen_remove_general();
+ view.prompt = "Remove a general to the reinforcements box."
+ gen_remove_general()
},
select_general: function (g) {
- if (game.active == BRITISH)
- move_general(g, BRITISH_REINFORCEMENTS);
+ if (game.active === BRITISH)
+ move_general(g, BRITISH_REINFORCEMENTS)
else
- move_general(g, AMERICAN_REINFORCEMENTS);
- end_battle();
+ move_general(g, AMERICAN_REINFORCEMENTS)
+ end_battle()
},
}
function gen_remove_general() {
- if (game.active == BRITISH)
- return gen_remove_british_general();
+ if (game.active === BRITISH)
+ return gen_remove_british_general()
else
- return gen_remove_american_general();
+ return gen_remove_american_general()
}
function gen_remove_british_general() {
for (let g of BRITISH_GENERALS)
- if (location_of_general(g) == game.where)
- gen_action('select_general', g);
+ if (location_of_general(g) === game.where)
+ gen_action("select_general", g)
}
function gen_remove_american_general() {
for (let g of AMERICAN_GENERALS)
- if (g != WASHINGTON)
- if (location_of_general(g) == game.where)
- gen_action('select_general', g);
+ if (g !== WASHINGTON)
+ if (location_of_general(g) === game.where)
+ gen_action("select_general", g)
}
function goto_ops_general_move(g, marblehead) {
- game.state = 'ops_general_move';
- game.who = g;
+ game.state = "ops_general_move"
+ game.who = g
if (marblehead) {
- game.mobility = false;
- game.count = 6;
+ game.mobility = false
+ game.count = 6
} else {
- if (game.active == BRITISH) {
- game.mobility = false;
- game.count = 4;
+ if (game.active === BRITISH) {
+ game.mobility = false
+ game.count = 4
} else {
- game.mobility = true;
- game.count = 5;
+ game.mobility = true
+ game.count = 5
}
}
- let where = location_of_general(g);
- if (game.active == BRITISH)
- pickup_max_british_cu(where);
+ let where = location_of_general(g)
+ if (game.active === BRITISH)
+ pickup_max_british_cu(where)
else
- pickup_max_american_cu(where);
+ pickup_max_american_cu(where)
}
states.ops_general_move = {
prompt: function (current) {
- view.prompt = "Move " + game.who + " with ";
+ view.prompt = "Move " + game.who + " with "
if (game.carry_british > 0) {
- view.prompt += game.carry_british + " British CU.";
+ view.prompt += game.carry_british + " British CU."
} else if (game.carry_french + game.carry_american > 0) {
if (game.carry_french > 0) {
if (game.carry_american > 0) {
- view.prompt += game.carry_french + " French CU and ";
- view.prompt += game.carry_american + " American CU.";
+ view.prompt += game.carry_french + " French CU and "
+ view.prompt += game.carry_american + " American CU."
} else {
- view.prompt += game.carry_french + " French CU.";
+ view.prompt += game.carry_french + " French CU."
}
} else {
- view.prompt += game.carry_american + " American CU.";
+ view.prompt += game.carry_american + " American CU."
}
} else {
- view.prompt += game.carry_american + " no CU.";
+ view.prompt += game.carry_american + " no CU."
}
- if (game.count == 1)
- view.prompt += " " + game.count + " move left.";
+ if (game.count === 1)
+ view.prompt += " " + game.count + " move left."
else if (game.count > 1)
- view.prompt += " " + game.count + " moves left.";
+ view.prompt += " " + game.count + " moves left."
// Cannot stop on enemy general
if (!has_enemy_general(location_of_general(game.who)))
- gen_pass();
+ gen_pass()
- gen_carry_cu();
- gen_move_general();
+ gen_carry_cu()
+ gen_move_general()
},
- pickup_british_cu: function () { ++game.carry_british; },
- pickup_american_cu: function () { ++game.carry_american; },
- pickup_french_cu: function () { ++game.carry_french; },
+ pickup_british_cu: function () {
+ ++game.carry_british
+ },
+ pickup_american_cu: function () {
+ ++game.carry_american
+ },
+ pickup_french_cu: function () {
+ ++game.carry_french
+ },
drop_british_cu: function () {
- push_undo();
- --game.carry_british;
+ push_undo()
+ --game.carry_british
if (game.moved[game.who])
- mark_moved_cu(BRITISH, location_of_general(game.who), 1);
+ mark_moved_cu(BRITISH, location_of_general(game.who), 1)
},
drop_american_cu: function () {
- push_undo();
- --game.carry_american;
+ push_undo()
+ --game.carry_american
if (game.moved[game.who])
- mark_moved_cu(AMERICAN, location_of_general(game.who), 1);
+ mark_moved_cu(AMERICAN, location_of_general(game.who), 1)
},
drop_french_cu: function () {
- push_undo();
- --game.carry_french;
+ push_undo()
+ --game.carry_french
if (game.moved[game.who])
- mark_moved_cu(FRENCH, location_of_general(game.who), 1);
+ mark_moved_cu(FRENCH, location_of_general(game.who), 1)
},
move: function (to) {
- push_undo();
+ push_undo()
- game.moved[game.who] = 1;
- let from = location_of_general(game.who);
- let cu = game.carry_british + game.carry_american + game.carry_french;
+ game.moved[game.who] = 1
+ let from = location_of_general(game.who)
+ let cu = game.carry_british + game.carry_american + game.carry_french
- let intercept = false;
- if (game.active == BRITISH) {
- let is_sea_move = (path_type(from, to) == undefined);
+ let intercept = false
+ if (game.active === BRITISH) {
+ let is_sea_move = path_type(from, to) === undefined
if (has_american_pc(to) && cu > 0 && !is_sea_move && !has_british_cu(to))
- intercept = can_intercept_to(to);
+ intercept = can_intercept_to(to)
}
- move_army(game.who, from, to);
+ move_army(game.who, from, to)
if (cu > 0) {
if (has_enemy_general(to) && !has_enemy_cu(to)) {
- capture_enemy_general(to);
+ capture_enemy_general(to)
}
- if (game.active == BRITISH && game.congress == to && !has_enemy_cu(to)) {
- disperse_continental_congress(to);
+ if (game.active === BRITISH && game.congress === to && !has_enemy_cu(to)) {
+ disperse_continental_congress(to)
}
- if (cu >= 4 && count_enemy_cu(to) == 1 && !has_enemy_general(to)) {
- overrun(to);
+ if (cu >= 4 && count_enemy_cu(to) === 1 && !has_enemy_general(to)) {
+ overrun(to)
}
}
if (intercept)
- goto_intercept(from, to);
+ goto_intercept(from, to)
else
- resume_moving(from, to);
+ resume_moving(from, to)
},
pass: function () {
- clear_undo();
- let where = location_of_general(game.who);
- end_move();
+ clear_undo()
+ let where = location_of_general(game.who)
+ end_move()
if (count_friendly_generals(where) > 1)
- goto_remove_general(where);
+ goto_remove_general(where)
else
- end_strategy_card();
+ end_strategy_card()
},
}
function resume_moving(from, to) {
if (has_enemy_cu(to)) {
- end_move();
- goto_start_battle(from, to);
+ end_move()
+ goto_start_battle(from, to)
}
}
function can_intercept_to(to) {
for (let space of SPACES[to].exits) {
if (has_american_army(space)) {
- let g = find_american_or_french_general(space);
+ let g = find_american_or_french_general(space)
if (g && !game.moved[g])
- return true;
+ return true
}
}
- return false;
+ return false
}
function gen_intercept() {
for (let space of SPACES[game.where].exits) {
if (has_american_army(space)) {
- let g = find_american_or_french_general(space);
+ let g = find_american_or_french_general(space)
if (g && !game.moved[g])
- gen_action('select_general', g);
+ gen_action("select_general", g)
}
}
}
function goto_intercept(from, where) {
- clear_undo();
- game.save_who = game.who;
- game.who = null;
- game.from = from;
- game.where = where;
- game.active = AMERICAN;
- game.state = 'intercept';
+ clear_undo()
+ game.save_who = game.who
+ game.who = null
+ game.from = from
+ game.where = where
+ game.active = AMERICAN
+ game.state = "intercept"
}
states.intercept = {
prompt: function (current) {
- view.prompt = "Intercept " + game.save_who + " in " + game.where + "?";
- gen_pass();
- gen_intercept();
+ view.prompt = "Intercept " + game.save_who + " in " + game.where + "?"
