From c284d3174cb8a0d3f4875b42f959294e7361fe9d Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 12 May 2024 11:38:38 +0200 Subject: semi --- rules.js | 2834 +++++++++++++++++++++++++++++++------------------------------- 1 file changed, 1417 insertions(+), 1417 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index bb0325a..130adaf 100644 --- a/rules.js +++ b/rules.js @@ -1,42 +1,42 @@ -"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"; +] + +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", @@ -47,28 +47,28 @@ 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 @@ -76,15 +76,15 @@ function random(n) { function logbr() { if (game.log.length > 0 && game.log[game.log.length-1] !== "") - game.log.push(""); + 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 +147,9 @@ 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 +189,7 @@ 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, @@ -201,7 +201,7 @@ function setup_game(seed) { location: location, count: cu, moved: 0, - }); + }) } } @@ -209,283 +209,283 @@ function setup_game(seed) { 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); + 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; + 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); + 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; + 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); + remove_from_array(hand, c) + game.discard.push(c) if (CARDS[c].reshuffle === 'if_discarded') - game.reshuffle = true; - logp("discarded #" + c); + 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; + 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); + let n = count_british_cu(BRITISH_REINFORCEMENTS) for (let g of BRITISH_GENERALS) if (game.generals[g].location === BRITISH_REINFORCEMENTS) - ++n; - return n > 0; + ++n + return n > 0 } - return false; + return false } if (game.active === AMERICAN) - return game.played_american_reinforcements.length < 2; - return false; + 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; + 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; + let colony = SPACES[where].colony if (colony === 'GA' || colony === 'SC' || colony === 'NC') return true; // south of winter attrition line - let type = SPACES[where].type; + let type = SPACES[where].type if (type === 'winter-quarters' || type === 'fortified-port') - return true; - return false; + 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; + 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); + 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); + 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); + 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; + --control else if (game.pc[space] === AMERICAN) - ++control; + ++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 } } @@ -493,159 +493,159 @@ function update_colony_control() { function find_cu(owner, space) { for (let i = 0; i < game.cu.length; ++i) { - let cu = game.cu[i]; + let cu = game.cu[i] if (cu.location === space && cu.owner === owner) - return cu; + 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); + 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); + 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); + 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); + 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 */ @@ -657,320 +657,320 @@ function is_general_on_map(g) { case BRITISH_REINFORCEMENTS: case AMERICAN_REINFORCEMENTS: case FRENCH_REINFORCEMENTS: - return false; + 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; + 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; + 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); + 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; + let list if (game.active === BRITISH) - list = BRITISH_GENERALS; + 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; + ++count + return count } function has_general_on_map() { if (game.active === BRITISH) - return has_british_general_on_map(); + 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); + 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!"); + let g = find_american_or_french_general(where) + log(g + " was captured!") if (g === WASHINGTON) - capture_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); + 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; + return false if (game.congress === where) - return false; - return true; + 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); + capture_enemy_general(where) if (game.active === BRITISH && game.congress === where) - disperse_continental_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; + 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; + 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; + logp("overran CU in " + where) + let cu if (game.active === BRITISH) - cu = find_american_cu(where) || find_french_cu(where); + 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 */ @@ -980,11 +980,11 @@ function gen_action(action, argument) { view.actions = {} 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 +992,20 @@ 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 +1014,7 @@ 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 +1023,7 @@ 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 +1034,7 @@ 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 +1042,28 @@ 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 +1072,7 @@ 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 +1081,349 @@ 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); + n_american += count_french_cu(space) + count_american_cu(space) if (SPACES[space].colony !== "CA") - n_british += count_british_cu(space); + 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; + 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; + 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); + move_general(g, BRITISH_REINFORCEMENTS) for (let g of AMERICAN_GENERALS) if (game.generals[g].location === CAPTURED_GENERALS) - move_general(g, AMERICAN_REINFORCEMENTS); + 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; + 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); + 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"); + game.did_discard_event = false + play_card(c, "to queue") if (game.active === BRITISH) - game.b_queue += CARDS[c].count; + 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.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; + 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.