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author | Tor Andersson <tor@ccxvii.net> | 2022-06-07 00:06:11 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 11:54:52 +0100 |
commit | d01ff5c671e677bfbb6769558696ea02b86b610e (patch) | |
tree | cae1238d16c580d7d3c1510caa8bb2699f62b96b /rules.js | |
parent | a1fa1447fd6ffd11c11c8e5f3abf68faabec24b7 (diff) | |
download | wilderness-war-d01ff5c671e677bfbb6769558696ea02b86b610e.tar.gz |
Zap semicolons.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 7744 |
1 files changed, 3876 insertions, 3868 deletions
@@ -1,501 +1,501 @@ -"use strict"; +"use strict" // WONTFIX // TODO: select leader for defense instead of automatically picking the best // TODO: remove old 7 command leader(s) immediately as they're drawn, before placing reinforcements -const { spaces, pieces, cards } = require("./data"); +const { spaces, pieces, cards } = require("./data") -const BRITAIN = 'Britain'; -const FRANCE = 'France'; +const BRITAIN = 'Britain' +const FRANCE = 'France' // CARDS -const first_amphib_card = 17; -const last_amphib_card = 20; -const SURRENDER = 6; -const MASSACRE = 7; -const COEHORNS = 8; -const FIELDWORKS_1 = 9; -const FIELDWORKS_2 = 10; -const AMBUSH_1 = 11; -const AMBUSH_2 = 12; -const BLOCKHOUSES = 13; -const FOUL_WEATHER = 14; -const LAKE_SCHOONER = 15; -const GEORGE_CROGHAN = 16; -const LOUISBOURG_SQUADRONS = 21; -const WILLIAM_PITT = 67; -const DIPLOMATIC_REVOLUTION = 69; +const first_amphib_card = 17 +const last_amphib_card = 20 +const SURRENDER = 6 +const MASSACRE = 7 +const COEHORNS = 8 +const FIELDWORKS_1 = 9 +const FIELDWORKS_2 = 10 +const AMBUSH_1 = 11 +const AMBUSH_2 = 12 +const BLOCKHOUSES = 13 +const FOUL_WEATHER = 14 +const LAKE_SCHOONER = 15 +const GEORGE_CROGHAN = 16 +const LOUISBOURG_SQUADRONS = 21 +const WILLIAM_PITT = 67 +const DIPLOMATIC_REVOLUTION = 69 // PIECE RANGES -const first_piece = 1; -const last_piece = 151; -const first_british_piece = 1; -const last_british_piece = 86; -const first_british_leader = 1; -const last_british_leader = 13; -const first_british_unit = 14; -const last_british_unit = 86; -const first_french_piece = 87; -const last_french_piece = 151; -const first_french_leader = 87; -const last_french_leader = 96; -const first_french_unit = 97; -const last_french_unit = 151; -const first_british_militia = 83; -const last_british_militia = 86; -const first_french_militia = 148; -const last_french_militia = 151; -const first_french_regular = 134; -const last_french_regular = 147; -const first_coureurs = 119; -const last_coureurs = 126; -const first_british_regular = 56; -const last_british_regular = 72; -const first_highland = 77; -const last_highland = 82; -const first_royal_american = 73; -const last_royal_american = 76; -const first_light_infantry = 26; -const last_light_infantry = 31; -const first_southern_provincial = 50; -const last_southern_provincial = 55; -const first_northern_provincial = 32; -const last_northern_provincial = 49; -const first_ranger = 23; -const last_ranger = 25; -const first_cherokee = 14; -const last_cherokee = 15; -const first_mohawk = 21; -const last_mohawk = 22; -const first_orange_indian = 113; -const last_orange_indian = 118; -function is_leader(p) { return (p >= 1 && p <= 13) || (p >= 87 && p <= 96); } -function is_unit(p) { return (p >= 14 && p <= 86) || (p >= 97 && p <= 151); } -function is_auxiliary(p) { return (p >= 14 && p <= 25) || (p >= 97 && p <= 126); } -function is_drilled_troops(p) { return (p >= 26 && p <= 82) || (p >= 127 && p <= 147); } -function is_militia(p) { return (p >= 83 && p <= 86) || (p >= 148 && p <= 151); } -function is_regular(p) { return (p >= 56 && p <= 82) || (p >= 127 && p <= 147); } -function is_light_infantry(p) { return (p >= 26 && p <= 31); } -function is_provincial(p) { return (p >= 32 && p <= 55); } -function is_southern_provincial(p) { return (p >= 50 && p <= 55); } -function is_northern_provincial(p) { return (p >= 32 && p <= 49); } -function is_coureurs(p) { return (p >= 119 && p <= 126); } -function is_ranger(p) { return (p >= 23 && p <= 25); } -function is_indian(p) { return (p >= 14 && p <= 22) || (p >= 97 && p <= 118); } -function is_french_indian(p) { return (p >= 97 && p <= 118); } -function is_british_indian(p) { return (p >= 14 && p <= 22); } -function is_blue_indian(p) { return (p >= 101 && p <= 107); } -function is_orange_indian(p) { return (p >= 113 && p <= 118); } -function is_blue_orange_indian(p) { return (p >= 97 && p <= 100); } -function is_gray_indian(p) { return (p >= 16 && p <= 20) || (p >= 108 && p <= 112); } -function is_cherokee(p) { return (p >= 14 && p <= 15); } -function is_mohawk(p) { return (p >= 21 && p <= 22); } -function is_british_iroquois_or_mohawk(p) { return (p >= 16 && p <= 22); } -const AMHERST = 1; -const BRADDOCK = 2; -const ABERCROMBY = 3; -const LOUDOUN = 4; -const WOLFE = 5; -const FORBES = 6; -const SHIRLEY = 7; -const MURRAY = 8; -const MONCKTON = 9; -const WEBB = 10; -const BRADSTREET = 11; -const DUNBAR = 12; -const JOHNSON = 13; -const MONTCALM = 87; -const DIESKAU = 88; -const LEVIS = 89; -const VAUDREUIL = 90; -const DRUCOUR = 91; -const RIGAUD = 92; -const VILLIERS = 93; -const BOUGAINVILLE = 94; -const BEAUJEU = 95; -const DUMAS = 96; +const first_piece = 1 +const last_piece = 151 +const first_british_piece = 1 +const last_british_piece = 86 +const first_british_leader = 1 +const last_british_leader = 13 +const first_british_unit = 14 +const last_british_unit = 86 +const first_french_piece = 87 +const last_french_piece = 151 +const first_french_leader = 87 +const last_french_leader = 96 +const first_french_unit = 97 +const last_french_unit = 151 +const first_british_militia = 83 +const last_british_militia = 86 +const first_french_militia = 148 +const last_french_militia = 151 +const first_french_regular = 134 +const last_french_regular = 147 +const first_coureurs = 119 +const last_coureurs = 126 +const first_british_regular = 56 +const last_british_regular = 72 +const first_highland = 77 +const last_highland = 82 +const first_royal_american = 73 +const last_royal_american = 76 +const first_light_infantry = 26 +const last_light_infantry = 31 +const first_southern_provincial = 50 +const last_southern_provincial = 55 +const first_northern_provincial = 32 +const last_northern_provincial = 49 +const first_ranger = 23 +const last_ranger = 25 +const first_cherokee = 14 +const last_cherokee = 15 +const first_mohawk = 21 +const last_mohawk = 22 +const first_orange_indian = 113 +const last_orange_indian = 118 +function is_leader(p) { return (p >= 1 && p <= 13) || (p >= 87 && p <= 96) } +function is_unit(p) { return (p >= 14 && p <= 86) || (p >= 97 && p <= 151) } +function is_auxiliary(p) { return (p >= 14 && p <= 25) || (p >= 97 && p <= 126) } +function is_drilled_troops(p) { return (p >= 26 && p <= 82) || (p >= 127 && p <= 147) } +function is_militia(p) { return (p >= 83 && p <= 86) || (p >= 148 && p <= 151) } +function is_regular(p) { return (p >= 56 && p <= 82) || (p >= 127 && p <= 147) } +function is_light_infantry(p) { return (p >= 26 && p <= 31) } +function is_provincial(p) { return (p >= 32 && p <= 55) } +function is_southern_provincial(p) { return (p >= 50 && p <= 55) } +function is_northern_provincial(p) { return (p >= 32 && p <= 49) } +function is_coureurs(p) { return (p >= 119 && p <= 126) } +function is_ranger(p) { return (p >= 23 && p <= 25) } +function is_indian(p) { return (p >= 14 && p <= 22) || (p >= 97 && p <= 118) } +function is_french_indian(p) { return (p >= 97 && p <= 118) } +function is_british_indian(p) { return (p >= 14 && p <= 22) } +function is_blue_indian(p) { return (p >= 101 && p <= 107) } +function is_orange_indian(p) { return (p >= 113 && p <= 118) } +function is_blue_orange_indian(p) { return (p >= 97 && p <= 100) } +function is_gray_indian(p) { return (p >= 16 && p <= 20) || (p >= 108 && p <= 112) } +function is_cherokee(p) { return (p >= 14 && p <= 15) } +function is_mohawk(p) { return (p >= 21 && p <= 22) } +function is_british_iroquois_or_mohawk(p) { return (p >= 16 && p <= 22) } +const AMHERST = 1 +const BRADDOCK = 2 +const ABERCROMBY = 3 +const LOUDOUN = 4 +const WOLFE = 5 +const FORBES = 6 +const SHIRLEY = 7 +const MURRAY = 8 +const MONCKTON = 9 +const WEBB = 10 +const BRADSTREET = 11 +const DUNBAR = 12 +const JOHNSON = 13 +const MONTCALM = 87 +const DIESKAU = 88 +const LEVIS = 89 +const VAUDREUIL = 90 +const DRUCOUR = 91 +const RIGAUD = 92 +const VILLIERS = 93 +const BOUGAINVILLE = 94 +const BEAUJEU = 95 +const DUMAS = 96 // SPACE RANGES -const first_space = 1; -const last_space = 141; -const first_leader_box = 145; -const last_leader_box = 167; -const first_northern_department = 1; -const last_northern_department = 21; -const first_southern_department = 22; -const last_southern_department = 40; -const first_st_lawrence_department = 41; -const last_st_lawrence_department = 52; -function is_leader_box(s) { return (s >= 145 && s <= 167); } -function is_fortress(s) { return (s >= 1 && s <= 4) || (s >= 22 && s <= 24) || (s >= 41 && s <= 42) || (s >= 139 && s <= 140); } -function is_port(s) { return (s >= 1 && s <= 3) || (s >= 22 && s <= 24) || (s === 41) || (s >= 139 && s <= 140); } -function is_st_lawrence_department(s) { return (s >= 41 && s <= 52); } -function is_southern_department(s) { return (s >= 22 && s <= 40); } -function is_northern_department(s) { return (s >= 1 && s <= 21); } -function is_originally_french(s) { return (s >= 41 && s <= 52) || (s === 140); } -function is_originally_british(s) { return (s >= 1 && s <= 40) || (s === 139); } -function is_wilderness_or_mountain(s) { return (s >= 53 && s <= 138); } -function is_wilderness(s) { return (s >= 53 && s <= 119); } -function is_mountain(s) { return (s >= 120 && s <= 138); } -function is_cultivated(s) { return (s >= 1 && s <= 52); } -const ALBANY = 4; -const ALEXANDRIA = 22; -const BAIE_ST_PAUL = 43; -const BALTIMORE = 23; -const BOSTON = 1; -const CANAJOHARIE = 56; -const CAYUGA = 60; -const HALIFAX = 139; -const KAHNAWAKE = 45; -const KARAGHIYADIRHA = 76; -const KITTANING = 77; -const LAC_DES_DEUX_MONTAGNES = 46; -const LOGSTOWN = 81; -const LOUISBOURG = 140; -const MINGO_TOWN = 83; -const MISSISSAUGA = 84; -const MONTREAL = 42; -const NEW_HAVEN = 2; -const NEW_YORK = 3; -const NIAGARA = 86; -const OHIO_FORKS = 