+ gen_pass()
+ gen_intercept()
},
select_general: function (g) {
- game.moved[g] = 1;
- let die = roll_d6();
+ game.moved[g] = 1
+ let die = roll_d6()
if (die <= GENERALS[g].agility) {
- log(g + " intercepted (" + die + " <= " + GENERALS[g].agility + ")");
- game.did_intercept = 1;
+ log(g + " intercepted (" + die + " <= " + GENERALS[g].agility + ")")
+ game.did_intercept = 1
- let save_carry_british = game.carry_british;
- let save_carry_american = game.carry_american;
- let save_carry_french = game.carry_french;
+ let save_carry_british = game.carry_british
+ let save_carry_american = game.carry_american
+ let save_carry_french = game.carry_french
- pickup_max_american_cu(location_of_general(g));
- intercept_army(g, location_of_general(g), game.where);
+ pickup_max_american_cu(location_of_general(g))
+ intercept_army(g, location_of_general(g), game.where)
- game.carry_british = save_carry_british;
- game.carry_american = save_carry_american;
- game.carry_french = save_carry_french;
+ game.carry_british = save_carry_british
+ game.carry_american = save_carry_american
+ game.carry_french = save_carry_french
if (count_friendly_generals(game.where) > 1)
- goto_remove_general_after_intercept();
+ goto_remove_general_after_intercept()
else
- end_intercept();
+ end_intercept()
} else {
- log(g + " failed to intercept (" + die + " > " + GENERALS[g].agility + ")");
+ log(g + " failed to intercept (" + die + " > " + GENERALS[g].agility + ")")
if (!can_intercept_to(game.where))
- end_intercept();
+ end_intercept()
}
},
pass: function () {
- end_intercept();
+ end_intercept()
},
}
function end_intercept() {
- game.active = BRITISH;
- game.state = 'ops_general_move';
- game.who = game.save_who;
- delete game.save_who;
- resume_moving(game.from, game.where);
- delete game.from;
+ game.active = BRITISH
+ game.state = "ops_general_move"
+ game.who = game.save_who
+ delete game.save_who
+ resume_moving(game.from, game.where)
+ delete game.from
}
function end_move() {
- let where = location_of_general(game.who);
+ let where = location_of_general(game.who)
if (game.moved[game.who]) {
- mark_moved_cu(BRITISH, where, game.carry_british);
- mark_moved_cu(AMERICAN, where, game.carry_american);
- mark_moved_cu(FRENCH, where, game.carry_french);
+ mark_moved_cu(BRITISH, where, game.carry_british)
+ mark_moved_cu(AMERICAN, where, game.carry_american)
+ mark_moved_cu(FRENCH, where, game.carry_french)
}
- game.who = null;
- delete game.mobility;
- delete game.carry_british;
- delete game.carry_american;
- delete game.carry_french;
+ game.who = null
+ delete game.mobility
+ delete game.carry_british
+ delete game.carry_american
+ delete game.carry_french
}
function path_type(from, to) {
- return PATH_TYPE[PATH_INDEX[from][to]];
+ return PATH_TYPE[PATH_INDEX[from][to]]
}
function path_name(from, to) {
- return PATH_NAME[PATH_INDEX[from][to]];
+ return PATH_NAME[PATH_INDEX[from][to]]
}
function gen_carry_cu() {
- let where = location_of_general(game.who);
- if (game.active == BRITISH) {
+ let where = location_of_general(game.who)
+ if (game.active === BRITISH) {
if (game.carry_british > 0)
- gen_action('drop_british_cu');
+ gen_action("drop_british_cu")
if (game.carry_british < 5 && game.carry_british < count_unmoved_british_cu(where))
- gen_action('pickup_british_cu');
+ gen_action("pickup_british_cu")
} else {
- let carry_total = game.carry_french + game.carry_american;
+ let carry_total = game.carry_french + game.carry_american
if (game.carry_french > 0)
- gen_action('drop_french_cu');
+ gen_action("drop_french_cu")
if (game.carry_american > 0)
- gen_action('drop_american_cu');
+ gen_action("drop_american_cu")
if (carry_total < 5 && game.carry_french < count_unmoved_french_cu(where))
- gen_action('pickup_french_cu');
+ gen_action("pickup_french_cu")
if (carry_total < 5 && game.carry_american < count_unmoved_american_cu(where))
- gen_action('pickup_american_cu');
+ gen_action("pickup_american_cu")
}
}
function movement_cost(from, to) {
switch (path_type(from, to)) {
- case undefined: return 4; /* must be a sea connection if no direct path */
- case 'wilderness': return 3;
- default: return 1;
+ case undefined:
+ return 4 /* must be a sea connection if no direct path */
+ case "wilderness":
+ return 3
+ default:
+ return 1
}
}
function gen_move_general() {
- let from = location_of_general(game.who);
- let alone = (game.carry_british + game.carry_american + game.carry_french) == 0;
+ let from = location_of_general(game.who)
+ let alone = game.carry_british + game.carry_american + game.carry_french === 0
for (let to of SPACES[from].exits) {
- let mp = 1;
- if (path_type(from, to) == 'wilderness') {
- if (path_name(from, to) == FALMOUTH_QUEBEC)
- if (game.who != ARNOLD)
- continue;
- mp = 3;
+ let mp = 1
+ if (path_type(from, to) === "wilderness") {
+ if (path_name(from, to) === FALMOUTH_QUEBEC)
+ if (game.who !== ARNOLD)
+ continue
+ mp = 3
}
if (alone) {
if (has_enemy_cu(to))
- continue;
+ continue
if (has_enemy_pc(to))
- continue;
+ continue
// TODO: more robust check for not stopping (or allow undo in case he gets stuck)
- if (has_enemy_general(to) && game.count - mp == 0)
- continue;
+ if (has_enemy_general(to) && game.count - mp === 0)
+ continue
}
if (game.mobility && has_enemy_cu(to)) {
if (game.count - mp >= 1)
- gen_action('move', to);
+ gen_action("move", to)
} else {
if (game.count - mp >= 0)
- gen_action('move', to);
+ gen_action("move", to)
}
}
- if (game.active == BRITISH && game.count == 4) {
+ if (game.active === BRITISH && game.count === 4) {
if (is_non_blockaded_port(from)) {
for (let to in SPACES) {
- if (to != from) {
+ if (to !== from) {
if (is_non_blockaded_port(to)) {
if (!has_american_pc(to) && !has_american_or_french_cu(to)) {
// don't leave alone
if (alone && has_enemy_general(to))
continue
// TODO: duplicate action if can move by normal road
- gen_action('move', to);
+ gen_action("move", to)
}
}
}
@@ -2174,291 +2204,292 @@ function gen_move_general() {
/* CAMPAIGN */
function goto_campaign(c) {
- play_card(c);
- game.state = 'campaign';
- game.campaign = CARDS[c].count;
- game.landing_party = game.active == BRITISH ? 1 : 0;
- game.count = 3; // can activate any general!
- game.state = 'ops_general_who';
+ play_card(c)
+ game.state = "campaign"
+ game.campaign = CARDS[c].count
+ game.landing_party = game.active === BRITISH ? 1 : 0
+ game.count = 3 // can activate any general!
+ game.state = "ops_general_who"
}
/* EVENTS */
events.the_war_ends = function (c, card) {
- logp("played #" + c);
- log("The war will end in " + card.year);
- game.last_played = c;
- remove_from_array(active_hand(), c);
+ logp("played #" + c)
+ log("The war will end in " + card.year)
+ game.last_played = c
+ remove_from_array(active_hand(), c)
if (game.war_ends)
- game.discard.push(WAR_ENDS_1779 + game.war_ends - 1779);
- game.war_ends = card.year;
- end_strategy_card();
+ game.discard.push(WAR_ENDS_1779 + game.war_ends - 1779)
+ game.war_ends = card.year
+ end_strategy_card()
}
events.remove_random_british_card = function (c, card) {
- play_card(c);
- remove_random_card(game.b_hand);
- end_strategy_card();
+ play_card(c)
+ remove_random_card(game.b_hand)
+ end_strategy_card()
}
events.remove_random_american_card = function (c, card) {
- play_card(c);
- remove_random_card(game.a_hand);
- end_strategy_card();
+ play_card(c)
+ remove_random_card(game.a_hand)
+ end_strategy_card()
}
function remove_random_card(hand) {
if (hand.length > 0) {
- let i = random(hand.length);
- let c = hand[i];
- discard_card_from_hand(hand, c);
- if (CARDS[c].type == 'mandatory-event')
- do_event(c);
+ let i = random(hand.length)
+ let c = hand[i]
+ discard_card_from_hand(hand, c)
+ if (CARDS[c].type === "mandatory-event")
+ do_event(c)
else
- end_strategy_card();
+ end_strategy_card()
}
}
function advance_french_alliance(count) {
if (game.french_alliance < 9) {
- game.french_alliance += count;
+ game.french_alliance += count
if (game.french_alliance > 9)
- game.french_alliance = 9;
- log("French alliance advanced to " + count);
+ game.french_alliance = 9
+ log("French alliance advanced to " + count)
}
}
function lose_regular_advantage() {
if (game.regulars) {
- log("British Regulars Advantage lost!");
- game.regulars = false;
- advance_french_alliance(2);
+ log("British Regulars Advantage lost!")
+ game.regulars = false
+ advance_french_alliance(2)
}
}
events.baron_von_steuben_trains_the_continental_army = function (c, card) {
- play_card(c);
+ play_card(c)
if (is_general_on_map(WASHINGTON)) {
- let where = location_of_general(WASHINGTON);
- logp("placed 2 CU with Washington in " + where);
- place_american_cu(where, 2);
- lose_regular_advantage();
+ let where = location_of_general(WASHINGTON)
+ logp("placed 2 CU with Washington in " + where)
+ place_american_cu(where, 2)
+ lose_regular_advantage()
}
- end_strategy_card();
+ end_strategy_card()
}
events.advance_french_alliance = function (c, card) {
- play_card(c);
- advance_french_alliance(card.count);
- end_strategy_card();
+ play_card(c)
+ advance_french_alliance(card.count)
+ end_strategy_card()
}
events.remove_french_navy = function (c, card) {
- play_card(c);
- game.french_navy = TURN_TRACK[game.year+1];
- end_strategy_card();
+ play_card(c)
+ game.french_navy = TURN_TRACK[game.year + 1]
+ end_strategy_card()
}
events.remove_british_pc_from = function (c, card) {
- play_card(c);
- game.count = card.count;
- game.where = card.where;
- game.state = 'remove_british_pc_from';
+ play_card(c)
+ game.count = card.count
+ game.where = card.where
+ game.state = "remove_british_pc_from"
}
states.remove_british_pc_from = {
prompt: function (current) {
- view.prompt = "Remove British PC markers from " + game.where.join(", ") + ". " + game.count + " left.";
- gen_pass();
- gen_remove_british_pc_from(game.where);
+ view.prompt = "Remove British PC markers from " + game.where.join(", ") + ". " + game.count + " left."
