diff options
-rw-r--r-- | rules.js | 116 |
1 files changed, 46 insertions, 70 deletions
@@ -5,6 +5,8 @@ // TODO: bit flags for regulars, european_war, french alliance triggered +/* DATA */ + const data = require("./data") const CARDS = data.cards @@ -59,7 +61,6 @@ const WASHINGTON = data.general_index["Washington"] const CARLETON = data.general_index["Carleton"] const HOWE = data.general_index["Howe"] -const NOWHERE = -1 const BOSTON = data.space_index["Boston"] const CHARLESTON = data.space_index["Charleston"] const FALMOUTH = data.space_index["Falmouth"] @@ -79,7 +80,7 @@ const CONTINENTAL_CONGRESS_DISPERSED = data.space_index["Continental Congress Di const BRITISH_REINFORCEMENTS = data.space_index["British Leader Reinforcements"] const AMERICAN_REINFORCEMENTS = data.space_index["American Leader Reinforcements"] const FRENCH_REINFORCEMENTS = data.space_index["French Reinforcements"] -const ELIMINATED = data.spaces.length +const NOWHERE = data.spaces.length const THE_13_COLONIES = [ 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 ] const SOUTH_OF_WINTER_ATTRITION_LINE = [ 11, 12, 13 ] @@ -94,21 +95,16 @@ const general_count = data.generals.length const space_count = 66 const all_spaces = new Array(space_count).fill(0).map((_,i)=>i) -// 66 * 2 / 32 = 5 words for all PC data -// cu stacks - const ENEMY = { [P_AMERICA]: P_BRITAIN, [P_BRITAIN]: P_AMERICA } -exports.scenarios = [ "Standard" ] - -exports.roles = [ P_BRITAIN, P_AMERICA ] - let states = {} let events = {} let game let view +/* SETUP */ + function setup_game(seed) { game = { seed: seed, @@ -147,9 +143,6 @@ function setup_game(seed) { // transient state moved: [], mcu: [], - - // TODO: compute on the fly - control: [], } set_space_pc(QUEBEC, PC_BRITISH) @@ -361,11 +354,11 @@ function allowed_to_place_american_pc() { } function is_british_militia(space) { - return game.control[SPACES[space].colony] === PC_BRITISH + return get_colony_control(SPACES[space].colony) === PC_BRITISH } function is_american_militia(space) { - return game.control[SPACES[space].colony] === PC_AMERICAN + return get_colony_control(SPACES[space].colony) === PC_AMERICAN } function is_american_winter_offensive() { @@ -456,22 +449,20 @@ function flip_pc(space) { set_space_pc(space, PC_BRITISH) } -function update_colony_control() { - for (let c = 0; c <= 13; ++c) { - let control = 0 - for (let space of COLONIES[c]) { - if (has_british_pc(space)) - --control - else if (has_american_pc(space)) - ++control - } - if (control < 0) - game.control[c] = PC_BRITISH - else if (control > 0) - game.control[c] = PC_AMERICAN - else - game.control[c] = PC_NONE +function get_colony_control(c) { + let control = 0 + for (let space of COLONIES[c]) { + let pc = get_space_pc(space) + if (pc === PC_BRITISH) + --control + else if (pc === PC_AMERICAN) + ++control } + if (control < 0) + return PC_BRITISH + if (control > 0) + return PC_AMERICAN + return PC_NONE } /* CU */ @@ -736,7 +727,7 @@ function move_general(who, where) { } function capture_washington() { - set_general_location(WASHINGTON, ELIMINATED) + set_general_location(WASHINGTON, NOWHERE) if (!game.french_alliance_triggered) { game.french_alliance -= 3 @@ -770,9 +761,9 @@ function capture_enemy_general(where) { } function remove_benedict_arnold() { - if (!is_general_at_location(ARNOLD, ELIMINATED)) { + if (!is_general_at_location(ARNOLD, NOWHERE)) { log("Removed Arnold from the game!") - set_general_location(ARNOLD, ELIMINATED) + set_general_location(ARNOLD, NOWHERE) } } @@ -956,32 +947,6 @@ function disperse_continental_congress() { /* MOVE GENERATORS */ -function gen_action(action, argument) { - if (!view.actions) - view.actions = {} - if (argument !== undefined) { - if (!(action in view.actions)) - view.actions[action] = [ argument ] - else - view.actions[action].push(argument) - } else { - view.actions[action] = 1 - } -} - -function gen_action_undo() { - if (!view.actions) - view.actions = {} - if (game.undo && game.undo.length > 0) - view.actions.undo = 1 - else - view.actions.undo = 0 -} - -function gen_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]) { @@ -3497,11 +3462,9 @@ states.european_war = { } function norths_government_falls() { - update_colony_control() - let n_american = 0 for (let c = 0; c <= 13; ++c) - if (game.control[c] === PC_AMERICAN) + if (get_colony_control(c) === PC_AMERICAN) ++n_american if (n_american >= 7) @@ -3543,6 +3506,20 @@ states.game_over = { /* CLIENT/SERVER COMMS */ +function gen_action(action, argument) { + if (argument === undefined) { + view.actions.action = 1 + } else { + if (!(action in view.actions)) + view.actions[action] = [] + set_add(view.actions[action], argument) + } +} + +exports.scenarios = [ "Standard" ] + +exports.roles = [ P_BRITAIN, P_AMERICA ] + exports.setup = function (seed, scenario, options) { setup_game(seed) return game @@ -3550,6 +3527,9 @@ exports.setup = function (seed, scenario, options) { exports.action = function (state, current, action, arg) { game = state + + Object.seal(game) // don't allow adding properties! + // TODO: check against action list if (current === game.active) { let S = states[game.state] @@ -3563,14 +3543,9 @@ exports.action = function (state, current, action, arg) { } } - update_colony_control() - return game } -function list_actions() { -} - exports.view = function (state, current) { game = state @@ -3587,7 +3562,6 @@ exports.view = function (state, current) { loc: state.loc, spc: state.spc, - control: state.control, a_cards: state.a_hand.length, b_cards: state.b_hand.length, a_queue: state.a_queue, @@ -3610,7 +3584,10 @@ exports.view = function (state, current) { if (current === state.active) { view.actions = {} states[game.state].prompt() - gen_action_undo() + if (game.undo && game.undo.length > 0) + view.actions.undo = 1 + else + view.actions.undo = 0 } else { let inactive = states[game.state].inactive if (typeof inactive !== "string") @@ -3621,8 +3598,7 @@ exports.view = function (state, current) { return view } - -// === COMMON LIBRARY === +/* COMMON LIBRARY */ function log(s) { game.log.push(s) |