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(); + let hand = active_hand() if (hand.length === 0) { - game.active = ENEMY[game.active]; - hand = active_hand(); + game.active = ENEMY[game.active] + hand = active_hand() if (hand.length === 0) - return goto_winter_attrition_phase(); + return goto_winter_attrition_phase() } } function clear_queue() { if (game.active === BRITISH) - game.b_queue = 0; + 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; + gen_action('card_play_event', c) + break case 'campaign': - gen_action('card_campaign', c); - break; + gen_action('card_campaign', c) + break case 'ops': if (can_exchange_for_discard(c)) - gen_action('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); + gen_action('card_ops_general', c) + gen_action('card_ops_pc', c) if (can_play_reinforcements()) - gen_action('card_ops_reinforcements', c); + gen_action('card_ops_reinforcements', c) if (card.count < 3) - gen_action('card_ops_queue', c); - break; + 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; + 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; + 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; + gen_action('card_discard_event', c) + break } } } @@ -1432,31 +1432,31 @@ function gen_strategy_plays(hand) { states.discard_event_pc_action = { prompt: function (current) { - view.prompt = "Place, flip, or remove PC marker."; - gen_pass(); + view.prompt = "Place, flip, or remove PC marker." + gen_pass() if (game.active === BRITISH) - gen_british_discard_event_pc_action(); + 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 +1464,11 @@ 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 +1478,13 @@ 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); + 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('flip_pc', space) } else if (has_british_pc(space) && has_no_british_cu(space)) { - gen_action('remove_pc', space); + gen_action('remove_pc', space) } } } @@ -1493,80 +1493,80 @@ 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'; + game.count = count + game.state = 'ops_pc' if (game.active === BRITISH) - gen_british_pc_ops_start(); + 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(); + 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(); + 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); + 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('flip_pc', space) } } } @@ -1574,126 +1574,126 @@ 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"); + 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'; + 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); + 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]; + let general = game.generals[g] if (general.location === BRITISH_REINFORCEMENTS) { - gen_action('select_general', g); + 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]; + let general = game.generals[g] if (general.location === AMERICAN_REINFORCEMENTS) { - gen_action('select_general', g); + gen_action('select_general', g) } } } @@ -1703,9 +1703,9 @@ function gen_american_reinforcements_where(general) { if (!has_british_cu(space) && !has_british_pc(space)) { 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) } } } @@ -1714,48 +1714,48 @@ 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"); + play_card(c, " to activate a general") if (game.active === BRITISH) { - game.count = CARDS[c].count + game.b_queue; - game.b_queue = 0; + 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() } } @@ -1763,160 +1763,160 @@ 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(); + 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); + 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); + 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); + 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(); + 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); + 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); + 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; + 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); + let where = location_of_general(g) if (game.active === BRITISH) - pickup_max_british_cu(where); + 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."; + 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; }, @@ -1924,232 +1924,232 @@ states.ops_general_move = { 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; + let intercept = false if (game.active === BRITISH) { - let is_sea_move = (path_type(from, to) === undefined); + 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); + disperse_continental_congress(to) } if (cu >= 4 && count_enemy_cu(to) === 1 && !has_enemy_general(to)) { - overrun(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); + 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 '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; + let mp = 1 if (path_type(from, to) === 'wilderness') { if (path_name(from, to) === FALMOUTH_QUEBEC) if (game.who !== ARNOLD) - continue; - mp = 3; + 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; + 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) { @@ -2162,7 +2162,7 @@ function gen_move_general() { 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 +2174,291 @@ 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; + 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'; + 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); + let i = random(hand.length) + let c = hand[i] + discard_card_from_hand(hand, c) if (CARDS[c].type === 'mandatory-event') - do_event(c); + 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); + remove_pc(where) if (--game.count === 0) { - delete game.where; - end_strategy_card(); + 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); + remove_pc(where) if (--game.count === 0) { - end_strategy_card(); + 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); + remove_pc(where) if (--game.count === 0) { - delete game.where; - end_strategy_card(); + 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); + remove_pc(where) if (--game.count === 0) { - delete game.where; - end_strategy_card(); + 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); + remove_pc(where) if (--game.count === 0) { - delete game.where; - end_strategy_card(); + 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); + place_american_pc(where) if (--game.count === 0) { - end_strategy_card(); + 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); + place_american_pc(where) if (--game.count === 0) { - delete game.where; - end_strategy_card(); + 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); + game.where = where + remove_pc(where) if (--game.count === 0) - end_strategy_card(); + end_strategy_card() }, pass: function () { - end_strategy_card(); + end_strategy_card() }, } @@ -2466,93 +2466,93 @@ 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); + gen_action('remove_pc', space) if (space === first_removed) - gen_action('place_british_pc', space); + 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; + 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(); + end_strategy_card() }, pass: function () { - end_strategy_card(); + end_strategy_card() }, } @@ -2560,102 +2560,102 @@ 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); + gen_action('remove_cu', space) } } events.john_glovers_marblehead_regiment = function (c, card) { - play_card(c); - game.state = 'john_glovers_marblehead_regiment_who'; + 