+ gen_pass()
+ gen_remove_british_pc_from(game.where)
},
remove_pc: function (where) {
- remove_pc(where);
- if (--game.count == 0) {
- delete game.where;
- end_strategy_card();
+ remove_pc(where)
+ if (--game.count === 0) {
+ delete game.where
+ end_strategy_card()
}
},
pass: function () {
- delete game.where;
- end_strategy_card();
+ delete game.where
+ end_strategy_card()
},
}
events.remove_american_pc = function (c, card) {
- play_card(c);
- game.count = card.count;
- game.state = 'remove_american_pc';
+ play_card(c)
+ game.count = card.count
+ game.state = "remove_american_pc"
}
states.remove_american_pc = {
prompt: function (current) {
- view.prompt = "Remove American PC markers. " + game.count + " left.";
- gen_pass();
- gen_remove_american_pc();
+ view.prompt = "Remove American PC markers. " + game.count + " left."
+ gen_pass()
+ gen_remove_american_pc()
},
remove_pc: function (where) {
- remove_pc(where);
- if (--game.count == 0) {
- end_strategy_card();
+ remove_pc(where)
+ if (--game.count === 0) {
+ end_strategy_card()
}
},
pass: function () {
- end_strategy_card();
+ end_strategy_card()
},
}
events.remove_american_pc_from = function (c, card) {
- play_card(c);
- game.count = card.count;
- game.where = card.where;
- game.state = 'remove_american_pc_from';
+ play_card(c)
+ game.count = card.count
+ game.where = card.where
+ game.state = "remove_american_pc_from"
}
states.remove_american_pc_from = {
prompt: function (current) {
- view.prompt = "Remove American PC markers from " + game.where.join(", ") + ". " + game.count + " left.";
- gen_pass();
- gen_remove_american_pc_from(game.where);
+ view.prompt = "Remove American PC markers from " + game.where.join(", ") + ". " + game.count + " left."
+ gen_pass()
+ gen_remove_american_pc_from(game.where)
},
remove_pc: function (where) {
- remove_pc(where);
- if (--game.count == 0) {
- delete game.where;
- end_strategy_card();
+ remove_pc(where)
+ if (--game.count === 0) {
+ delete game.where
+ end_strategy_card()
}
},
pass: function () {
- delete game.where;
- end_strategy_card();
+ delete game.where
+ end_strategy_card()
},
}
events.remove_american_pc_from_non_port = function (c, card) {
- play_card(c);
- game.count = card.count;
- game.where = card.where;
- game.state = 'remove_american_pc_from_non_port';
+ play_card(c)
+ game.count = card.count
+ game.where = card.where
+ game.state = "remove_american_pc_from_non_port"
}
states.remove_american_pc_from_non_port = {
prompt: function (current) {
- view.prompt = "Remove American PC markers from non-Port space in " + game.where.join(", ") + ". " + game.count + " left.";
- gen_pass();
- gen_remove_american_pc_from_non_port(game.where);
+ view.prompt =
+ "Remove American PC markers from non-Port space in " + game.where.join(", ") + ". " + game.count + " left."
+ gen_pass()
+ gen_remove_american_pc_from_non_port(game.where)
},
remove_pc: function (where) {
- remove_pc(where);
- if (--game.count == 0) {
- delete game.where;
- end_strategy_card();
+ remove_pc(where)
+ if (--game.count === 0) {
+ delete game.where
+ end_strategy_card()
}
},
pass: function () {
- delete game.where;
- end_strategy_card();
+ delete game.where
+ end_strategy_card()
},
}
events.remove_american_pc_within_two_spaces_of_a_british_general = function (c, card) {
- play_card(c);
- game.count = card.count;
- game.state = 'remove_american_pc_within_two_spaces_of_a_british_general';
+ play_card(c)
+ game.count = card.count
+ game.state = "remove_american_pc_within_two_spaces_of_a_british_general"
}
states.remove_american_pc_within_two_spaces_of_a_british_general = {
prompt: function (current) {
- view.prompt = "Remove American PC markers within two spaces of a British general. " + game.count + " left.";
- gen_pass();
- gen_remove_american_pc_within_two_spaces_of_a_british_general();
+ view.prompt = "Remove American PC markers within two spaces of a British general. " + game.count + " left."
+ gen_pass()
+ gen_remove_american_pc_within_two_spaces_of_a_british_general()
},
remove_pc: function (where) {
- remove_pc(where);
- if (--game.count == 0) {
- delete game.where;
- end_strategy_card();
+ remove_pc(where)
+ if (--game.count === 0) {
+ delete game.where
+ end_strategy_card()
}
},
pass: function () {
- delete game.where;
- end_strategy_card();
+ delete game.where
+ end_strategy_card()
},
}
events.place_american_pc = function (c, card) {
- play_card(c);
- game.count = card.count;
- game.state = 'place_american_pc';
+ play_card(c)
+ game.count = card.count
+ game.state = "place_american_pc"
}
states.place_american_pc = {
prompt: function (current) {
- view.prompt = "Place American PC markers. " + game.count + " left.";
- gen_pass();
- gen_place_american_pc();
+ view.prompt = "Place American PC markers. " + game.count + " left."
+ gen_pass()
+ gen_place_american_pc()
},
place_american_pc: function (where) {
- place_american_pc(where);
- if (--game.count == 0) {
- end_strategy_card();
+ place_american_pc(where)
+ if (--game.count === 0) {
+ end_strategy_card()
}
},
pass: function () {
- end_strategy_card();
+ end_strategy_card()
},
}
events.place_american_pc_in = function (c, card) {
- play_card(c);
- game.count = card.count;
- game.where = card.where;
- game.state = 'place_american_pc_in';
+ play_card(c)
+ game.count = card.count
+ game.where = card.where
+ game.state = "place_american_pc_in"
}
states.place_american_pc_in = {
prompt: function (current) {
- view.prompt = "Place American PC markers in " + game.where.join(", ") + ". " + game.count + " left.";
- gen_pass();
- gen_place_american_pc_in(game.where);
+ view.prompt = "Place American PC markers in " + game.where.join(", ") + ". " + game.count + " left."
+ gen_pass()
+ gen_place_american_pc_in(game.where)
},
place_american_pc: function (where) {
- place_american_pc(where);
- if (--game.count == 0) {
- delete game.where;
- end_strategy_card();
+ place_american_pc(where)
+ if (--game.count === 0) {
+ delete game.where
+ end_strategy_card()
}
},
pass: function () {
- delete game.where;
- end_strategy_card();
+ delete game.where
+ end_strategy_card()
},
}
events.lord_sandwich_coastal_raids = function (c, card) {
- play_card(c);
- game.state = 'lord_sandwich_coastal_raids';
- game.count = 2;
- game.where = null;
+ play_card(c)
+ game.state = "lord_sandwich_coastal_raids"
+ game.count = 2
+ game.where = null
}
states.lord_sandwich_coastal_raids = {
prompt: function (current) {
- view.prompt = "Remove two or flip one American PC in a port space.";
- gen_pass();
- gen_lord_sandwich_coastal_raids(game.where);
+ view.prompt = "Remove two or flip one American PC in a port space."
+ gen_pass()
+ gen_lord_sandwich_coastal_raids(game.where)
},
place_british_pc: function (where) {
- place_british_pc(where);
- end_strategy_card();
+ place_british_pc(where)
+ end_strategy_card()
},
remove_pc: function (where) {
- game.where = where;
- remove_pc(where);
- if (--game.count == 0)
- end_strategy_card();
+ game.where = where
+ remove_pc(where)
+ if (--game.count === 0)
+ end_strategy_card()
},
pass: function () {
- end_strategy_card();
+ end_strategy_card()
},
}
@@ -2466,196 +2497,196 @@ function gen_lord_sandwich_coastal_raids(first_removed) {
for (let space in SPACES) {
if (SPACES[space].port)
if (has_american_pc(space) && has_no_american_unit(space))
- gen_action('remove_pc', space);
- if (space == first_removed)
- gen_action('place_british_pc', space);
+ gen_action("remove_pc", space)
+ if (space === first_removed)
+ gen_action("place_british_pc", space)
}
}
events.remove_american_cu = function (c, card) {
- play_card(c);
- game.state = 'remove_american_cu';
+ play_card(c)
+ game.state = "remove_american_cu"
}
states.remove_american_cu = {
prompt: function (current) {
- view.prompt = "Remove one American CU from any space.";
- gen_pass();
- gen_remove_american_cu();
+ view.prompt = "Remove one American CU from any space."
+ gen_pass()
+ gen_remove_american_cu()
},
remove_cu: function (where) {
- let cu = find_american_cu(where) || find_french_cu(where);
- remove_cu(cu.owner, where, 1);
- end_strategy_card();
+ let cu = find_american_cu(where) || find_french_cu(where)
+ remove_cu(cu.owner, where, 1)
+ end_strategy_card()
},
pass: function () {
- end_strategy_card();
+ end_strategy_card()
},
}
function gen_remove_american_cu() {
for (let space in SPACES) {
if (has_american_or_french_cu(space))
- gen_action('remove_cu', space);
+ gen_action("remove_cu", space)
}
}
events.remove_british_cu = function (c, card) {
- play_card(c);
- game.state = 'remove_british_cu';
+ play_card(c)
+ game.state = "remove_british_cu"
game.count = card.count
}
states.remove_british_cu = {
prompt: function (current) {
- view.prompt = "Remove " + game.count + " British CU from any space.";
- gen_pass();
- gen_remove_british_cu();
+ view.prompt = "Remove " + game.count + " British CU from any space."