88; -const ONEIDA_CARRY_EAST = 89; -const ONEIDA_CARRY_WEST = 90; -const ONEIDA_CASTLE = 91; -const ONONDAGA = 92; -const OSWEGO = 96; -const PAYS_D_EN_HAUT = 141; -const PHILADELPHIA = 24; -const QUEBEC = 41; -const RIVIERE_OUELLE = 47; -const SHAWIANGTO = 102; -const ST_FRANCOIS = 49; -const ILE_D_ORLEANS = 52; -const NORTHERN_COLONIAL_MILITIAS = 142; -const SOUTHERN_COLONIAL_MILITIAS = 143; -const ST_LAWRENCE_CANADIAN_MILITIAS = 144; +const first_space = 1 +const last_space = 141 +const first_leader_box = 145 +const last_leader_box = 167 +const first_northern_department = 1 +const last_northern_department = 21 +const first_southern_department = 22 +const last_southern_department = 40 +const first_st_lawrence_department = 41 +const last_st_lawrence_department = 52 +function is_leader_box(s) { return (s >= 145 && s <= 167) } +function is_fortress(s) { return (s >= 1 && s <= 4) || (s >= 22 && s <= 24) || (s >= 41 && s <= 42) || (s >= 139 && s <= 140) } +function is_port(s) { return (s >= 1 && s <= 3) || (s >= 22 && s <= 24) || (s === 41) || (s >= 139 && s <= 140) } +function is_st_lawrence_department(s) { return (s >= 41 && s <= 52) } +function is_southern_department(s) { return (s >= 22 && s <= 40) } +function is_northern_department(s) { return (s >= 1 && s <= 21) } +function is_originally_french(s) { return (s >= 41 && s <= 52) || (s === 140) } +function is_originally_british(s) { return (s >= 1 && s <= 40) || (s === 139) } +function is_wilderness_or_mountain(s) { return (s >= 53 && s <= 138) } +function is_wilderness(s) { return (s >= 53 && s <= 119) } +function is_mountain(s) { return (s >= 120 && s <= 138) } +function is_cultivated(s) { return (s >= 1 && s <= 52) } +const ALBANY = 4 +const ALEXANDRIA = 22 +const BAIE_ST_PAUL = 43 +const BALTIMORE = 23 +const BOSTON = 1 +const CANAJOHARIE = 56 +const CAYUGA = 60 +const HALIFAX = 139 +const KAHNAWAKE = 45 +const KARAGHIYADIRHA = 76 +const KITTANING = 77 +const LAC_DES_DEUX_MONTAGNES = 46 +const LOGSTOWN = 81 +const LOUISBOURG = 140 +const MINGO_TOWN = 83 +const MISSISSAUGA = 84 +const MONTREAL = 42 +const NEW_HAVEN = 2 +const NEW_YORK = 3 +const NIAGARA = 86 +const OHIO_FORKS = 88 +const ONEIDA_CARRY_EAST = 89 +const ONEIDA_CARRY_WEST = 90 +const ONEIDA_CASTLE = 91 +const ONONDAGA = 92 +const OSWEGO = 96 +const PAYS_D_EN_HAUT = 141 +const PHILADELPHIA = 24 +const QUEBEC = 41 +const RIVIERE_OUELLE = 47 +const SHAWIANGTO = 102 +const ST_FRANCOIS = 49 +const ILE_D_ORLEANS = 52 +const NORTHERN_COLONIAL_MILITIAS = 142 +const SOUTHERN_COLONIAL_MILITIAS = 143 +const ST_LAWRENCE_CANADIAN_MILITIAS = 144 // Patch up leader/box associations. -const box_from_leader = []; -const leader_from_box = []; +const box_from_leader = [] +const leader_from_box = [] for (let p = 0; p <= last_piece; ++p) - box_from_leader[p] = 0; + box_from_leader[p] = 0 for (let s = first_leader_box; s <= last_leader_box; ++s) { - let p = pieces.findIndex(piece => piece.name === spaces[s].name); - box_from_leader[p] = s; - leader_from_box[s-first_leader_box] = p; + let p = pieces.findIndex(piece => piece.name === spaces[s].name) + box_from_leader[p] = s + leader_from_box[s-first_leader_box] = p } // Patch up space exits. for (let s = first_space; s <= last_space; ++s) { - let ss = spaces[s]; - ss.exits = ss.land.concat(ss.river).concat(ss.lakeshore); - ss.exits_with_type = []; - ss.land.forEach(n => ss.exits_with_type.push([n,'land'])); - ss.river.forEach(n => ss.exits_with_type.push([n,'river'])); - ss.lakeshore.forEach(n => ss.exits_with_type.push([n,'lakeshore'])); + let ss = spaces[s] + ss.exits = ss.land.concat(ss.river).concat(ss.lakeshore) + ss.exits_with_type = [] + ss.land.forEach(n => ss.exits_with_type.push([n,'land'])) + ss.river.forEach(n => ss.exits_with_type.push([n,'river'])) + ss.lakeshore.forEach(n => ss.exits_with_type.push([n,'lakeshore'])) } // Make non-breaking names. -spaces.forEach(ss => ss.nb_name = ss.name.replace(/ /g, '\xa0')); +spaces.forEach(ss => ss.nb_name = ss.name.replace(/ /g, '\xa0')) pieces.forEach(pp => { - if (pp.desc) pp.nb_desc = pp.desc.replace(/ /g, '\xa0'); - if (pp.rdesc) pp.nb_rdesc = pp.rdesc.replace(/ /g, '\xa0'); -}); + if (pp.desc) pp.nb_desc = pp.desc.replace(/ /g, '\xa0') + if (pp.rdesc) pp.nb_rdesc = pp.rdesc.replace(/ /g, '\xa0') +}) -let game; -let view = null; -let states = {}; -let events = {}; +let game +let view = null +let states = {} +let events = {} -let player; // aliased to game.french/british per-player state -let enemy_player; // aliased to game.french/british per-player state -let supply_cache; // cleared when setting active player and loading game state +let player // aliased to game.french/british per-player state +let enemy_player // aliased to game.french/british per-player state +let supply_cache // cleared when setting active player and loading game state // These looping indices are updated with update_active_aliases() -let first_enemy_leader; -let first_enemy_piece; -let first_enemy_unit; -let last_enemy_leader; -let last_enemy_piece; -let last_enemy_unit; -let first_friendly_leader; -let first_friendly_piece; -let first_friendly_unit; -let last_friendly_leader; -let last_friendly_piece; -let last_friendly_unit; +let first_enemy_leader +let first_enemy_piece +let first_enemy_unit +let last_enemy_leader +let last_enemy_piece +let last_enemy_unit +let first_friendly_leader +let first_friendly_piece +let first_friendly_unit +let last_friendly_leader +let last_friendly_piece +let last_friendly_unit function abs(x) { - return x < 0 ? -x : x; + return x < 0 ? -x : x } function random(n) { - return ((game.seed = game.seed * 69621 % 0x7fffffff) / 0x7fffffff) * n | 0; + return ((game.seed = game.seed * 69621 % 0x7fffffff) / 0x7fffffff) * n | 0 } function roll_die(reason) { - let die = random(6) + 1; + let die = random(6) + 1 if (reason) - log(`Rolled ${die} ${reason}.`); + log(`Rolled ${die} ${reason}.`) else - log(`Rolled ${die}.`); - return die; + log(`Rolled ${die}.`) + return die } function modify(die, drm, why) { if (drm >= 0) - log(`+${drm} ${why}.`); + log(`+${drm} ${why}.`) else if (drm < 0) - log(`${drm} ${why}.`); - return die + drm; + log(`${drm} ${why}.`) + return die + drm } function clamp(x, min, max) { - return Math.min(Math.max(x, min), max); + return Math.min(Math.max(x, min), max) } 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 logbr() { if (game.log.length > 0 && game.log[game.log.length-1] !== "") - game.log.push(""); + game.log.push("") } function log(msg) { - game.log.push(msg); + game.log.push(msg) } function push_summary(summary, p) { - let s = piece_space(p); + let s = piece_space(p) if (!(s in summary)) - summary[s] = []; - summary[s].push(piece_name(p)); + summary[s] = [] + summary[s].push(piece_name(p)) } function print_plain_summary(verb, list) { if (game.summary) { if (game.summary[list].length > 0) - log(verb + "\n" + game.summary[list].sort((a,b)=>a-b).map(piece_name).join(",\n") + "."); - delete game.summary[list]; + log(verb + "\n" + game.summary[list].sort((a,b)=>a-b).map(piece_name).join(",\n") + ".") + delete game.summary[list] } } function print_summary(summary, verb) { for (let s in summary) - log(verb + space_name(Number(s)) + "\n" + summary[s].join(",\n") + "."); + log(verb + space_name(Number(s)) + "\n" + summary[s].join(",\n") + ".") } function flush_summary() { if (game.summary) { - print_summary(game.summary.placed, "Placed at "); - print_summary(game.summary.restored, "Restored at "); - print_summary(game.summary.reduced, "Reduced at "); - print_summary(game.summary.eliminated, "Eliminated at "); - game.summary.placed = {}; - game.summary.restored = {}; - game.summary.reduced = {}; - game.summary.eliminated = {}; + print_summary(game.summary.placed, "Placed at ") + print_summary(game.summary.restored, "Restored at ") + print_summary(game.summary.reduced, "Reduced at ") + print_summary(game.summary.eliminated, "Eliminated at ") + game.summary.placed = {} + game.summary.restored = {} + game.summary.reduced = {} + game.summary.eliminated = {} } } function init_retreat_summary() { if (game.summary) - game.summary.retreat = {}; + game.summary.retreat = {} } function push_retreat_summary(p, s) { if (game.summary) { if (!(s in game.summary.retreat)) - game.summary.retreat[s] = []; - game.summary.retreat[s].push(p); + game.summary.retreat[s] = [] + game.summary.retreat[s].push(p) } else { - // log(piece_name(p) + " retreated " + s + "."); - log(piece_name(p) + " " + s + "."); + // log(piece_name(p) + " retreated " + s + ".") + log(piece_name(p) + " " + s + ".") } } function flush_retreat_summary() { if (game.summary) { for (let s in game.summary.retreat) - log("Retreated " + s + "\n" + game.summary.retreat[s].map(piece_name).join(",\n") + "."); - delete game.summary.retreat; + log("Retreated " + s + "\n" + game.summary.retreat[s].map(piece_name).join(",\n") + ".") + delete game.summary.retreat } } function init_go_home_summary() { if (game.summary) - game.summary.go_home = {}; + game.summary.go_home = {} } function push_go_home_summary(p, s) { if (game.summary) { if (!