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); + let colony = SPACES[space].colony + remove_from_array(game.doi, colony) + place_american_pc(space) if (game.doi.length === 0) - end_declaration_of_independence(); + 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); + remove_pc(where) if (--game.count === 0) { - end_george_washington_captured(); + 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 +2664,140 @@ 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; + 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(); + 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); + 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); + let b_cu = count_british_cu(game.where) + let a_cu = count_american_and_french_cu(game.where) if (a_cu === 0) { - end_battle(); + end_battle() } else if (b_cu >= 4 && a_cu === 1) { - overrun(game.where); - end_battle(); + 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; + 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; + 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 (!has_american_pc(to) && !has_american_or_french_cu(to)) { - gen_action('move', to); + gen_action('move', to) } } } @@ -2807,108 +2807,108 @@ 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"); + 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; + 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"); + discard_card(c, "for +1 DRM") if (game.active === BRITISH) { - game.b_draw_after_battle = true; - game.b_bonus += 1; + 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"); + 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; + 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"); + discard_card(c, "for +1 DRM") if (game.active === BRITISH) { - game.b_draw_after_battle = true; - game.b_bonus += 1; + 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]; + 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; + gen_action('card_battle_play', c) + break case 'british-event': case 'american-event': case 'american-battle': - gen_action('card_battle_discard', c); - break; + gen_action('card_battle_discard', c) + break } } else { switch (card.type) { @@ -2916,408 +2916,408 @@ function gen_battle_card() { case 'british-event-or-battle': case 'british-event': case 'american-event': - gen_action('card_battle_discard', c); - break; + gen_action('card_battle_discard', c) + break case 'american-battle': - gen_action('card_battle_play', c); - break; + 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; + case 1: case 2: case 3: losses = 1; break + case 4: case 5: losses = 2; break + case 6: losses = 3; break } - return losses; + 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; + 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; + 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"); + b_log.push("+2 Battle Card") else if (game.b_bonus === 1) - b_log.push("+1 Discard of an Event Card"); + 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"); + a_log.push("+2 Battle Card") else if (game.a_bonus === 1) - a_log.push("+1 Discard of an Event Card"); + 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; + let victor if (game.active === BRITISH) - victor = (b_roll + b_drm) >= (a_roll + a_drm) ? BRITISH : AMERICAN; + 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; + 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); + 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); + 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); + 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); + 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); + game.who = find_american_or_french_general(game.where) if (game.who === null && count_american_and_french_cu(game.where) === 0) - return end_battle(); + return end_battle() } else { - game.who = find_british_general(game.where); + game.who = find_british_general(game.where) if (game.who === null && count_british_cu(game.where) === 0) - return end_battle(); + 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'); + view.prompt = "Retreat after battle." + gen_action('surrender') if (game.active === game.attacker) - gen_attacker_retreat(); + gen_attacker_retreat() else - gen_defender_retreat(); + gen_defender_retreat() }, move: function (to) { - logp("retreated to " + to); + logp("retreated to " + to) if (game.active === BRITISH) - retreat_british_army(game.where, to); + 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"); + logp("surrendered") if (active === BRITISH) - surrender_british_army(where); + 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); + 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; + 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)); + 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)); + 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); + 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)); + apply_single_winter_attrition(AMERICAN, space, has_american_or_french_general(space)) if (n_american > 1 && n_french === 0) { - let n = n_american; + 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'; + 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 +3325,64 @@ 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; + return true if (game.congress === space) - return true; + 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 +3390,182 @@ 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 (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'; + 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."; + view.prompt = "Return Continental Congress to a space in the 13 colonies." if (gen_place_continental_congress() === 0) - gen_pass(); + 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); + let cu = find_british_cu(where) + remove_cu(BRITISH, where, 1) if (--game.count === 0) - goto_end_phase(); + 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; + ++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(); + 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]; + 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(); + 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; + game = state view = { active: state.active, @@ -3592,24 +3592,24 @@ 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; + view.hand = state.a_hand else if (current === BRITISH) - view.hand = state.b_hand; + view.hand = state.b_hand else - view.hand = []; + view.hand = [] if (current === state.active) { - list_actions(current); - gen_action_undo(); + list_actions(current) + gen_action_undo() } else { - let inactive = states[game.state].inactive; + let inactive = states[game.state].inactive if (typeof inactive !== 'string') - inactive = game.state; - view.prompt = "Waiting for " + game.active + " player \u2014 " + inactive + "."; + inactive = game.state + view.prompt = "Waiting for " + game.active + " player \u2014 " + inactive + "." } - return view; + return view } -- cgit v1.2.3