+ gen_pass()
+ gen_remove_british_cu()
},
remove_cu: function (where) {
let cu = find_british_cu(where)
- remove_cu(cu.owner, where, 1);
+ remove_cu(cu.owner, where, 1)
if (--game.count === 0)
- end_strategy_card();
+ end_strategy_card()
},
pass: function () {
- end_strategy_card();
+ end_strategy_card()
},
}
function gen_remove_british_cu() {
for (let space in SPACES) {
if (has_british_cu(space))
- gen_action('remove_cu', space);
+ gen_action("remove_cu", space)
}
}
events.pennsylvania_and_new_jersey_line_mutinies = function (c, card) {
- play_card(c);
- game.pennsylvania_and_new_jersey_line_mutinies = true;
- game.state = 'pennsylvania_and_new_jersey_line_mutinies';
- game.count = 2;
- game.where = null;
+ play_card(c)
+ game.pennsylvania_and_new_jersey_line_mutinies = true
+ game.state = "pennsylvania_and_new_jersey_line_mutinies"
+ game.count = 2
+ game.where = null
}
states.pennsylvania_and_new_jersey_line_mutinies = {
prompt: function (current) {
- view.prompt = "Remove two American CUs from the map, one each from two different spaces.";
- gen_pass();
- gen_pennsylvania_and_new_jersey_line_mutinies(game.where);
+ view.prompt = "Remove two American CUs from the map, one each from two different spaces."
+ gen_pass()
+ gen_pennsylvania_and_new_jersey_line_mutinies(game.where)
},
remove_cu: function (where) {
- let cu = find_american_cu(where) || find_french_cu(where);
- remove_cu(cu.owner, where, 1);
- game.where = where;
- if (--game.count == 0)
- end_strategy_card();
+ let cu = find_american_cu(where) || find_french_cu(where)
+ remove_cu(cu.owner, where, 1)
+ game.where = where
+ if (--game.count === 0)
+ end_strategy_card()
},
pass: function () {
- end_strategy_card();
+ end_strategy_card()
},
}
function gen_pennsylvania_and_new_jersey_line_mutinies(first_removed) {
for (let space in SPACES) {
if (has_american_or_french_cu(space))
- if (space != first_removed)
- gen_action('remove_cu', space);
+ if (space !== first_removed)
+ gen_action("remove_cu", space)
}
}
events.john_glovers_marblehead_regiment = function (c, card) {
- play_card(c);
- game.state = 'john_glovers_marblehead_regiment_who';
- game.count = 3; // strategy rating for gen_activate_general
+ play_card(c)
+ game.state = "john_glovers_marblehead_regiment_who"
+ game.count = 3 // strategy rating for gen_activate_general
}
states.john_glovers_marblehead_regiment_who = {
prompt: function (current) {
- view.prompt = "Activate an American general.";
- gen_activate_general();
+ view.prompt = "Activate an American general."
+ gen_activate_general()
},
select_general: function (g) {
- goto_ops_general_move(g, true);
+ goto_ops_general_move(g, true)
},
}
events.declaration_of_independence = function (c, card) {
- play_card(c);
- game.last_active = game.active;
- game.active = AMERICAN;
- game.doi = THE_13_COLONIES.slice();
- game.state = 'declaration_of_independence';
+ play_card(c)
+ game.last_active = game.active
+ game.active = AMERICAN
+ game.doi = THE_13_COLONIES.slice()
+ game.state = "declaration_of_independence"
}
states.declaration_of_independence = {
prompt: function (current) {
- view.prompt = "Declaration of Independence: Place 1 PC marker in each of the 13 colonies. ";
- view.prompt += game.doi.length + " left.";
- gen_pass();
- gen_place_american_pc_in(game.doi);
+ view.prompt = "Declaration of Independence: Place 1 PC marker in each of the 13 colonies. "
+ view.prompt += game.doi.length + " left."
+ gen_pass()
+ gen_place_american_pc_in(game.doi)
},
place_american_pc: function (space) {
- let colony = SPACES[space].colony;
- remove_from_array(game.doi, colony);
- place_american_pc(space);
- if (game.doi.length == 0)
- end_declaration_of_independence();
+ let colony = SPACES[space].colony
+ remove_from_array(game.doi, colony)
+ place_american_pc(space)
+ if (game.doi.length === 0)
+ end_declaration_of_independence()
},
pass: function () {
- end_declaration_of_independence();
- }
+ end_declaration_of_independence()
+ },
}
function end_declaration_of_independence() {
- game.active = game.last_active;
- delete game.last_active;
- delete game.doi;
- end_strategy_card();
+ game.active = game.last_active
+ delete game.last_active
+ delete game.doi
+ end_strategy_card()
}
function goto_george_washington_captured() {
/* Save all the state we clobber during the interrupt. */
- game.last_state = game.state;
- game.last_active = game.active;
- game.last_count = game.count;
+ game.last_state = game.state
+ game.last_active = game.active
+ game.last_count = game.count
- game.state = 'george_washington_captured';
- game.active = BRITISH;
- game.count = 5;
+ game.state = "george_washington_captured"
+ game.active = BRITISH
+ game.count = 5
}
states.george_washington_captured = {
prompt: function (current) {
- view.prompt = "George Washington is captured! Remove American PC markers. " + game.count + " left.";
- gen_pass();
- gen_remove_american_pc();
+ view.prompt = "George Washington is captured! Remove American PC markers. " + game.count + " left."
+ gen_pass()
+ gen_remove_american_pc()
},
remove_pc: function (where) {
- remove_pc(where);
- if (--game.count == 0) {
- end_george_washington_captured();
+ remove_pc(where)
+ if (--game.count === 0) {
+ end_george_washington_captured()
}
},
pass: function () {
- end_george_washington_captured();
+ end_george_washington_captured()
},
}
function end_george_washington_captured() {
/* Restore previous state. */
- game.state = game.last_state;
- game.count = game.last_count;
- game.active = game.last_active;
- delete game.last_state;
- delete game.last_active;
- delete game.last_count;
+ game.state = game.last_state
+ game.count = game.last_count
+ game.active = game.last_active
+ delete game.last_state
+ delete game.last_active
+ delete game.last_count
}
function do_event(c) {
- let card = CARDS[c];
+ let card = CARDS[c]
if (card.event in events)
- events[card.event](c, card);
+ events[card.event](c, card)
else
throw new Error("Event not implemented yet: " + card.event)
}
@@ -2664,140 +2695,139 @@ function do_event(c) {
function can_retreat_before_battle(where) {
if (game.did_intercept)
- return false;
+ return false
// can't retreat if attempted (successful or not) interception!
- let g = find_american_or_french_general(where);
+ let g = find_american_or_french_general(where)
if (g && !game.moved[g])
- return true;
- return false;
+ return true
+ return false
}
function goto_start_battle(from, where) {
- clear_undo();
- game.attacker = game.active;
- game.attack_from = from;
- game.british_losses = 0;
- game.where = where;
- game.a_bonus = 0;
- game.b_bonus = 0;
- if (game.active == BRITISH && can_retreat_before_battle(where))
- goto_retreat_before_battle();
+ clear_undo()
+ game.attacker = game.active
+ game.attack_from = from
+ game.british_losses = 0
+ game.where = where
+ game.a_bonus = 0
+ game.b_bonus = 0
+ if (game.active === BRITISH && can_retreat_before_battle(where))
+ goto_retreat_before_battle()
else
- goto_play_attacker_battle_card();
+ goto_play_attacker_battle_card()
}
function goto_retreat_before_battle() {
- game.active = AMERICAN;
- game.who = find_american_or_french_general(game.where);
- game.state = 'retreat_before_battle';
+ game.active = AMERICAN
+ game.who = find_american_or_french_general(game.where)
+ game.state = "retreat_before_battle"
}
states.retreat_before_battle = {
prompt: function (current) {
- view.prompt = "Attempt retreat before battle?";
- gen_pass();
- gen_defender_retreat();
+ view.prompt = "Attempt retreat before battle?"
+ gen_pass()
+ gen_defender_retreat()
},
move: function (to) {
- let agility = GENERALS[game.who].agility;
+ let agility = GENERALS[game.who].agility
if (GENERALS[game.who].bonus)
- agility += 2;
- let roll = roll_d6();
+ agility += 2
+ let roll = roll_d6()
if (roll <= agility) {
- logp("successfully retreated before battle: " + roll + " <= " + agility);
- pickup_max_american_cu(game.where);
- move_army(game.who, game.where, to);
- goto_remove_general_after_retreat_before_battle(to);
+ logp("successfully retreated before battle: " + roll + " <= " + agility)
+ pickup_max_american_cu(game.where)
+ move_army(game.who, game.where, to)
+ goto_remove_general_after_retreat_before_battle(to)
} else {
- logp("failed to retreat before battle: " + roll + " > " + agility);
- end_retreat_before_battle();
+ logp("failed to retreat before battle: " + roll + " > " + agility)
+ end_retreat_before_battle()
}
},
pass: function () {
- end_retreat_before_battle();
+ end_retreat_before_battle()
},
}
function goto_remove_general_after_retreat_before_battle(to) {
if (count_friendly_generals(to) > 1) {
- game.state = 'remove_general_after_retreat_before_battle';
- game.save_where = game.where;
- game.where = to;
+ game.state = "remove_general_after_retreat_before_battle"
+ game.save_where = game.where
+ game.where = to
} else {
- end_remove_general_after_retreat_before_battle();
+ end_remove_general_after_retreat_before_battle()
}
}
states.remove_general_after_retreat_before_battle = {
prompt: function (current) {
- view.prompt = "Remove a general to the reinforcements box.";
- gen_remove_general();
+ view.prompt = "Remove a general to the reinforcements box."