(s in game.summary.go_home)) - game.summary.go_home[s] = []; - game.summary.go_home[s].push(piece_name_and_place(p)); + game.summary.go_home[s] = [] + game.summary.go_home[s].push(piece_name_and_place(p)) } else { - // log(piece_name_and_place(p) + " went home to " + space_name(s) + "."); - log(piece_name_and_place(p) + " home to " + space_name(s) + "."); + // log(piece_name_and_place(p) + " went home to " + space_name(s) + ".") + log(piece_name_and_place(p) + " home to " + space_name(s) + ".") } } function flush_go_home_summary() { if (game.summary) { - print_summary(game.summary.go_home, "Went home to "); - delete game.summary.go_home; + print_summary(game.summary.go_home, "Went home to ") + delete game.summary.go_home } } function enemy() { - return game.active === FRANCE ? BRITAIN : FRANCE; + return game.active === FRANCE ? BRITAIN : FRANCE } function set_active_enemy() { - game.active = (game.active === FRANCE) ? BRITAIN : FRANCE; - update_active_aliases(); + game.active = (game.active === FRANCE) ? BRITAIN : FRANCE + update_active_aliases() } function set_active(new_active) { - game.active = new_active; - update_active_aliases(); + game.active = new_active + update_active_aliases() } function update_active_aliases() { - supply_cache = null; + supply_cache = null if (game.active === BRITAIN) { - player = game.british; - enemy_player = game.french; - - first_friendly_piece = first_british_piece; - last_friendly_piece = last_british_piece; - first_friendly_leader = first_british_leader; - last_friendly_leader = last_british_leader; - first_friendly_unit = first_british_unit; - last_friendly_unit = last_british_unit; - - first_enemy_piece = first_french_piece; - last_enemy_piece = last_french_piece; - first_enemy_leader = first_french_leader; - last_enemy_leader = last_french_leader; - first_enemy_unit = first_french_unit; - last_enemy_unit = last_french_unit; + player = game.british + enemy_player = game.french + + first_friendly_piece = first_british_piece + last_friendly_piece = last_british_piece + first_friendly_leader = first_british_leader + last_friendly_leader = last_british_leader + first_friendly_unit = first_british_unit + last_friendly_unit = last_british_unit + + first_enemy_piece = first_french_piece + last_enemy_piece = last_french_piece + first_enemy_leader = first_french_leader + last_enemy_leader = last_french_leader + first_enemy_unit = first_french_unit + last_enemy_unit = last_french_unit } else { - player = game.french; - enemy_player = game.british; + player = game.french + enemy_player = game.british - first_friendly_piece = first_french_piece; - last_friendly_piece = last_french_piece; - first_friendly_leader = first_french_leader; - last_friendly_leader = last_french_leader; - first_friendly_unit = first_french_unit; - last_friendly_unit = last_french_unit; + first_friendly_piece = first_french_piece + last_friendly_piece = last_french_piece + first_friendly_leader = first_french_leader + last_friendly_leader = last_french_leader + first_friendly_unit = first_french_unit + last_friendly_unit = last_french_unit - first_enemy_piece = first_british_piece; - last_enemy_piece = last_british_piece; - first_enemy_leader = first_british_leader; - last_enemy_leader = last_british_leader; - first_enemy_unit = first_british_unit; - last_enemy_unit = last_british_unit; + first_enemy_piece = first_british_piece + last_enemy_piece = last_british_piece + first_enemy_leader = first_british_leader + last_enemy_leader = last_british_leader + first_enemy_unit = first_british_unit + last_enemy_unit = last_british_unit } } // LISTS -const EARLY = 0; -const LATE = 1; +const EARLY = 0 +const LATE = 1 -const RELUCTANT = 0; -const SUPPORTIVE = 1; -const ENTHUSIASTIC = 2; +const RELUCTANT = 0 +const SUPPORTIVE = 1 +const ENTHUSIASTIC = 2 function find_space(name) { if (name === 'eliminated') - return 0; - let ix = spaces.findIndex(node => node.name === name); + return 0 + let ix = spaces.findIndex(node => node.name === name) if (ix < 0) - throw new Error("cannot find space " + name); - return ix; + throw new Error("cannot find space " + name) + return ix } function find_unused_piece(name) { for (let i = 0; i <= last_piece; ++i) if (pieces[i].name === name && game.location[i] === 0) - return i; - throw new Error("cannot find unit " + name); + return i + throw new Error("cannot find unit " + name) } function find_unused_provincial(dept) { if (dept === 'northern') { for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) if (is_piece_unused(p)) - return p; + return p } else { for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) if (is_piece_unused(p)) - return p; + return p } - return 0; + return 0 } function find_unused_friendly_militia() { if (game.active === FRANCE) { for (let p = first_french_militia; p <= last_french_militia; ++p) if (is_piece_unused(p)) - return p; + return p } else { for (let p = first_british_militia; p <= last_british_militia; ++p) if (is_piece_unused(p)) - return p; + return p } - return 0; + return 0 } function find_unused_coureurs() { for (let p = first_coureurs; p <= last_coureurs; ++p) if (is_piece_unused(p)) - return p; - return 0; + return p + return 0 } function find_unused_ranger() { for (let p = first_ranger; p <= last_ranger; ++p) if (is_piece_unused(p)) - return p; - return 0; + return p + return 0 } function find_unused_british_regular() { for (let p = first_british_regular; p <= last_british_regular; ++p) if (is_piece_unused(p)) - return p; - return 0; + return p + return 0 } function find_unused_highland() { for (let p = first_highland; p <= last_highland; ++p) if (is_piece_unused(p)) - return p; - return 0; + return p + return 0 } function find_unused_royal_american() { for (let p = first_royal_american; p <= last_royal_american; ++p) if (is_piece_unused(p)) - return p; - return 0; + return p + return 0 } function find_unused_light_infantry() { for (let p = first_light_infantry; p <= last_light_infantry; ++p) if (is_piece_unused(p)) - return p; - return 0; + return p + return 0 } const ports = [ @@ -528,7 +528,7 @@ const originally_french_fortresses = [ LOUISBOURG, MONTREAL, QUEBEC, -]; +] const originally_british_fortresses = [ ALBANY, @@ -539,7 +539,7 @@ const originally_british_fortresses = [ NEW_HAVEN, NEW_YORK, PHILADELPHIA, -]; +] const originally_british_fortresses_and_all_ports = [ ALBANY, @@ -552,12 +552,12 @@ const originally_british_fortresses_and_all_ports = [ NEW_YORK, PHILADELPHIA, QUEBEC, -]; +] function is_friendly_indian(p) { if (game.active === FRANCE) - return is_french_indian(p); - return is_british_indian(p); + return is_french_indian(p) + return is_british_indian(p) } const indians = { @@ -566,1071 +566,1071 @@ const indians = { pieces_from_space: {}, space_from_piece: {}, tribe_from_space: {}, -}; +} function define_indian(color, space, tribe) { if (!indians.pieces_from_color[color]) - indians.pieces_from_color[color] = []; + indians.pieces_from_color[color] = [] if (!indians.spaces_from_color[color]) - indians.spaces_from_color[color] = []; + indians.spaces_from_color[color] = [] if (space) { if (!indians.spaces_from_color[color].includes(space)) - indians.spaces_from_color[color].push(space); + indians.spaces_from_color[color].push(space) } if (!indians.pieces_from_space[space]) - indians.pieces_from_space[space] = []; + indians.pieces_from_space[space] = [] if (space === PAYS_D_EN_HAUT) - indians.tribe_from_space[space] = "Pays d'en Haut"; + indians.tribe_from_space[space] = "Pays d'en Haut" else - indians.tribe_from_space[space] = tribe; + indians.tribe_from_space[space] = tribe for (let p = 1; p <= last_piece; ++p) { if (is_indian(p) && pieces[p].name === tribe) { - indians.pieces_from_color[color].push(p); - indians.pieces_from_space[space].push(p); - indians.space_from_piece[p] = space; + indians.pieces_from_color[color].push(p) + indians.pieces_from_space[space].push(p) + indians.space_from_piece[p] = space } } } -define_indian("cherokee", 0, "Cherokee"); -define_indian("mohawk", CANAJOHARIE, "Mohawk"); +define_indian("cherokee", 0, "Cherokee") +define_indian("mohawk", CANAJOHARIE, "Mohawk") -define_indian("blue", ST_FRANCOIS, "Abenaki"); -define_indian("blue", LAC_DES_DEUX_MONTAGNES, "Algonquin"); -define_indian("blue", KAHNAWAKE, "Caughnawaga"); -define_indian("blue", MISSISSAUGA, "Mississauga"); +define_indian("blue", ST_FRANCOIS, "Abenaki") +define_indian("blue", LAC_DES_DEUX_MONTAGNES, "Algonquin") +define_indian("blue", KAHNAWAKE, "Caughnawaga") +define_indian("blue", MISSISSAUGA, "Mississauga") -define_indian("orange", KITTANING, "Delaware"); -define_indian("orange", MINGO_TOWN, "Mingo"); -define_indian("orange", LOGSTOWN, "Shawnee"); +define_indian("orange", KITTANING, "Delaware") +define_indian("orange", MINGO_TOWN, "Mingo") +define_indian("orange", LOGSTOWN, "Shawnee") -define_indian("blue-orange", PAYS_D_EN_HAUT, "Huron"); -define_indian("blue-orange", PAYS_D_EN_HAUT, "Ojibwa"); -define_indian("blue-orange", PAYS_D_EN_HAUT, "Ottawa"); -define_indian("blue-orange", PAYS_D_EN_HAUT, "Potawatomi"); +define_indian("blue-orange", PAYS_D_EN_HAUT, "Huron") +define_indian("blue-orange", PAYS_D_EN_HAUT, "Ojibwa") +define_indian("blue-orange", PAYS_D_EN_HAUT, "Ottawa") +define_indian("blue-orange", PAYS_D_EN_HAUT, "Potawatomi") -define_indian("gray", CAYUGA, "Cayuga"); -define_indian("gray", ONEIDA_CASTLE, "Oneida"); -define_indian("gray", ONONDAGA, "Onondaga"); -define_indian("gray", KARAGHIYADIRHA, "Seneca"); -define_indian("gray", SHAWIANGTO, "Tuscarora"); +define_indian("gray", CAYUGA, "Cayuga") +define_indian("gray", ONEIDA_CASTLE, "Oneida") +define_indian("gray", ONONDAGA, "Onondaga") +define_indian("gray", KARAGHIYADIRHA, "Seneca") +define_indian("gray", SHAWIANGTO, "Tuscarora") -const within_two_of_canajoharie = [ CANAJOHARIE ]; +const within_two_of_canajoharie = [ CANAJOHARIE ] for_each_exit(CANAJOHARIE, one => { if (!within_two_of_canajoharie.includes(one)) { - within_two_of_canajoharie.push(one); + within_two_of_canajoharie.push(one) for_each_exit(one, two => { if (!within_two_of_canajoharie.includes(two)) { - within_two_of_canajoharie.push(two); + within_two_of_canajoharie.push(two) } - }); + }) } -}); +}) -const within_two_of_gray_settlement = []; +const within_two_of_gray_settlement = [] indians.spaces_from_color.gray.forEach(zero => { - within_two_of_gray_settlement.push(zero); -}); + within_two_of_gray_settlement.push(zero) +}) indians.spaces_from_color.gray.forEach(zero => { for_each_exit(zero, one => { if (!within_two_of_gray_settlement.includes(one)) { - within_two_of_gray_settlement.push(one); + within_two_of_gray_settlement.push(one) for_each_exit(one, two => { if (!within_two_of_gray_settlement.includes(two)) { - within_two_of_gray_settlement.push(two); + within_two_of_gray_settlement.push(two) } - }); + }) } - }); -}); + }) +}) -const in_or_adjacent_to_ohio_forks = [ OHIO_FORKS ]; +const in_or_adjacent_to_ohio_forks = [ OHIO_FORKS ] for_each_exit(OHIO_FORKS, one => { - in_or_adjacent_to_ohio_forks.push(one); -}); + in_or_adjacent_to_ohio_forks.push(one) +}) // CARD DECK function reshuffle_deck() { - game.last_card = 0; - game.log.push("Deck reshuffled."); - game.deck = game.deck.concat(game.discard); - game.discard = []; + game.last_card = 0 + game.log.push("Deck reshuffled.") + game.deck = game.deck.concat(game.discard) + game.discard = [] } 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 deal_cards() { - let fn = 8; + let fn = 8 if (game.events.diplo) - fn = 9; + fn = 9 if (game.events.quiberon) - fn = 7; + fn = 7 - let bn = 8; + let bn = 8 if (game.events.pitt) - bn = 9; + bn = 9 if (game.discard.includes(SURRENDER)) { - reshuffle_deck(); + reshuffle_deck() } if (game.options.pitt_dip_rev) { if (game.events.pitt && !game.events.diplo && game.discard.includes(DIPLOMATIC_REVOLUTION)) { - log(`France received Diplomatic Revolution from discard.`); - remove_from_array(game.discard, DIPLOMATIC_REVOLUTION); - game.french.hand.push(DIPLOMATIC_REVOLUTION); + log(`France received Diplomatic Revolution from discard.`) + remove_from_array(game.discard, DIPLOMATIC_REVOLUTION) + game.french.hand.push(DIPLOMATIC_REVOLUTION) } if (!game.events.pitt && game.events.diplo && game.discard.includes(WILLIAM_PITT)) { - log(`Britain received William Pitt from discard.`); - remove_from_array(game.discard, WILLIAM_PITT); - game.british.hand.push(WILLIAM_PITT); + log(`Britain received William Pitt from discard.`) + remove_from_array(game.discard, WILLIAM_PITT) + game.british.hand.push(WILLIAM_PITT) } } - fn = fn - game.french.hand.length; - bn = bn - game.british.hand.length; + fn = fn - game.french.hand.length + bn = bn - game.british.hand.length - log("Dealt " + fn + " cards to France."); - log("Dealt " + bn + " cards to Britain."); + log("Dealt " + fn + " cards to France.") + log("Dealt " + bn + " cards to Britain.") while (fn > 0 || bn > 0) { if (fn > 0) { - game.french.hand.push(deal_card()); - --fn; + game.french.hand.push(deal_card()) + --fn } if (bn > 0) { - game.british.hand.push(deal_card()); - --bn; + game.british.hand.push(deal_card()) + --bn } } } function draw_leader_from_pool() { if (game.british.pool.length > 0) { - let i = random(game.british.pool.length); - let p = game.british.pool[i]; + let i = random(game.british.pool.length) + let p = game.british.pool[i] - log(`Drew ${piece_name(p)} from pool.`); + log(`Drew ${piece_name(p)} from pool.`) // 5.55 If both on-map 7 leaders are besieged, return the third to the pool without substitution. if (is_seven_command_leader(p)) { - let n = 0; - if (is_piece_on_map(ABERCROMBY) && is_piece_inside(ABERCROMBY)) ++n; - if (is_piece_on_map(AMHERST) && is_piece_inside(AMHERST)) ++n; - if (is_piece_on_map(BRADDOCK) && is_piece_inside(BRADDOCK)) ++n; - if (is_piece_on_map(LOUDOUN) && is_piece_inside(LOUDOUN)) ++n; + let n = 0 + if (is_piece_on_map(ABERCROMBY) && is_piece_inside(ABERCROMBY)) ++n + if (is_piece_on_map(AMHERST) && is_piece_inside(AMHERST)) ++n + if (is_piece_on_map(BRADDOCK) && is_piece_inside(BRADDOCK)) ++n + if (is_piece_on_map(LOUDOUN) && is_piece_inside(LOUDOUN)) ++n if (n >= 2) { - log(`Returned ${piece_name(p)} to pool.`); - return 0; + log(`Returned ${piece_name(p)} to pool.`) + return 0 } } - game.british.pool.splice(i, 1); - game.location[p] = box_from_leader[p]; - return p; + game.british.pool.splice(i, 1) + game.location[p] = box_from_leader[p] + return p } - return 0; + return 0 } function is_card_available(c) { - return !game.discard.includes(c) && !game.removed.includes(c); + return !game.discard.includes(c) && !game.removed.includes(c) } function is_enemy_card_available(c) { - return enemy_player.hand.length > 0 && is_card_available(c); + return enemy_player.hand.length > 0 && is_card_available(c) } function is_friendly_card_available(c) { - return player.hand.length > 0 && is_card_available(c); + return player.hand.length > 0 && is_card_available(c) } function get_player_hand(role) { if (role === FRANCE) - return game.french.hand; - return game.british.hand; + return game.french.hand + return game.british.hand } function is_card_available_for_attacker(c) { - return get_player_hand(game.battle.attacker).length > 0 && is_card_available(c); + return get_player_hand(game.battle.attacker).length > 0 && is_card_available(c) } function is_card_available_for_defender(c) { - return get_player_hand(game.battle.defender).length > 0 && is_card_available(c); + return get_player_hand(game.battle.defender).length > 0 && is_card_available(c) } // ITERATORS function for_each_siege(fn) { for (let sid in game.sieges) - fn(sid|0, game.sieges[sid]); + fn(sid|0, game.sieges[sid]) } function for_each_exit_with_type(s, fn) { for (let [n, t] of spaces[s].exits_with_type) - fn(n, t); + fn(n, t) } function for_each_exit(s, fn) { for (let n of spaces[s].exits) - fn(n); + fn(n) } function for_each_friendly_piece_in_node(node, fn) { for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) { if (is_piece_in_node(p, node)) - fn(p); + fn(p) } } function for_each_unbesieged_friendly_piece_in_space(s, fn) { for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) { if (is_piece_unbesieged_in_space(p, s)) - fn(p); + fn(p) } } function for_each_friendly_leader_in_node(node, fn) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_in_node(p, node)) - fn(p); + fn(p) } } function for_each_friendly_unit_in_node(node, fn) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_piece_in_node(p, node)) - fn(p); + fn(p) } } function for_each_friendly_piece_in_space(s, fn) { for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) { if (is_piece_in_space(p, s)) - fn(p); + fn(p) } } function for_each_friendly_leader_in_space(s, fn) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_in_space(p, s)) - fn(p); + fn(p) } } function for_each_friendly_unit_in_space(s, fn) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_piece_in_space(p, s)) - fn(p); + fn(p) } } function for_each_unbesieged_enemy_in_space(s, fn) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) { if (is_piece_unbesieged_in_space(p, s)) - fn(p); + fn(p) } } function for_each_piece_in_force(force, fn) { for (let p = 1; p <= last_piece; ++p) if (is_piece_in_force(p, force)) - fn(p); + fn(p) } function for_each_leader_in_force(force, fn) { for (let p = 1; p <= last_piece; ++p) if (is_leader(p) && is_piece_in_force(p, force)) - fn(p); + fn(p) } function for_each_unit_in_force(force, fn) { for (let p = 1; p <= last_piece; ++p) if (!is_leader(p) && is_piece_in_force(p, force)) - fn(p); + fn(p) } function for_each_british_controlled_port(fn) { for (let i = 0; i < ports.length; ++i) if (is_british_controlled_space(ports[i])) - fn(ports[i]); + fn(ports[i]) } function for_each_british_controlled_port_and_amphib(fn) { for (let i = 0; i < ports.length; ++i) if (is_british_controlled_space(ports[i])) - fn(ports[i]); - game.amphib.forEach(fn); + fn(ports[i]) + game.amphib.forEach(fn) } function list_auxiliary_units_in_force(force) { - let list = []; + let list = [] for_each_unit_in_force(force, p => { if (is_auxiliary(p)) - list.push(p); - }); - return list; + list.push(p) + }) + return list } // STATIC PROPERTIES function department_militia(s) { if (is_st_lawrence_department(s)) - return ST_LAWRENCE_CANADIAN_MILITIAS; + return ST_LAWRENCE_CANADIAN_MILITIAS if (is_northern_department(s)) - return NORTHERN_COLONIAL_MILITIAS; + return NORTHERN_COLONIAL_MILITIAS if (is_southern_department(s)) - return SOUTHERN_COLONIAL_MILITIAS; - return 0; + return SOUTHERN_COLONIAL_MILITIAS + return 0 } function space_name(s) { - return spaces[s].nb_name; + return spaces[s].nb_name } function is_lake_connection(from, to) { - let exits = spaces[from].lakeshore; + let exits = spaces[from].lakeshore for (let i = 0; i < exits.length; ++i) if (exits[i] === to) - return true; - return false; + return true + return false } function has_amphibious_arrow(s) { - return s === HALIFAX || s === LOUISBOURG; + return s === HALIFAX || s === LOUISBOURG } function is_originally_friendly(s) { if (game.active === FRANCE) - return is_originally_french(s); - return is_originally_british(s); + return is_originally_french(s) + return is_originally_british(s) } function is_originally_enemy(s) { if (game.active === BRITAIN) - return is_originally_french(s); - return is_originally_british(s); + return is_originally_french(s) + return is_originally_british(s) } function piece_name(p) { if (is_unit_reduced(p)) - return pieces[p].nb_rdesc; - return pieces[p].nb_desc; + return pieces[p].nb_rdesc + return pieces[p].nb_desc } function piece_name_and_place(p) { - // return piece_name(p) + " at " + space_name(piece_space(p)); - return piece_name(p) + " (" + space_name(piece_space(p)) + ")"; + // return piece_name(p) + " at " + space_name(piece_space(p)) + return piece_name(p) + " (" + space_name(piece_space(p)) + ")" } function piece_movement(p) { - return pieces[p].movement; + return pieces[p].movement } function leader_box(p) { - return box_from_leader[p]; + return box_from_leader[p] } function leader_initiative(p) { - return pieces[p].initiative; + return pieces[p].initiative } function leader_command(p) { - return pieces[p].command; + return pieces[p].command } function force_command(force) { - let n = 0; + let n = 0 for_each_leader_in_force(force, p => { - n += leader_command(p); - }); - return n; + n += leader_command(p) + }) + return n } function leader_tactics(p) { - return pieces[p].tactics; + return pieces[p].tactics } // DYNAMIC PROPERTIES function piece_node(p) { - return abs(game.location[p]); + return abs(game.location[p]) } function piece_space_and_inside(p) { - let where = abs(game.location[p]); + let where = abs(game.location[p]) if (is_leader_box(where)) - return game.location[leader_from_box[where-first_leader_box]]; - return game.location[p]; + return game.location[leader_from_box[where-first_leader_box]] + return game.location[p] } function piece_space(p) { - let where = abs(game.location[p]); + let where = abs(game.location[p]) if (is_leader_box(where)) - return abs(game.location[leader_from_box[where-first_leader_box]]); - return where; + return abs(game.location[leader_from_box[where-first_leader_box]]) + return where } // is piece commanded by a leader (or self) function is_piece_in_force(p, force) { if (p === force) - return true; + return true if (is_leader(force)) - return piece_node(p) === leader_box(force); - return false; + return piece_node(p) === leader_box(force) + return false } function count_non_british_iroquois_and_mohawk_units_in_force(leader) { - let n = 0; + let n = 0 for_each_friendly_unit_in_node(leader_box(leader), p => { if (!is_british_iroquois_or_mohawk(p)) - ++n; - }); - return n; + ++n + }) + return n } function count_pieces_in_force(force) { - let n = 0; + let n = 0 for_each_piece_in_force(force, () => { - ++n; - }); - return n; + ++n + }) + return n } function count_units_in_force(force) { - let