+ gen_remove_general()
},
select_general: function (g) {
- if (game.active == BRITISH)
- move_general(g, BRITISH_REINFORCEMENTS);
+ if (game.active === BRITISH)
+ move_general(g, BRITISH_REINFORCEMENTS)
else
- move_general(g, AMERICAN_REINFORCEMENTS);
- game.where = game.save_where;
- delete game.save_where;
- end_remove_general_after_retreat_before_battle();
+ move_general(g, AMERICAN_REINFORCEMENTS)
+ game.where = game.save_where
+ delete game.save_where
+ end_remove_general_after_retreat_before_battle()
},
}
-
function end_remove_general_after_retreat_before_battle() {
- let b_cu = count_british_cu(game.where);
- let a_cu = count_american_and_french_cu(game.where);
- if (a_cu == 0) {
- end_battle();
- } else if (b_cu >= 4 && a_cu == 1) {
- overrun(game.where);
- end_battle();
+ let b_cu = count_british_cu(game.where)
+ let a_cu = count_american_and_french_cu(game.where)
+ if (a_cu === 0) {
+ end_battle()
+ } else if (b_cu >= 4 && a_cu === 1) {
+ overrun(game.where)
+ end_battle()
} else {
- end_retreat_before_battle();
+ end_retreat_before_battle()
}
}
function can_defender_retreat(to) {
- if (to == game.attack_from)
- return false;
+ if (to === game.attack_from)
+ return false
if (has_enemy_pc(to))
- return false;
+ return false
if (has_enemy_cu(to))
- return false;
- return true;
+ return false
+ return true
}
function can_attacker_retreat() {
- let to = game.attack_from;
+ let to = game.attack_from
if (has_enemy_pc(to))
- return false;
+ return false
if (has_enemy_cu(to))
- return false;
- return true;
+ return false
+ return true
}
function gen_defender_retreat() {
- let from = game.where;
+ let from = game.where
for (let to of SPACES[from].exits) {
if (can_defender_retreat(to))
- gen_action('move', to);
+ gen_action("move", to)
}
- if (game.active == BRITISH) {
- let can_sea_retreat = false;
+ if (game.active === BRITISH) {
+ let can_sea_retreat = false
if (is_non_blockaded_port(from)) {
if (is_fortified_port(from)) {
if (has_british_pc(from) && is_non_blockaded_port(from))
- can_sea_retreat = true;
+ can_sea_retreat = true
} else {
- can_sea_retreat = true;
+ can_sea_retreat = true
}
}
if (can_sea_retreat) {
for (let to in SPACES) {
- if (to != from && is_non_blockaded_port(to)) {
+ if (to !== from && is_non_blockaded_port(to)) {
if (!has_american_pc(to) && !has_american_or_french_cu(to)) {
- gen_action('move', to);
+ gen_action("move", to)
}
}
}
@@ -2807,517 +2837,534 @@ function gen_defender_retreat() {
function gen_attacker_retreat() {
if (can_attacker_retreat())
- gen_action('move', game.attack_from);
+ gen_action("move", game.attack_from)
}
function end_retreat_before_battle() {
- game.who = null;
- goto_play_attacker_battle_card();
+ game.who = null
+ goto_play_attacker_battle_card()
}
function goto_play_attacker_battle_card() {
- game.active = game.attacker;
- game.state = 'play_attacker_battle_card';
+ game.active = game.attacker
+ game.state = "play_attacker_battle_card"
}
states.play_attacker_battle_card = {
prompt: function (current) {
- view.prompt = "Attack: Play or discard event for DRM.";
- gen_pass();
- gen_battle_card();
+ view.prompt = "Attack: Play or discard event for DRM."
+ gen_pass()
+ gen_battle_card()
},
card_battle_play: function (c) {
- play_card(c, "for +2 DRM");
- if (game.active == BRITISH) {
- if (CARDS[c].event == 'remove_benedict_arnold')
- remove_benedict_arnold();
- game.b_draw_after_battle = true;
- game.b_bonus += 2;
+ play_card(c, "for +2 DRM")
+ if (game.active === BRITISH) {
+ if (CARDS[c].event === "remove_benedict_arnold")
+ remove_benedict_arnold()
+ game.b_draw_after_battle = true
+ game.b_bonus += 2
} else {
- game.a_draw_after_battle = true;
- game.a_bonus += 2;
+ game.a_draw_after_battle = true
+ game.a_bonus += 2
}
- goto_play_defender_battle_card();
+ goto_play_defender_battle_card()
},
card_battle_discard: function (c) {
- discard_card(c, "for +1 DRM");
- if (game.active == BRITISH) {
- game.b_draw_after_battle = true;
- game.b_bonus += 1;
+ discard_card(c, "for +1 DRM")
+ if (game.active === BRITISH) {
+ game.b_draw_after_battle = true
+ game.b_bonus += 1
} else {
- game.a_draw_after_battle = true;
- game.a_bonus += 1;
+ game.a_draw_after_battle = true
+ game.a_bonus += 1
}
- goto_play_defender_battle_card();
+ goto_play_defender_battle_card()
},
pass: function () {
- goto_play_defender_battle_card();
+ goto_play_defender_battle_card()
},
}
function goto_play_defender_battle_card() {
- game.state = 'play_defender_battle_card';
- game.active = ENEMY[game.attacker];
+ game.state = "play_defender_battle_card"
+ game.active = ENEMY[game.attacker]
}
states.play_defender_battle_card = {
prompt: function (current) {
- view.prompt = "Defend: Play or discard event for DRM.";
- gen_pass();
- gen_battle_card();
+ view.prompt = "Defend: Play or discard event for DRM."
+ gen_pass()
+ gen_battle_card()
},
card_battle_play: function (c) {
- play_card(c, "for +2 DRM");
- if (game.active == BRITISH) {
- if (CARDS[c].event == 'remove_benedict_arnold')
- remove_benedict_arnold();
- game.b_draw_after_battle = true;
- game.b_bonus += 2;
+ play_card(c, "for +2 DRM")
+ if (game.active === BRITISH) {
+ if (CARDS[c].event === "remove_benedict_arnold")
+ remove_benedict_arnold()
+ game.b_draw_after_battle = true
+ game.b_bonus += 2
} else {
- game.a_draw_after_battle = true;
- game.a_bonus += 2;
+ game.a_draw_after_battle = true
+ game.a_bonus += 2
}
- resolve_battle();
+ resolve_battle()
},
card_battle_discard: function (c) {
- discard_card(c, "for +1 DRM");
- if (game.active == BRITISH) {
- game.b_draw_after_battle = true;
- game.b_bonus += 1;
+ discard_card(c, "for +1 DRM")
+ if (game.active === BRITISH) {
+ game.b_draw_after_battle = true
+ game.b_bonus += 1
} else {
- game.a_draw_after_battle = true;
- game.a_bonus += 1;
+ game.a_draw_after_battle = true
+ game.a_bonus += 1
}
- resolve_battle();
+ resolve_battle()
},
pass: function () {
- resolve_battle();
+ resolve_battle()
},
}
function gen_battle_card() {
for (let c of active_hand()) {
- let card = CARDS[c];
- if (game.active == BRITISH) {
+ let card = CARDS[c]
+ if (game.active === BRITISH) {
switch (card.type) {
- case 'british-battle':
- case 'british-event-or-battle':
- gen_action('card_battle_play', c);
- break;
- case 'british-event':
- case 'american-event':
- case 'american-battle':
- gen_action('card_battle_discard', c);
- break;
+ case "british-battle":
+ case "british-event-or-battle":
+ gen_action("card_battle_play", c)
+ break
+ case "british-event":
+ case "american-event":
+ case "american-battle":
+ gen_action("card_battle_discard", c)
+ break
}
} else {
switch (card.type) {
- case 'british-battle':
- case 'british-event-or-battle':
- case 'british-event':
- case 'american-event':
- gen_action('card_battle_discard', c);
- break;
- case 'american-battle':
- gen_action('card_battle_play', c);
- break;
+ case "british-battle":
+ case "british-event-or-battle":
+ case "british-event":
+ case "american-event":
+ gen_action("card_battle_discard", c)
+ break
+ case "american-battle":
+ gen_action("card_battle_play", c)
+ break
}
}
}
}
function roll_loser_combat_losses(log) {
- let roll = roll_d6();
- let losses = 0;
- log.push("Loser Combat Loss Roll: " + roll);
+ let roll = roll_d6()
+ let losses = 0
+ log.push("Loser Combat Loss Roll: " + roll)
switch (roll) {
- case 1: case 2: case 3: losses = 1; break;
- case 4: case 5: losses = 2; break;
- case 6: losses = 3; break;
- }
- return losses;
+ case 1:
+ case 2:
+ case 3:
+ losses = 1
+ break
+ case 4:
+ case 5:
+ losses = 2
+ break
+ case 6:
+ losses = 3
+ break
+ }
+ return losses
}
function roll_winner_combat_losses(log, losing_general) {
- let agility = losing_general ? GENERALS[losing_general].agility : 0;
- let roll = roll_d6();
- log.push("Enemy Agility Rating: " + agility);
- log.push("Winner Combat Loss Roll: " + roll);
- let losses = 0;
+ let agility = losing_general ? GENERALS[losing_general].agility : 0
+ let roll = roll_d6()
+ log.push("Enemy Agility Rating: " + agility)
+ log.push("Winner Combat Loss Roll: " + roll)
+ let losses = 0
switch (agility) {