n = 0; + let n = 0 for_each_unit_in_force(force, () => { - ++n; - }); - return n; + ++n + }) + return n } function count_friendly_units_inside(where) { - let n = 0; + let n = 0 for_each_friendly_unit_in_space(where, p => { if (is_piece_inside(p)) - ++n; - }); - return n; + ++n + }) + return n } function count_friendly_units_in_space(where) { - let n = 0; + let n = 0 for_each_friendly_unit_in_space(where, () => { - ++n; - }); - return n; + ++n + }) + return n } function count_unbesieged_enemy_units_in_space(where) { - let n = 0; + let n = 0 for_each_unbesieged_enemy_in_space(where, () => { - ++n; - }); - return n; + ++n + }) + return n } function unit_strength(p) { if (is_unit_reduced(p)) - return pieces[p].reduced_strength; - return pieces[p].strength; + return pieces[p].reduced_strength + return pieces[p].strength } function is_unit_reduced(p) { - return game.reduced.includes(p); + return game.reduced.includes(p) } function set_unit_reduced(p, v) { if (v) { if (!game.reduced.includes(p)) - game.reduced.push(p); + game.reduced.push(p) } else { - remove_from_array(game.reduced, p); + remove_from_array(game.reduced, p) } } function is_piece_inside(p) { - return game.location[p] < 0; + return game.location[p] < 0 } function is_piece_unbesieged(p) { - return game.location[p] > 0; + return game.location[p] > 0 } function set_piece_inside(p) { if (game.location[p] > 0) - game.location[p] = -game.location[p]; + game.location[p] = -game.location[p] } function set_piece_outside(p) { if (game.location[p] < 0) - game.location[p] = -game.location[p]; + game.location[p] = -game.location[p] } function is_piece_on_map(p) { - return game.location[p] !== 0; + return game.location[p] !== 0 } function is_piece_unused(p) { - return game.location[p] === 0; + return game.location[p] === 0 } function is_piece_in_node(p, node) { - return piece_node(p) === node; + return piece_node(p) === node } function is_piece_in_space(p, s) { - return piece_space(p) === s; + return piece_space(p) === s } function is_piece_unbesieged_in_space(p, s) { - return piece_space_and_inside(p) === s; + return piece_space_and_inside(p) === s } function is_piece_besieged_in_space(p, s) { - return game.location[p] === -s; + return game.location[p] === -s } function has_amphib(s) { - return game.amphib.includes(s); + return game.amphib.includes(s) } function has_friendly_amphib(s) { - return game.active === BRITAIN && game.amphib.includes(s); + return game.active === BRITAIN && game.amphib.includes(s) } function has_enemy_amphib(s) { - return game.active === FRANCE && game.amphib.includes(s); + return game.active === FRANCE && game.amphib.includes(s) } function has_fieldworks(s) { - return game.fieldworks.includes(s); + return game.fieldworks.includes(s) } function place_fieldworks(s) { - log(`Placed fieldworks at ${space_name(s)}.`); - game.fieldworks.push(s); + log(`Placed fieldworks at ${space_name(s)}.`) + game.fieldworks.push(s) } function remove_fieldworks(s) { if (game.fieldworks.includes(s)) { - // log(`Fieldworks (${space_name(s)}) removed.`); - log(`Removed fieldworks at ${space_name(s)}.`); - remove_from_array(game.fieldworks, s); + // log(`Fieldworks (${space_name(s)}) removed.`) + log(`Removed fieldworks at ${space_name(s)}.`) + remove_from_array(game.fieldworks, s) } } function place_friendly_raided_marker(s) { - log(`Placed raided marker at ${space_name(s)}.`); - player.raids.push(s); + log(`Placed raided marker at ${space_name(s)}.`) + player.raids.push(s) } function has_friendly_raided_marker(s) { - return player.raids.includes(s); + return player.raids.includes(s) } function has_enemy_raided_marker(s) { - return enemy_player.raids.includes(s); + return enemy_player.raids.includes(s) } function is_space_besieged(s) { - return s in game.sieges; + return s in game.sieges } function is_space_unbesieged(s) { - return !is_space_besieged(s); + return !is_space_besieged(s) } function has_enemy_allied_settlement(s) { - return enemy_player.allied.includes(s); + return enemy_player.allied.includes(s) } function has_friendly_allied_settlement(s) { - return player.allied.includes(s); + return player.allied.includes(s) } function has_enemy_stockade(s) { - return enemy_player.stockades.includes(s); + return enemy_player.stockades.includes(s) } function has_friendly_stockade(s) { - return player.stockades.includes(s); + return player.stockades.includes(s) } function has_enemy_fortress(s) { - return enemy_player.fortresses.includes(s); + return enemy_player.fortresses.includes(s) } function has_friendly_fortress(s) { - return player.fortresses.includes(s); + return player.fortresses.includes(s) } function has_enemy_fort(s) { - return enemy_player.forts.includes(s); + return enemy_player.forts.includes(s) } function has_friendly_fort(s) { - return player.forts.includes(s); + return player.forts.includes(s) } function has_enemy_fort_uc(s) { - return enemy_player.forts_uc.includes(s); + return enemy_player.forts_uc.includes(s) } function has_friendly_fort_uc(s) { - return player.forts_uc.includes(s); + return player.forts_uc.includes(s) } function has_enemy_fort_or_fortress(s) { - return has_enemy_fort(s) || has_enemy_fortress(s); + return has_enemy_fort(s) || has_enemy_fortress(s) } function has_enemy_fortifications(s) { - return has_enemy_stockade(s) || has_enemy_fort(s) || has_enemy_fortress(s); + return has_enemy_stockade(s) || has_enemy_fort(s) || has_enemy_fortress(s) } function has_friendly_fort_or_fortress(s) { - return has_friendly_fort(s) || has_friendly_fortress(s); + return has_friendly_fort(s) || has_friendly_fortress(s) } function has_friendly_fortifications(s) { - return has_friendly_stockade(s) || has_friendly_fort(s) || has_friendly_fortress(s); + return has_friendly_stockade(s) || has_friendly_fort(s) || has_friendly_fortress(s) } function has_unbesieged_friendly_fortifications(s) { - return is_space_unbesieged(s) && has_friendly_fortifications(s); + return is_space_unbesieged(s) && has_friendly_fortifications(s) } function has_unbesieged_friendly_fortress(s) { - return is_space_unbesieged(s) && has_friendly_fortress(s); + return is_space_unbesieged(s) && has_friendly_fortress(s) } function has_friendly_pieces(s) { for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) if (is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_friendly_units(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_enemy_units(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) if (is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_french_units(s) { for (let p = first_french_unit; p <= last_french_unit; ++p) if (is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_british_units(s) { for (let p = first_british_unit; p <= last_british_unit; ++p) if (is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_french_drilled_troops(s) { for (let p = first_french_unit; p <= last_french_unit; ++p) if (is_piece_in_space(p, s)) if (is_drilled_troops(p)) - return true; - return false; + return true + return false } function has_british_drilled_troops(s) { for (let p = first_british_unit; p <= last_british_unit; ++p) if (is_piece_in_space(p, s)) if (is_drilled_troops(p)) - return true; - return false; + return true + return false } function is_french_controlled_space(s) { if (game.active === FRANCE) - return is_friendly_controlled_space(s); - return is_enemy_controlled_space(s); + return is_friendly_controlled_space(s) + return is_enemy_controlled_space(s) } function has_french_stockade(s) { - return game.french.stockades.includes(s); + return game.french.stockades.includes(s) } function has_british_stockade(s) { - return game.british.stockades.includes(s); + return game.british.stockades.includes(s) } function has_french_fort(s) { - return game.french.forts.includes(s); + return game.french.forts.includes(s) } function has_british_fort(s) { - return game.british.forts.includes(s); + return game.british.forts.includes(s) } function is_french_fortress(s) { - return game.french.fortresses.includes(s); + return game.french.fortresses.includes(s) } function is_british_fortress(s) { - return game.british.fortresses.includes(s); + return game.british.fortresses.includes(s) } function has_french_fortifications(s) { - return has_french_stockade(s) || has_french_fort(s) || is_french_fortress(s); + return has_french_stockade(s) || has_french_fort(s) || is_french_fortress(s) } function has_british_fortifications(s) { - return has_british_stockade(s) || has_british_fort(s) || is_british_fortress(s); + return has_british_stockade(s) || has_british_fort(s) || is_british_fortress(s) } function has_unbesieged_french_fortification(s) { - return is_space_unbesieged(s) && has_french_fortifications(s); + return is_space_unbesieged(s) && has_french_fortifications(s) } function count_enemy_units_in_space(s) { - let n = 0; + let n = 0 for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) if (is_piece_in_space(p, s)) - ++n; - return n; + ++n + return n } function has_unbesieged_friendly_leader(s) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) if (is_piece_unbesieged_in_space(p, s)) - return true; - return false; + return true + return false } function has_unbesieged_enemy_leader(s) { for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) if (is_piece_unbesieged_in_space(p, s)) - return true; - return false; + return true + return false } function has_unbesieged_enemy_units(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) if (is_piece_unbesieged_in_space(p, s)) - return true; - return false; + return true + return false } function has_unbesieged_enemy_pieces(s) { for (let p = first_enemy_piece; p <= last_enemy_piece; ++p) if (is_piece_unbesieged_in_space(p, s)) - return true; - return false; + return true + return false } function has_unbesieged_enemy_units_that_did_not_intercept(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) if (is_piece_unbesieged_in_space(p, s) && !did_piece_intercept(p)) - return true; - return false; + return true + return false } function is_friendly_controlled_space(s) { if (is_space_unbesieged(s) && !has_enemy_units(s)) { if (is_originally_enemy(s)) { if (has_friendly_units(s) || has_friendly_stockade(s) || has_friendly_fort(s)) - return true; + return true if (has_friendly_amphib(s)) - return true; + return true } else if (is_originally_friendly(s)) { - return !has_enemy_amphib(s); + return !has_enemy_amphib(s) } else { if (has_friendly_units(s) || has_friendly_stockade(s) || has_friendly_fort(s)) - return true; + return true } } - return false; + return false } function is_enemy_controlled_space(s) { if (is_space_unbesieged(s) && !has_friendly_units(s)) { if (is_originally_friendly(s)) { if (has_enemy_units(s) || has_enemy_stockade(s) || has_enemy_fort(s)) - return true; + return true if (has_enemy_amphib(s)) - return true; + return true } else if (is_originally_enemy(s)) { - return !has_friendly_amphib(s); + return !has_friendly_amphib(s) } else { if (has_enemy_units(s) || has_enemy_stockade(s) || has_enemy_fort(s)) - return true; + return true } } - return false; + return false } function is_british_controlled_space(s) { if (game.active === BRITAIN) - return is_friendly_controlled_space(s); - return is_enemy_controlled_space(s); + return is_friendly_controlled_space(s) + return is_enemy_controlled_space(s) } function has_friendly_supplied_drilled_troops(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_drilled_troops(p) && is_piece_in_space(p, s) && is_in_supply(s)) - return true; - return false; + return true + return false } function has_friendly_drilled_troops(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_drilled_troops(p) && is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_enemy_drilled_troops(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) if (is_drilled_troops(p) && is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_friendly_regulars(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_regular(p) && is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_friendly_rangers(s) { if (game.active === BRITAIN) for (let p = first_british_unit; p <= last_british_unit; ++p) if (is_ranger(p) && is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_friendly_indians(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_indian(p) && is_piece_in_space(p, s)) - return true; - return false; + return true + return false } function has_unbesieged_enemy_auxiliary(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) if (is_auxiliary(p) && is_piece_unbesieged_in_space(p, s)) - return true; - return false; + return true + return false } function has_unbesieged_enemy_fortifications(s) { - return is_space_unbesieged(s) && has_enemy_fortifications(s); + return is_space_unbesieged(s) && has_enemy_fortifications(s) } function has_besieged_enemy_fortifications(s) { - return is_space_besieged(s) && has_enemy_fortifications(s); + return is_space_besieged(s) && has_enemy_fortifications(s) } function has_unbesieged_enemy_fort_or_fortress(s) { - return is_space_unbesieged(s) && has_enemy_fort_or_fortress(s); + return is_space_unbesieged(s) && has_enemy_fort_or_fortress(s) } function has_non_moving_unbesieged_friendly_units(s) { - let force = moving_piece(); + let force = moving_piece() for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_piece_unbesieged_in_space(p, s)) { if (!is_piece_in_force(p, force)) - return true; + return true } } - return false; + return false } function has_unbesieged_friendly_units(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_piece_unbesieged_in_space(p, s)) - return true; - return false; + return true + return false } function has_besieged_friendly_units(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_piece_besieged_in_space(p, s)) - return true; - return false; + return true + return false } function count_militia_in_department(box) { - let n = 0; + let n = 0 if (box === ST_LAWRENCE_CANADIAN_MILITIAS) { for (let p = first_french_militia; p <= last_french_militia; ++p) { if (piece_node(p) === box) - ++n; + ++n } } else { for (let p = first_british_militia; p <= last_british_militia; ++p) { if (piece_node(p) === box) - ++n; + ++n } } - return n; + return n } function enemy_department_has_at_least_n_militia(where, n) { - let box = department_militia(where); + let box = department_militia(where) if (box) { if (game.active === BRITAIN && box === ST_LAWRENCE_CANADIAN_MILITIAS) - return count_militia_in_department(box) >= n; + return count_militia_in_department(box) >= n if (game.active === FRANCE && (box === NORTHERN_COLONIAL_MILITIAS || box === SOUTHERN_COLONIAL_MILITIAS)) - return count_militia_in_department(box) >= n; + return count_militia_in_department(box) >= n } - return false; + return false } // Is a leader moving alone without a force. function is_lone_leader(who) { - return is_leader(who) && count_pieces_in_force(who) === 1; + return is_leader(who) && count_pieces_in_force(who) === 1 } // Is a single auxiliary unit (with or without leaders) function is_lone_auxiliary(who) { if (is_leader(who)) { - let only_ax = true; - let ax_count = 0; + let only_ax = true + let ax_count = 0 for_each_unit_in_force(who, p => { if (is_auxiliary(p)) - ++ax_count; + ++ax_count else - only_ax = false; - }); - return only_ax && ax_count === 1; + only_ax = false + }) + return only_ax && ax_count === 1 } - return is_auxiliary(who); + return is_auxiliary(who) } function force_has_drilled_troops(who) { if (is_leader(who)) { - let has_dt = false; + let has_dt = false for_each_unit_in_force(who, p => { if (is_drilled_troops(p)) - has_dt = true; - }); - return has_dt; + has_dt = true + }) + return has_dt } - return is_drilled_troops(who); + return is_drilled_troops(who) } function force_has_supplied_drilled_troops(who) { if (force_has_drilled_troops(who)) - return is_in_supply(piece_space(who)); - return false; + return is_in_supply(piece_space(who)) + return false } function force_has_auxiliary(who) { if (is_leader(who)) { - let has_ax = false; + let has_ax = false for_each_unit_in_force(who, p => { if (is_auxiliary(p)) - has_ax = true; - }); - return has_ax; + has_ax = true + }) + return has_ax } - return is_auxiliary(who); + return is_auxiliary(who) } function force_has_only_auxiliary_units(who) { if (is_leader(who)) { - let only_ax = true; + let only_ax = true for_each_unit_in_force(who, p => { if (!is_auxiliary(p)) - only_ax = false; - }); - return only_ax; + only_ax = false + }) + return only_ax } - return is_auxiliary(who); + return is_auxiliary(who) } function is_raid_space(s) { if (has_friendly_fort(s)) - return false; + return false if (has_friendly_fortress(s)) - return false; + return false if (has_friendly_stockade(s)) - return false; + return false if (has_friendly_drilled_troops(s)) - return false; + return false if (is_originally_enemy(s)) - return true; + return true if (has_enemy_stockade(s)) - return true; + return true if (has_enemy_allied_settlement(s)) - return true; + return true - return false; + return false } function movement_allowance(who) { - let m = piece_movement(who); + let m = piece_movement(who) for_each_unit_in_force(who, p => { - let pm = piece_movement(p); + let pm = piece_movement(p) if (pm < m) - m = pm; - }); - return m; + m = pm + }) + return m } function moving_piece() { - return game.move.moving; + return game.move.moving } function moving_piece_space() { - return game.move.where; + return game.move.where } function intercepting_piece() { - return game.move.intercepting; + return game.move.intercepting } function avoiding_piece() { - return game.move.avoiding; + return game.move.avoiding } function moving_piece_came_from() { - return game.move.came_from; + return game.move.came_from } function find_friendly_commanding_leader_in_space(s) { - let commander = 0; + let commander = 0 for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) if (is_piece_in_space(p, s)) if (!commander || leader_command(p) > leader_command(commander)) - commander = p; - return commander; + commander = p + return commander } function find_enemy_commanding_leader_in_space(s) { - let commander = 0; + let commander = 0 for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) if (is_piece_in_space(p, s)) if (!commander || leader_command(p) > leader_command(commander)) - commander = p; - return commander; + commander = p + return commander } // GAME STATE CHANGE HELPERS @@ -1638,126 +1638,126 @@ function find_enemy_commanding_leader_in_space(s) { function log_vp(n) { if (game.active === FRANCE) { if (n < 0) - log(`France lost ${-n} VP.`); + log(`France lost ${-n} VP.`) else - log(`France gained ${n} VP.`); + log(`France gained ${n} VP.`) } else { if (n < 0) - log(`Britain gained ${-n} VP.`); + log(`Britain gained ${-n} VP.`) else - log(`Britain lost ${n} VP.`); + log(`Britain lost ${n} VP.`) } } function award_vp(n) { if (game.active === FRANCE) { - log_vp(n); - game.vp += n; + log_vp(n) + game.vp += n } else { - log_vp(-n); - game.vp -= n; + log_vp(-n) + game.vp -= n } } function award_french_vp(n) { - log_vp(n); - game.vp += n; + log_vp(n) + game.vp += n } function award_british_vp(n) { - log_vp(-n); - game.vp -= n; + log_vp(-n) + game.vp -= n } function remove_friendly_stockade(s) { - remove_from_array(player.stockades, s); + remove_from_array(player.stockades, s) } function remove_friendly_fort_uc(s) { - remove_from_array(player.forts_uc, s); + remove_from_array(player.forts_uc, s) } function remove_friendly_fort(s) { - remove_from_array(player.forts, s); + remove_from_array(player.forts, s) } function remove_enemy_fort_uc(s) { - remove_from_array(enemy_player.forts_uc, s); + remove_from_array(enemy_player.forts_uc, s) } function place_friendly_fort(s) { - remove_friendly_stockade(s); - remove_friendly_fort_uc(s); - player.forts.push(s); + remove_friendly_stockade(s) + remove_friendly_fort_uc(s) + player.forts.push(s) } function place_friendly_fort_uc(s) { - player.forts_uc.push(s); + player.forts_uc.push(s) } // Isolate piece from any forces it may be involved in. function unstack_force(ldr) { if (is_leader(ldr)) { - let box = leader_box(ldr); - let s = piece_space_and_inside(ldr); + let box = leader_box(ldr) + let s = piece_space_and_inside(ldr) for (let p = 1; p <= last_piece; ++p) { if (piece_node(p) === box) - game.location[p] = s; + game.location[p] = s } } } function unstack_piece_from_force(p) { - game.location[p] = piece_space_and_inside(p); + game.location[p] = piece_space_and_inside(p) } function restore_unit(p) { - set_unit_reduced(p, 0); + set_unit_reduced(p, 0) if (game.summary && game.summary.restored) - push_summary(game.summary.restored, p); + push_summary(game.summary.restored, p) else - // log(`Restored ${piece_name_and_place(p)}.`); - log(`${piece_name_and_place(p)} restored.`); + // log(`Restored ${piece_name_and_place(p)}.`) + log(`${piece_name_and_place(p)} restored.`) } function reduce_unit(p, verbose=true) { if (is_unit_reduced(p)) { - eliminate_piece(p, verbose); - return true; + eliminate_piece(p, verbose) + return true } if (game.summary && game.summary.reduced) - push_summary(game.summary.reduced, p); + push_summary(game.summary.reduced, p) else if (verbose) - // log(`Reduced ${piece_name_and_place(p)}.`); - log(`${piece_name_and_place(p)} reduced.`); + // log(`Reduced ${piece_name_and_place(p)}.`) + log(`${piece_name_and_place(p)} reduced.`) else - // log(`Reduced ${piece_name(p)}.`); - log(`${piece_name(p)} reduced.`); - set_unit_reduced(p, 1); - return false; + // log(`Reduced ${piece_name(p)}.`) + log(`${piece_name(p)} reduced.`) + set_unit_reduced(p, 1) + return false } function eliminate_piece(p, verbose=true) { if (game.summary && game.summary.eliminated) - push_summary(game.summary.eliminated, p); + push_summary(game.summary.eliminated, p) else if (verbose) - // log(`Eliminated ${piece_name_and_place(p)}.`); - log(`${piece_name_and_place(p)} eliminated.`); + // log(`Eliminated ${piece_name_and_place(p)}.`) + log(`${piece_name_and_place(p)} eliminated.`) else - // log(`Eliminated ${piece_name(p)}.`); - log(`${piece_name(p)} eliminated.`); - unstack_force(p); - set_unit_reduced(p, 0); - game.location[p] = 0; + // log(`Eliminated ${piece_name(p)}.`) + log(`${piece_name(p)} eliminated.`) + unstack_force(p) + set_unit_reduced(p, 0) + game.location[p] = 0 if (is_indian(p)) { - let home = indians.space_from_piece[p]; + let home = indians.space_from_piece[p] if (home) { if (is_indian_tribe_eliminated(home)) { - log(`Removed ${indians.tribe_from_space[home]} allied marker.`); + log(`Removed ${indians.tribe_from_space[home]} allied marker.`) if (is_british_indian(p)) - remove_from_array(game.british.allied, home); + remove_from_array(game.british.allied, home) else - remove_from_array(game.french.allied, home); + remove_from_array(game.french.allied, home) } } } @@ -1766,55 +1766,55 @@ function eliminate_piece(p, verbose=true) { function eliminate_indian_tribe(s) { for (let p of indians.pieces_from_space[s]) if (is_piece_unbesieged(p)) - eliminate_piece(p); + eliminate_piece(p) } function is_indian_tribe_eliminated(s) { for (let p of indians.pieces_from_space[s]) if (is_piece_on_map(p)) - return false; - return true; + return false + return true } function move_piece_to(who, to) { - game.location[who] = to; + game.location[who] = to } function is_seven_command_leader(who) { - return who === ABERCROMBY || who === AMHERST || who === BRADDOCK || who === LOUDOUN; + return who === ABERCROMBY || who === AMHERST || who === BRADDOCK || who === LOUDOUN } function place_piece(who, to) { - game.location[who] = to; + game.location[who] = to if (game.summary && game.summary.placed) - push_summary(game.summary.placed, who); + push_summary(game.summary.placed, who) else - // log(`Placed ${piece_name_and_place(who)}.`); - log(`${piece_name_and_place(who)} placed.`); + // log(`Placed ${piece_name_and_place(who)}.`) + log(`${piece_name_and_place(who)} placed.`) // remember last placed 7-command leader(s) if (is_seven_command_leader(who)) { if (count_7_command_leaders_in_play() >= 2) { if (game.seven) - game.seven.push(who); + game.seven.push(who) else - game.seven = [ who ]; + game.seven = [ who ] } } if (is_indian(who)) { - let home = indians.space_from_piece[who]; + let home = indians.space_from_piece[who] if (home) { if (is_british_indian(who)) { if (!game.british.allied.includes(home)) { - log(`Placed ${indians.tribe_from_space[home]} allied marker.`); - game.british.allied.push(home); + log(`Placed ${indians.tribe_from_space[home]} allied marker.`) + game.british.allied.push(home) } } else { if (!game.french.allied.includes(home)) { - log(`Placed ${indians.tribe_from_space[home]} allied marker.`); - game.french.allied.push(home); + log(`Placed ${indians.tribe_from_space[home]} allied marker.`) + game.french.allied.push(home) } } } @@ -1822,90 +1822,90 @@ function place_piece(who, to) { } function capture_enemy_fortress(s) { - log(`Captured fortress at ${space_name(s)}.`); - remove_from_array(enemy_player.fortresses, s); - player.fortresses.push(s); - award_vp(3); + log(`Captured fortress at ${space_name(s)}.`) + remove_from_array(enemy_player.fortresses, s) + player.fortresses.push(s) + award_vp(3) } function recapture_french_fortress(s) { - log(`France recaptured fortress at ${space_name(s)}.`); - remove_from_array(game.british.fortresses, s); - game.french.fortresses.push(s); - award_french_vp(3); + log(`France recaptured fortress at ${space_name(s)}.`) + remove_from_array(game.british.fortresses, s) + game.french.fortresses.push(s) + award_french_vp(3) } function recapture_british_fortress(s) { - log(`Britain recaptured fortress at ${space_name(s)}.`); - remove_from_array(game.french.fortresses, s); - game.british.fortresses.push(s); - award_british_vp(3); + log(`Britain recaptured fortress at ${space_name(s)}.`) + remove_from_array(game.french.fortresses, s) + game.british.fortresses.push(s) + award_british_vp(3) } function capture_enemy_fort_intact(s) { - log(`Captured intact fort at ${space_name(s)}.`); - remove_from_array(enemy_player.forts, s); - player.forts.push(s); - award_vp(2); + log(`Captured intact fort at ${space_name(s)}.`) + remove_from_array(enemy_player.forts, s) + player.forts.push(s) + award_vp(2) } function capture_enemy_fort(s) { - log(`Captured fort at ${space_name(s)}.`); - remove_from_array(enemy_player.forts, s); - player.forts_uc.push(s); - award_vp(2); + log(`Captured fort at ${space_name(s)}.`) + remove_from_array(enemy_player.forts, s) + player.forts_uc.push(s) + award_vp(2) } function capture_enemy_stockade(s) { - log(`Captured stockade at ${space_name(s)}.`); - remove_from_array(enemy_player.stockades, s); - player.stockades.push(s); - award_vp(1); + log(`Captured stockade at ${space_name(s)}.`) + remove_from_array(enemy_player.stockades, s) + player.stockades.push(s) + award_vp(1) } function destroy_enemy_stockade_after_battle(s) { - log(`Destroyed stockade at ${space_name(s)}.`); - remove_from_array(enemy_player.stockades, s); - award_vp(1); + log(`Destroyed stockade at ${space_name(s)}.`) + remove_from_array(enemy_player.stockades, s) + award_vp(1) } function destroy_enemy_stockade_in_raid(s) { - log(`Destroyed stockade at ${space_name(s)}.`); - remove_from_array(enemy_player.stockades, s); + log(`Destroyed stockade at ${space_name(s)}.`) + remove_from_array(enemy_player.stockades, s) } function add_raid(who) { - let where = piece_space(who); + let where = piece_space(who) if (where && !game.raid.list.includes(where) && is_raid_space(where)) - game.raid.list.push(where); + game.raid.list.push(where) } function is_fort_or_fortress_vacant_of_besieging_units(s) { if (has_french_fort(s) || is_french_fortress(s)) - return !has_british_units(s); + return !has_british_units(s) else - return !has_french_units(s); + return !has_french_units(s) } function lift_sieges_and_amphib() { // Lift sieges for_each_siege(s => { if (is_fort_or_fortress_vacant_of_besieging_units(s)) { - log(`Lifted siege at ${space_name(s)}.`); + log(`Lifted siege at ${space_name(s)}.`) for (let p = 1; p <= last_piece; ++p) if (is_piece_in_space(p, s)) - set_piece_outside(p); - delete game.sieges[s]; + set_piece_outside(p) + delete game.sieges[s] } - }); + }) // Remove amphib for (let i = game.amphib.length-1; i >= 0; --i) { - let s = game.amphib[i]; + let s = game.amphib[i] if (!has_british_units(s)) { if (has_french_drilled_troops(s) || (s !== LOUISBOURG && has_unbesieged_french_fortification(s))) { - log(`Removed Amphib at ${space_name(s)}.`); - game.amphib.splice(i, 1); + log(`Removed Amphib at ${space_name(s)}.`) + game.amphib.splice(i, 1) } } } @@ -1913,44 +1913,44 @@ function lift_sieges_and_amphib() { // Recapture abandoned enemy fortresses. for (let s of originally_french_fortresses) if (game.british.fortresses.includes(s) && is_french_controlled_space(s)) - recapture_french_fortress(s); + recapture_french_fortress(s) for (let s of originally_british_fortresses) if (game.french.fortresses.includes(s) && is_british_controlled_space(s)) - recapture_british_fortress(s); + recapture_british_fortress(s) // Remove forts u/c if solely occupied by enemy drilled troops for (let s of player.forts_uc) { if (has_enemy_drilled_troops(s) && !has_friendly_units(s)) { - log(`Removed fort u/c at ${space_name(s)}.`); - remove_friendly_fort_uc(s); + log(`Removed fort u/c at ${space_name(s)}.`) + remove_friendly_fort_uc(s) } } for (let s of enemy_player.forts_uc) { if (has_friendly_drilled_troops(s) && !has_enemy_units(s)) { - log(`Removed fort u/c at ${space_name(s)}.`); - remove_enemy_fort_uc(s); + log(`Removed fort u/c at ${space_name(s)}.`) + remove_enemy_fort_uc(s) } } // Check ownership of other VP locations: - update_vp("niagara", NIAGARA); - update_vp("ohio_forks", OHIO_FORKS); + update_vp("niagara", NIAGARA) + update_vp("ohio_forks", OHIO_FORKS) } function update_vp(name, s) { - let fr = has_french_units(s) || has_french_fortifications(s); - let br = has_british_units(s) || has_british_fortifications(s); + let fr = has_french_units(s) || has_french_fortifications(s) + let br = has_british_units(s) || has_british_fortifications(s) if (fr && !br) { if (game[name] < 0) { - log("France captured " + space_name(s) + "."); - award_french_vp(1); - game[name] = 1; + log("France captured " + space_name(s) + ".") + award_french_vp(1) + game[name] = 1 } } else if (br && !fr) { if (game[name] > 0) { - log("Britain captured " + space_name(s) + "."); - award_british_vp(1); - game[name] = -1; + log("Britain captured " + space_name(s) + ".") + award_british_vp(1) + game[name] = -1 } } } @@ -1958,378 +1958,378 @@ function update_vp(name, s) { // SUPPLY LINES function search_supply_spaces_imp(queue) { - // console.log("======"); - let reached = queue.slice(); + // console.log("======") + let reached = queue.slice() while (queue.length > 0) { - let current = queue.shift(); + let current = queue.shift() // If we must have come here by water way: - let cultivated = is_cultivated(current) || has_friendly_fortifications(current) || has_friendly_amphib(current); - // console.log("SUPPLY", space_name(current), cultivated); + let cultivated = is_cultivated(current) || has_friendly_fortifications(current) || has_friendly_amphib(current) + // console.log("SUPPLY", space_name(current), cultivated) for_each_exit_with_type(current, (next, type) => { if (reached.includes(next)) - return; // continue + return // continue if (has_unbesieged_enemy_units(next) || has_unbesieged_enemy_fortifications(next)) - return; // continue + return // continue if (!cultivated) { // came from wilderness by water, must continue by water if (type !