- case 0: losses = (roll == 1) ? 1 : 0; break;
- case 1: losses = (roll <= 2) ? 1 : 0; break;
- case 2: losses = (roll <= 3) ? 1 : 0; break;
- case 3: losses = (roll <= 4) ? 1 : 0; break;
- }
- return losses;
+ case 0:
+ losses = roll === 1 ? 1 : 0
+ break
+ case 1:
+ losses = roll <= 2 ? 1 : 0
+ break
+ case 2:
+ losses = roll <= 3 ? 1 : 0
+ break
+ case 3:
+ losses = roll <= 4 ? 1 : 0
+ break
+ }
+ return losses
}
function apply_british_combat_losses(max) {
- let cu = find_british_cu(game.where);
+ let cu = find_british_cu(game.where)
if (cu.count > max) {
- cu.count -= max;
- return max;
+ cu.count -= max
+ return max
}
- remove_from_array(game.cu, cu);
- return cu.count;
+ remove_from_array(game.cu, cu)
+ return cu.count
}
function apply_american_combat_losses(max) {
- let cu = find_american_cu(game.where);
+ let cu = find_american_cu(game.where)
if (cu) {
if (cu.count > max) {
- cu.count -= max;
- return max;
+ cu.count -= max
+ return max
}
- remove_from_array(game.cu, cu);
- return cu.count;
+ remove_from_array(game.cu, cu)
+ return cu.count
}
- return 0;
+ return 0
}
function apply_french_combat_losses(max) {
- let cu = find_french_cu(game.where);
+ let cu = find_french_cu(game.where)
if (cu) {
if (cu.count > max) {
- cu.count -= max;
- return max;
+ cu.count -= max
+ return max
}
- remove_from_array(game.cu, cu);
- return cu.count;
+ remove_from_array(game.cu, cu)
+ return cu.count
}
- return 0;
+ return 0
}
function apply_american_and_french_combat_losses(max) {
- let n = apply_american_combat_losses(max);
+ let n = apply_american_combat_losses(max)
if (n < max)
n += apply_french_combat_losses(max - n)
- return n;
+ return n
}
function resolve_battle() {
- let a_log = [];
- let b_log = [];
+ let a_log = []
+ let b_log = []
- game.active = ENEMY[game.active];
- let b_g = find_british_general(game.where);
- let b_cu = count_british_cu(game.where);
- let a_g = find_american_or_french_general(game.where);
- let a_cu = count_american_and_french_cu(game.where);
- let b_br = 0;
- let a_br = 0;
+ game.active = ENEMY[game.active]
+ let b_g = find_british_general(game.where)
+ let b_cu = count_british_cu(game.where)
+ let a_g = find_american_or_french_general(game.where)
+ let a_cu = count_american_and_french_cu(game.where)
+ let b_br = 0
+ let a_br = 0
if (b_g)
- b_log.push("General: " + b_g);
+ b_log.push("General: " + b_g)
if (a_g)
- a_log.push("General: " + a_g);
+ a_log.push("General: " + a_g)
if (b_g) {
- let roll = roll_d6();
+ let roll = roll_d6()
if (roll <= 3)
- b_br = Math.min(Math.floor(GENERALS[b_g].battle / 2), b_cu);
+ b_br = Math.min(Math.floor(GENERALS[b_g].battle / 2), b_cu)
else
- b_br = Math.min(GENERALS[b_g].battle, b_cu);
- b_log.push("Actual Battle Rating Roll: " + roll);
+ b_br = Math.min(GENERALS[b_g].battle, b_cu)
+ b_log.push("Actual Battle Rating Roll: " + roll)
}
if (a_g) {
- let roll = roll_d6();
+ let roll = roll_d6()
if (roll <= 3)
- a_br = Math.min(Math.floor(GENERALS[a_g].battle / 2), a_cu);
+ a_br = Math.min(Math.floor(GENERALS[a_g].battle / 2), a_cu)
else
- a_br = Math.min(GENERALS[a_g].battle, a_cu);
- a_log.push("Actual Battle Rating Roll: " + roll);
+ a_br = Math.min(GENERALS[a_g].battle, a_cu)
+ a_log.push("Actual Battle Rating Roll: " + roll)
}
- b_log.push("+" + b_cu + " CU");
- a_log.push("+" + a_cu + " CU");
- b_log.push("+" + b_br + " Actual Battle Rating");
- a_log.push("+" + a_br + " Actual Battle Rating");
+ b_log.push("+" + b_cu + " CU")
+ a_log.push("+" + a_cu + " CU")
+ b_log.push("+" + b_br + " Actual Battle Rating")
+ a_log.push("+" + a_br + " Actual Battle Rating")
- let b_drm = b_cu + b_br + game.b_bonus;
+ let b_drm = b_cu + b_br + game.b_bonus
if (game.regulars) {
- b_log.push("+1 British Regulars' Advantage");
- b_drm += 1;
+ b_log.push("+1 British Regulars' Advantage")
+ b_drm += 1
}
if (is_non_blockaded_port(game.where)) {
if (is_fortified_port(game.where)) {
if (has_british_pc(game.where)) {
- b_log.push("+1 Royal Navy Support");
- b_drm += 1;
+ b_log.push("+1 Royal Navy Support")
+ b_drm += 1
}
} else {
- b_log.push("+1 Royal Navy Support");
- b_drm += 1;
+ b_log.push("+1 Royal Navy Support")
+ b_drm += 1
}
}
if (is_british_militia(game.where)) {
- b_log.push("+1 Militia");
- b_drm += 1;
+ b_log.push("+1 Militia")
+ b_drm += 1
}
- if (game.b_bonus == 2)
- b_log.push("+2 Battle Card");
- else if (game.b_bonus == 1)
- b_log.push("+1 Discard of an Event Card");
+ if (game.b_bonus === 2)
+ b_log.push("+2 Battle Card")
+ else if (game.b_bonus === 1)
+ b_log.push("+1 Discard of an Event Card")
- let a_drm = a_cu + a_br + game.a_bonus;
+ let a_drm = a_cu + a_br + game.a_bonus
if (is_american_militia(game.where)) {
- a_log.push("+1 Militia");
- a_drm += 1;
+ a_log.push("+1 Militia")
+ a_drm += 1
}
if (is_american_winter_offensive()) {
- a_log.push("+2 American Winter Offensive");
- a_drm += 2;
+ a_log.push("+2 American Winter Offensive")
+ a_drm += 2
}
- if (game.a_bonus == 2)
- a_log.push("+2 Battle Card");
- else if (game.a_bonus == 1)
- a_log.push("+1 Discard of an Event Card");
+ if (game.a_bonus === 2)
+ a_log.push("+2 Battle Card")
+ else if (game.a_bonus === 1)
+ a_log.push("+1 Discard of an Event Card")
if (game.did_intercept) {
- a_log.push("+1 Interception");
- a_drm += 1;
+ a_log.push("+1 Interception")
+ a_drm += 1
}
- let b_roll = roll_d6();
- let a_roll = roll_d6();
+ let b_roll = roll_d6()
+ let a_roll = roll_d6()
- b_log.push("Battle Roll: " + b_roll);
- b_log.push("Battle Total: " + (b_roll + b_drm));
- a_log.push("Battle Roll: " + a_roll);
- a_log.push("Battle Total: " + (a_roll + a_drm));
+ b_log.push("Battle Roll: " + b_roll)
+ b_log.push("Battle Total: " + (b_roll + b_drm))
+ a_log.push("Battle Roll: " + a_roll)
+ a_log.push("Battle Total: " + (a_roll + a_drm))
- let victor;
- if (game.active == BRITISH)
- victor = (b_roll + b_drm) >= (a_roll + a_drm) ? BRITISH : AMERICAN;
+ let victor
+ if (game.active === BRITISH)
+ victor = b_roll + b_drm >= a_roll + a_drm ? BRITISH : AMERICAN
else
- victor = (b_roll + b_drm) >= (a_roll + a_drm) ? BRITISH : AMERICAN;
+ victor = b_roll + b_drm >= a_roll + a_drm ? BRITISH : AMERICAN
- let a_lost_cu, b_lost_cu;
- if (victor == BRITISH) {
- b_lost_cu = roll_winner_combat_losses(b_log, a_g);
- a_lost_cu = roll_loser_combat_losses(a_log);
+ let a_lost_cu, b_lost_cu
+ if (victor === BRITISH) {
+ b_lost_cu = roll_winner_combat_losses(b_log, a_g)
+ a_lost_cu = roll_loser_combat_losses(a_log)
} else {
- b_lost_cu = roll_loser_combat_losses(b_log);
- a_lost_cu = roll_winner_combat_losses(a_log, b_g);
+ b_lost_cu = roll_loser_combat_losses(b_log)
+ a_lost_cu = roll_winner_combat_losses(a_log, b_g)
}
- game.british_losses = apply_british_combat_losses(b_lost_cu);
- let american_losses = apply_american_and_french_combat_losses(a_lost_cu);
+ game.british_losses = apply_british_combat_losses(b_lost_cu)
+ let american_losses = apply_american_and_french_combat_losses(a_lost_cu)
- b_log.push("Losses: " + game.british_losses + " CU");
- a_log.push("Losses: " + american_losses + " CU");
+ b_log.push("Losses: " + game.british_losses + " CU")
+ a_log.push("Losses: " + american_losses + " CU")
// Special case: winning general with no CU on enemy PC is captured
- if (victor == BRITISH) {
- if (b_g && count_british_cu(game.where) == 0 && has_american_pc(game.where))
- capture_british_general(game.where);
+ if (victor === BRITISH) {
+ if (b_g && count_british_cu(game.where) === 0 && has_american_pc(game.where))
+ capture_british_general(game.where)
} else {
- if (a_g && count_american_and_french_cu(game.where) == 0 && has_british_pc(game.where))
- capture_american_or_french_general(game.where);
+ if (a_g && count_american_and_french_cu(game.where) === 0 && has_british_pc(game.where))
+ capture_american_or_french_general(game.where)
}
- log("BRITISH BATTLE REPORT:\n" + b_log.join("\n"));
- log("AMERICAN BATTLE REPORT:\n" + a_log.join("\n"));
- log(victor + " victory in " + game.where + "!");
+ log("BRITISH BATTLE REPORT:\n" + b_log.join("\n"))
+ log("AMERICAN BATTLE REPORT:\n" + a_log.join("\n"))
+ log(victor + " victory in " + game.where + "!")
- if (victor == AMERICAN)
- advance_french_alliance(1);
+ if (victor === AMERICAN)
+ advance_french_alliance(1)
- goto_retreat_after_battle(victor);
+ goto_retreat_after_battle(victor)
}
function goto_retreat_after_battle(victor) {
- if (victor == BRITISH) {
- game.who = find_american_or_french_general(game.where);
- if (game.who == null && count_american_and_french_cu(game.where) == 0)
- return end_battle();
+ if (victor === BRITISH) {
+ game.who = find_american_or_french_general(game.where)
+ if (game.who === null && count_american_and_french_cu(game.where) === 0)
+ return end_battle()
} else {
- game.who = find_british_general(game.where);
- if (game.who == null && count_british_cu(game.where) == 0)
- return end_battle();
+ game.who = find_british_general(game.where)
+ if (game.who === null && count_british_cu(game.where) === 0)
+ return end_battle()
}
- game.active = ENEMY[victor];
- game.state = 'retreat_after_battle';
+ game.active = ENEMY[victor]
+ game.state = "retreat_after_battle"
}
states.retreat_after_battle = {
prompt: function (current) {
- view.prompt = "Retreat after battle.";
- gen_action('surrender');
- if (game.active == game.attacker)
- gen_attacker_retreat();
+ view.prompt = "Retreat after battle."
+ gen_action("surrender")
+ if (game.active === game.attacker)
+ gen_attacker_retreat()
else
- gen_defender_retreat();
+ gen_defender_retreat()
},
move: function (to) {
- logp("retreated to " + to);
- if (game.active == BRITISH)
- retreat_british_army(game.where, to);
+ logp("retreated to " + to)
+ if (game.active === BRITISH)
+ retreat_british_army(game.where, to)
else
- retreat_american_army(game.where, to);
+ retreat_american_army(game.where, to)
if (count_friendly_generals(to) > 1)
- goto_remove_general_after_retreat(to);
+ goto_remove_general_after_retreat(to)
else
- end_battle();
+ end_battle()
},
surrender: function () {
// End battle here, so if Washington is captured we can handle the interrupt state.
- let active = game.active;
- let where = game.where;
- end_battle();
+ let active = game.active
+ let where = game.where
+ end_battle()
- logp("surrendered");
- if (active == BRITISH)
- surrender_british_army(where);
+ logp("surrendered")
+ if (active === BRITISH)
+ surrender_british_army(where)
else
- surrender_american_army(where);
+ surrender_american_army(where)
},
}
function end_battle() {
- game.active = game.attacker;
+ game.active = game.attacker
- if (game.active == BRITISH && game.congress == game.where)
- disperse_continental_congress(game.where);
+ if (game.active === BRITISH && game.congress === game.where)
+ disperse_continental_congress(game.where)
if (game.british_losses >= 3)
- lose_regular_advantage();
+ lose_regular_advantage()
// TODO: delay until end of campaign
if (game.b_draw_after_battle)
- game.b_hand.push(deal_card());
+ game.b_hand.push(deal_card())
if (game.a_draw_after_battle)
- game.a_hand.push(deal_card());
+ game.a_hand.push(deal_card())
- delete game.did_intercept;
- delete game.b_bonus;
- delete game.a_bonus;
- delete game.b_draw_after_battle;
- delete game.a_draw_after_battle;
- delete game.attack_from;
- delete game.british_losses;
- delete game.attacker;
- game.where = null;
- game.who = null;
- end_strategy_card();
+ delete game.did_intercept
+ delete game.b_bonus
+ delete game.a_bonus
+ delete game.b_draw_after_battle
+ delete game.a_draw_after_battle
+ delete game.attack_from
+ delete game.british_losses
+ delete game.attacker
+ game.where = null
+ game.who = null
+ end_strategy_card()
}
/* END TURN PHASES */
function apply_single_winter_attrition(owner, space) {
- let die = roll_d6();
- log(owner[0] + " attrition roll " + die + " in " + space);
+ let die = roll_d6()
+ log(owner[0] + " attrition roll " + die + " in " + space)
if (die <= 3) {
- log(owner[0] + " lost 1 CU in " + space);
- remove_cu(owner, space, 1);
+ log(owner[0] + " lost 1 CU in " + space)
+ remove_cu(owner, space, 1)
}
}
function apply_winter_attrition(owner, space, n) {
- let half = Math.floor(n / 2);
- log(owner[0] + " lost " + half + " CU in " + space);
- remove_cu(owner, space, half);
+ let half = Math.floor(n / 2)
+ log(owner[0] + " lost " + half + " CU in " + space)
+ remove_cu(owner, space, half)
}
function goto_winter_attrition_phase() {
- logbr();
- log("Winter Attrition");
+ logbr()
+ log("Winter Attrition")
for (let space in SPACES) {
- let wq = is_winter_quarter_space(space);
- let n_british = count_british_cu(space);
- let n_american = count_american_cu(space);
- let n_french = count_french_cu(space);
- let has_washington = game.generals[WASHINGTON].location == space;
-
- if (n_british == 1 && !wq)
- apply_single_winter_attrition(BRITISH, space, has_british_general(space));
+ let wq = is_winter_quarter_space(space)
+ let n_british = count_british_cu(space)
+ let n_american = count_american_cu(space)
+ let n_french = count_french_cu(space)
+ let has_washington = game.generals[WASHINGTON].location === space
+
+ if (n_british === 1 && !wq)
+ apply_single_winter_attrition(BRITISH, space, has_british_general(space))
if (n_british > 1 && !wq)
- apply_winter_attrition(BRITISH, space, n_british);
+ apply_winter_attrition(BRITISH, space, n_british)
- if (n_american == 0 && n_french == 1 && !wq)
- apply_single_winter_attrition(FRENCH, space, has_american_or_french_general(space));
- if (n_american == 0 && n_french > 1 && !wq)
- apply_winter_attrition(FRENCH, space, n_french);
+ if (n_american === 0 && n_french === 1 && !wq)
+ apply_single_winter_attrition(FRENCH, space, has_american_or_french_general(space))
+ if (n_american === 0 && n_french > 1 && !wq)
+ apply_winter_attrition(FRENCH, space, n_french)
- if (n_american == 1 && n_french == 0)
- apply_single_winter_attrition(AMERICAN, space, has_american_or_french_general(space));
- if (n_american > 1 && n_french == 0) {
- let n = n_american;
+ if (n_american === 1 && n_french === 0)
+ apply_single_winter_attrition(AMERICAN, space, has_american_or_french_general(space))
+ if (n_american > 1 && n_french === 0) {
+ let n = n_american
if (has_washington && wq)
- n = Math.max(0, n - 5);
- apply_winter_attrition(AMERICAN, space, n);
+ n = Math.max(0, n - 5)
+ apply_winter_attrition(AMERICAN, space, n)
}
if (n_american > 0 && n_french > 0) {
- let n = n_american + n_french;
+ let n = n_american + n_french
if (has_washington && wq)
- n = Math.max(0, n - 5);
- let half = Math.floor(n / 2);
+ n = Math.max(0, n - 5)
+ let half = Math.floor(n / 2)
// TODO: let player choose (but why would he ever choose the french?)
- let lose_american = Math.min(half, n_american);
- log(owner[0] + " lost " + lose_american + " American CU in " + space);
- remove_cu(AMERICAN, space, n_american);
- half -= lose_american;
- n_american -= lose_american;
+ let lose_american = Math.min(half, n_american)
+ log(owner[0] + " lost " + lose_american + " American CU in " + space)
+ remove_cu(AMERICAN, space, n_american)
+ half -= lose_american
+ n_american -= lose_american
if (half > 0) {
- log(owner[0] + " lost " + half + " French CU in " + space);
- remove_cu(FRENCH, space, half);
+ log(owner[0] + " lost " + half + " French CU in " + space)
+ remove_cu(FRENCH, space, half)
}
}
}
if (automatic_victory())
- return;
+ return
- goto_french_naval_phase();
+ goto_french_naval_phase()
}
function goto_french_naval_phase() {
- if (game.french_navy != FRENCH_REINFORCEMENTS) {
- game.active = AMERICAN;
- game.state = 'place_french_navy';
+ if (game.french_navy !== FRENCH_REINFORCEMENTS) {
+ game.active = AMERICAN
+ game.state = "place_french_navy"
} else {
- goto_political_control_phase();
+ goto_political_control_phase()
}
}
function gen_place_french_navy() {
- gen_action('place_navy', "Sea1");
- gen_action('place_navy', "Sea2");
- gen_action('place_navy', "Sea3");
- gen_action('place_navy', "Sea4");
- gen_action('place_navy', "Sea5");
- gen_action('place_navy', "Sea6");
- gen_action('place_navy', "Sea7");
+ gen_action("place_navy", "Sea1")
+ gen_action("place_navy", "Sea2")
+ gen_action("place_navy", "Sea3")
+ gen_action("place_navy", "Sea4")
+ gen_action("place_navy", "Sea5")
+ gen_action("place_navy", "Sea6")
+ gen_action("place_navy", "Sea7")
}
states.place_french_navy_trigger = {
prompt: function (current) {
- view.prompt = "Place the French Navy in a blockade zone.";
- gen_place_french_navy();
+ view.prompt = "Place the French Navy in a blockade zone."
+ gen_place_french_navy()
},
place_navy: function (zone) {
- logp("placed French Navy.");
- game.french_navy = zone;
- game.active = game.save_active;
- delete game.save_active;
+ logp("placed French Navy.")
+ game.french_navy = zone
+ game.active = game.save_active
+ delete game.save_active
end_strategy_card()
},
}
states.place_french_navy = {
prompt: function (current) {
- view.prompt = "Place the French Navy in a blockade zone.";
- gen_place_french_navy();
+ view.prompt = "Place the French Navy in a blockade zone."
+ gen_place_french_navy()
},
place_navy: function (zone) {
- logp("placed French Navy.");
- game.french_navy = zone;
- goto_political_control_phase();
+ logp("placed French Navy.")
+ game.french_navy = zone
+ goto_political_control_phase()
},
}
@@ -3325,64 +3372,64 @@ function place_pc_markers_segment() {
for (let space in SPACES) {
if (has_american_army(space)) {
if (has_no_pc(space))
- place_american_pc(space);
+ place_american_pc(space)
else if (has_british_pc(space))
- flip_pc(space);
+ flip_pc(space)
}
if (has_british_army(space)) {
if (has_no_pc(space))
- place_british_pc(space);
+ place_british_pc(space)
else if (has_american_pc(space))
- flip_pc(space);
+ flip_pc(space)
}
}
}
function is_american_pc_root(space) {
if (has_no_pc(space) && has_no_british_cu(space))
- return true;
- if (game.congress == space)
- return true;
+ return true
+ if (game.congress === space)
+ return true
if (has_american_pc(space)) {
if (has_american_or_french_cu(space))
- return true;
+ return true
if (has_american_or_french_general(space))
- return true;
+ return true
}
- return false;
+ return false
}
function is_british_pc_root(space) {
if (has_no_pc(space) && !has_american_or_french_cu(space) && !has_american_or_french_general(space))
- return true;
+ return true
if (has_british_pc(space)) {
if (is_port(space))
- return true;
+ return true
if (has_british_cu(space))
- return true;
+ return true
}
- return false;
+ return false
}
function is_american_pc_path(space) {
if (has_american_pc(space))
- return !has_british_army(space);
- return false;
+ return !has_british_army(space)
+ return false
}
function is_british_pc_path(space) {
if (has_british_pc(space))
- return !has_american_army(space);
- return false;
+ return !has_american_army(space)
+ return false
}
function spread_american_path(seen, from) {
for (let to of SPACES[from].exits) {
if (to in seen)
- continue;
+ continue
if (is_american_pc_path(to)) {
- seen[to] = 1;
- spread_american_path(seen, to);
+ seen[to] = 1
+ spread_american_path(seen, to)
}
}
}
@@ -3390,182 +3437,182 @@ function spread_american_path(seen, from) {
function spread_british_path(seen, from) {
for (let to of SPACES[from].exits) {
if (to in seen)
- continue;
+ continue
if (is_british_pc_path(to)) {
- seen[to] = 1;
- spread_british_path(seen, to);
+ seen[to] = 1
+ spread_british_path(seen, to)
}
}
}
function remove_isolated_american_pc_segment() {
- log("Removed isolated American PC");
- let seen = {};
+ log("Removed isolated American PC")
+ let seen = {}
for (let space in SPACES) {
if (is_american_pc_root(space)) {
- seen[space] = 1;
- spread_american_path(seen, space);
+ seen[space] = 1
+ spread_american_path(seen, space)
}
}
for (let space in SPACES)
if (has_american_pc(space) && !seen[space])
- remove_pc(space);
+ remove_pc(space)
}
function remove_isolated_british_pc_segment() {
- log("Removed isolated British PC");
- let seen = {};
+ log("Removed isolated British PC")
+ let seen = {}
for (let space in SPACES) {
if (is_british_pc_root(space)) {
- seen[space] = 1;
- spread_british_path(seen, space);
+ seen[space] = 1
+ spread_british_path(seen, space)
}
}
for (let space in SPACES)
if (has_british_pc(space) && !seen[space])
- remove_pc(space);
+ remove_pc(space)
}
function gen_place_continental_congress() {
- let n = 0;
+ let n = 0
for (let space in SPACES) {
- if (SPACES[space].colony != 'CA') {
+ if (SPACES[space].colony !== "CA") {
if (has_american_pc(space) && has_no_british_playing_piece(space)) {
- gen_action('place_continental_congress', space);
- ++n;
+ gen_action("place_continental_congress", space)
+ ++n
}
}
}
- return n;
+ return n
}
function goto_political_control_phase() {
- if (game.congress == CONTINENTAL_CONGRESS_DISPERSED) {
- game.active = AMERICAN;
- game.state = 'return_continental_congress';
+ if (game.congress === CONTINENTAL_CONGRESS_DISPERSED) {
+ game.active = AMERICAN
+ game.state = "return_continental_congress"
} else {
- goto_political_control_phase_2();
+ goto_political_control_phase_2()
}
}
states.return_continental_congress = {
prompt: function () {
- view.prompt = "Return Continental Congress to a space in the 13 colonies.";
- if (gen_place_continental_congress() == 0)
- gen_pass();
+ view.prompt = "Return Continental Congress to a space in the 13 colonies."
+ if (gen_place_continental_congress() === 0)
+ gen_pass()
},
place_continental_congress: function (where) {
- game.congress = where;
- goto_political_control_phase_2();
+ game.congress = where
+ goto_political_control_phase_2()
},
pass: function () {
- goto_political_control_phase_2();
- }
+ goto_political_control_phase_2()
+ },
}
function goto_political_control_phase_2() {
- place_pc_markers_segment();
- remove_isolated_american_pc_segment();
- remove_isolated_british_pc_segment();
- goto_end_phase();
+ place_pc_markers_segment()
+ remove_isolated_american_pc_segment()
+ remove_isolated_british_pc_segment()
+ goto_end_phase()
}
states.european_war = {
prompt: function () {
- view.prompt = "European War: Remove 2 British CU from any spaces. " + game.count + " left.";
- gen_pass();
- gen_remove_british_cu();
+ view.prompt = "European War: Remove 2 British CU from any spaces. " + game.count + " left."
+ gen_pass()
+ gen_remove_british_cu()
},
remove_cu: function (where) {
- let cu = find_british_cu(where);
- remove_cu(BRITISH, where, 1);
- if (--game.count == 0)
- goto_end_phase();
+ let cu = find_british_cu(where)
+ remove_cu(BRITISH, where, 1)
+ if (--game.count === 0)
+ goto_end_phase()
},
pass: function () {
- goto_end_phase();
- }
+ goto_end_phase()
+ },
}
function norths_government_falls() {
- update_colony_control();
+ update_colony_control()
- let n_american = 0;
+ let n_american = 0
for (let c in COLONIES)
- if (game.control[c] == AMERICAN)
- ++n_american;
+ if (game.control[c] === AMERICAN)
+ ++n_american
if (n_american >= 7)
- game.result = AMERICAN;
+ game.result = AMERICAN
else
- game.result = BRITISH;
+ game.result = BRITISH
- game.victory = "North's Government Falls: " + game.result + " Victory!";
- game.active = "None";
- game.state = 'game_over';
+ game.victory = "North's Government Falls: " + game.result + " Victory!"
+ game.active = "None"
+ game.state = "game_over"
- log(game.victory);
+ log(game.victory)
}
function goto_end_phase() {
if (game.french_alliance_triggered && !game.european_war) {
- game.european_war = true;
- game.count = 2;
- game.active = AMERICAN;
- game.state = 'european_war';
- game.reshuffle = true;
- return;
+ game.european_war = true
+ game.count = 2
+ game.active = AMERICAN
+ game.state = "european_war"
+ game.reshuffle = true
+ return
}
- if ((game.war_ends && game.year >= game.war_ends) || game.year == 1783)
- return norths_government_falls();
+ if ((game.war_ends && game.year >= game.war_ends) || game.year === 1783)
+ return norths_government_falls()
- delete game.pennsylvania_and_new_jersey_line_mutinies;
- game.a_queue = game.b_queue = 0;
- game.year += 1;
- goto_start_year();
+ delete game.pennsylvania_and_new_jersey_line_mutinies
+ game.a_queue = game.b_queue = 0
+ game.year += 1
+ goto_start_year()
}
states.game_over = {
prompt: function () {
- view.prompt = game.victory;
- }
+ view.prompt = game.victory
+ },
}
/* CLIENT/SERVER COMMS */
exports.setup = function (seed, scenario, options) {
- setup_game(seed);
- return game;
+ setup_game(seed)
+ return game
}
exports.action = function (state, current, action, arg) {
- game = state;
+ game = state
// TODO: check against action list
- if (current == game.active) {
- let S = states[game.state];
+ if (current === game.active) {
+ let S = states[game.state]
if (action in S) {
- S[action](arg);
+ S[action](arg)
} else {
- if (action === 'undo' && game.undo && game.undo.length > 0)
- pop_undo();
+ if (action === "undo" && game.undo && game.undo.length > 0)
+ pop_undo()
else
- throw new Error("Invalid action: " + action);
+ throw new Error("Invalid action: " + action)
}
}
- update_colony_control();
+ update_colony_control()
- return game;
+ return game
}
function list_actions(current) {
view.actions = {}
- states[game.state].prompt(current);
+ states[game.state].prompt(current)
}
-exports.view = function(state, current) {
- game = state;
+exports.view = function (state, current) {
+ game = state
view = {
active: state.active,
@@ -3592,24 +3639,24 @@ exports.view = function(state, current) {
}
if (state.pennsylvania_and_new_jersey_line_mutinies)
- view.pennsylvania_and_new_jersey_line_mutinies = true;
+ view.pennsylvania_and_new_jersey_line_mutinies = true
- if (current == AMERICAN)
- view.hand = state.a_hand;
- else if (current == BRITISH)
- view.hand = state.b_hand;
+ if (current === AMERICAN)
+ view.hand = state.a_hand
+ else if (current === BRITISH)
+ view.hand = state.b_hand
else
- view.hand = [];
+ view.hand = []
- if (current == state.active) {
- list_actions(current);
- gen_action_undo();
+ if (current === state.active) {
+ list_actions(current)
+ gen_action_undo()
} else {
- let inactive = states[game.state].inactive;
- if (typeof inactive !== 'string')
- inactive = game.state;
- view.prompt = "Waiting for " + game.active + " player \u2014 " + inactive + ".";
+ let inactive = states[game.state].inactive
+ if (typeof inactive !== "string")
+ inactive = game.state
+ view.prompt = "Waiting for " + game.active + " player \u2014 " + inactive + "."
}
- return view;
+ return view
}