== 'land') { - // console.log(" ", space_name(next), "(adjacent-water)"); - reached.push(next); - queue.push(next); + // console.log(" ", space_name(next), "(adjacent-water)") + reached.push(next) + queue.push(next) } } else { // came from cultivated by any path, may continue to cultivated or by water if (is_cultivated(next) || has_friendly_fortifications(next) || has_friendly_amphib(next) || type !== 'land') { - // console.log(" ", space_name(next), "(from land)"); - reached.push(next); - queue.push(next); + // console.log(" ", space_name(next), "(from land)") + reached.push(next) + queue.push(next) } } - }); + }) } - // console.log("====\nSUPPLY", reached.map(space_name).join("\nSUPPLY ")); - return reached; + // console.log("====\nSUPPLY", reached.map(space_name).join("\nSUPPLY ")) + return reached } function search_supply_spaces() { if (game.active === FRANCE) { - let list = originally_french_fortresses.filter(is_friendly_controlled_space); - supply_cache = search_supply_spaces_imp(list); + let list = originally_french_fortresses.filter(is_friendly_controlled_space) + supply_cache = search_supply_spaces_imp(list) } else { - let list = originally_british_fortresses_and_all_ports.filter(is_friendly_controlled_space); + let list = originally_british_fortresses_and_all_ports.filter(is_friendly_controlled_space) for (let s of game.amphib) if (!list.includes(s)) - list.push(s); - supply_cache = search_supply_spaces_imp(list); + list.push(s) + supply_cache = search_supply_spaces_imp(list) } } function is_in_supply(from) { if (game.active === BRITAIN && has_amphib(from)) - return true; + return true if (!supply_cache) - search_supply_spaces(); + search_supply_spaces() if (supply_cache.includes(from)) - return true; - let x = false; + return true + let x = false for_each_exit(from, next => { if (supply_cache.includes(next)) - x = true; + x = true }) - return x; + return x } function query_supply() { - let reply = {}; - set_active(BRITAIN); - search_supply_spaces(); - reply.british = supply_cache; - set_active(FRANCE); - search_supply_spaces(); - reply.french = supply_cache; - return reply; + let reply = {} + set_active(BRITAIN) + search_supply_spaces() + reply.british = supply_cache + set_active(FRANCE) + search_supply_spaces() + reply.french = supply_cache + return reply } // CLOSEST PATH SEARCH function find_closest_friendly_unbesieged_fortification(start) { - let queue = []; - let seen = {}; - let stop = 1000; - let result = []; + let queue = [] + let seen = {} + let stop = 1000 + let result = [] - queue.push([start, 0]); + queue.push([start, 0]) while (queue.length > 0) { - let [ here, dist ] = queue.shift(); + let [ here, dist ] = queue.shift() if (dist > stop) - break; + break if (has_unbesieged_friendly_fortifications(here)) { - stop = dist; - result.push(here); + stop = dist + result.push(here) } if (dist < stop) { for_each_exit(here, next => { if (!(next in seen)) - queue.push([next, dist+1]); - seen[next] = 1; - }); + queue.push([next, dist+1]) + seen[next] = 1 + }) } } - return result; + return result } // SEQUENCE OF PLAY function place_amherst_forbes_and_wolfe_in_pool() { - log("Placed Amherst, Forbes, and Wolfe into the British leader pool."); - game.british.pool.push(AMHERST); - game.british.pool.push(FORBES); - game.british.pool.push(WOLFE); + log("Placed Amherst, Forbes, and Wolfe into the British leader pool.") + game.british.pool.push(AMHERST) + game.british.pool.push(FORBES) + game.british.pool.push(WOLFE) } function start_year() { if (game.year === 1759 && !game.events.pitt) - place_amherst_forbes_and_wolfe_in_pool(); - game.season = EARLY; - start_season(); + place_amherst_forbes_and_wolfe_in_pool() + game.season = EARLY + start_season() } function start_season() { switch (game.season) { case EARLY: - logbr(); - log(`.h1 Early Season of ${game.year}`); - logbr(); - break; + logbr() + log(`.h1 Early Season of ${game.year}`) + logbr() + break case LATE: - logbr(); - log(`.h1 Late Season of ${game.year}`); - logbr(); - break; + logbr() + log(`.h1 Late Season of ${game.year}`) + logbr() + break } - delete game.british.pass_fw; - delete game.british.pass_bh; - delete game.french.pass_fw; - delete game.french.pass_bh; + delete game.british.pass_fw + delete game.british.pass_bh + delete game.french.pass_fw + delete game.french.pass_bh - deal_cards(); + deal_cards() if (game.options.regulars_from_discard && game.year >= 1757) { - let found = false; + let found = false for (let c of game.discard) { if (cards[c].event === 'british_regulars' || cards[c].event === 'highlanders') { - found = true; - break; + found = true + break } } if (found) { - set_active(BRITAIN); - game.state = 'discard_to_draw_regulars'; - return; + set_active(BRITAIN) + game.state = 'discard_to_draw_regulars' + return } } - start_action_phase(); + start_action_phase() } function start_action_phase() { if (game.events.quiberon) - set_active(BRITAIN); + set_active(BRITAIN) else - set_active(FRANCE); - resume_action_phase(); + set_active(FRANCE) + resume_action_phase() } function end_season() { if (game.british.hand.length > 0) - game.british.held = 1; + game.british.held = 1 else - game.british.held = 0; + game.british.held = 0 if (game.french.hand.length > 0) - game.french.held = 1; + game.french.held = 1 else - game.french.held = 0; + game.french.held = 0 - delete game.events.french_regulars; - delete game.events.british_regulars; - delete player.passed; - delete enemy_player.passed; + delete game.events.french_regulars + delete game.events.british_regulars + delete player.passed + delete enemy_player.passed if (game.season === EARLY) { - game.season = LATE; - start_season(); + game.season = LATE + start_season() } else { - end_late_season(); + end_late_season() } } function end_late_season() { - logbr(); - log(".h2 End Late Season"); - logbr(); - delete game.events.no_amphib; - delete game.events.blockhouses; - goto_indians_and_leaders_go_home(); + logbr() + log(".h2 End Late Season") + logbr() + delete game.events.no_amphib + delete game.events.blockhouses + goto_indians_and_leaders_go_home() } function resume_action_phase() { - game.state = 'action_phase'; - logbr(); - log(`.h2 ${game.active}`); - logbr(); + game.state = 'action_phase' + logbr() + log(`.h2 ${game.active}`) + logbr() } function end_action_phase() { - flush_summary(); + flush_summary() - lift_sieges_and_amphib(); - clear_undo(); - game.count = 0; + lift_sieges_and_amphib() + clear_undo() + game.count = 0 if (game.british.pass_fw === 1) - delete game.british.pass_fw; + delete game.british.pass_fw if (game.french.pass_fw === 1) - delete game.french.pass_fw; + delete game.french.pass_fw if (!enemy_player.passed && enemy_player.hand.length > 0) { - set_active_enemy(); - resume_action_phase(); - return; + set_active_enemy() + resume_action_phase() + return } if (!player.passed && player.hand.length > 0) { - resume_action_phase(); - return; + resume_action_phase() + return } - end_season(); + end_season() } function can_play_event(card) { - let symbol = cards[card].symbol; + let symbol = cards[card].symbol if (game.active === FRANCE && symbol === 'red') - return false; + return false if (game.active === BRITAIN && symbol === 'blue') - return false; - let event = events[cards[card].event]; + return false + let event = events[cards[card].event] if (event !== undefined) { if (event.can_play) - return event.can_play(card); - return true; + return event.can_play(card) + return true } - return false; + return false } function gen_card_menu(card) { if (can_play_event(card)) - gen_action('play_event', card); - gen_action('activate_force', card); - gen_action('activate_individually', card); + gen_action('play_event', card) + gen_action('activate_force', card) + gen_action('activate_individually', card) if (!player.did_construct) { - gen_action('construct_stockades', card); - gen_action('construct_forts', card); + gen_action('construct_stockades', card) + gen_action('construct_forts', card) } - gen_action('discard', card); + gen_action('discard', card) } function card_name(card) { - return `#${card} ${cards[card].name} [${cards[card].activation}]`; + return `#${card} ${cards[card].name} [${cards[card].activation}]` } function play_card(card) { - log(`${game.active} played\n${card_name(card)}.`); - remove_from_array(player.hand, card); - game.last_card = card; + log(`${game.active} played\n${card_name(card)}.`) + remove_from_array(player.hand, card) + game.last_card = card if (cards[card].special === 'remove') - game.removed.push(card); + game.removed.push(card) else - game.discard.push(card); + game.discard.push(card) } function discard_card(card, reason) { if (reason) - log(`${game.active} discarded\n${card_name(card)}\n${reason}.`); + log(`${game.active} discarded\n${card_name(card)}\n${reason}.`) else - log(`${game.active} discarded\n${card_name(card)}.`); - remove_from_array(player.hand, card); - game.last_card = card; - game.discard.push(card); + log(`${game.active} discarded\n${card_name(card)}.`) + remove_from_array(player.hand, card) + game.last_card = card + game.discard.push(card) } function remove_card(card) { - remove_from_array(game.discard, card); - game.removed.push(card); + remove_from_array(game.discard, card) + game.removed.push(card) } states.action_phase = { prompt() { - view.prompt = "Action Phase: Play a card."; + view.prompt = "Action Phase: Play a card." for (let i = 0; i < player.hand.length; ++i) - gen_card_menu(player.hand[i]); + gen_card_menu(player.hand[i]) if (player.hand.length === 1 && !player.held) - gen_action_pass(); - gen_action_demolish(); + gen_action_pass() + gen_action_demolish() }, demolish_fort: goto_demolish_fort, demolish_stockade: goto_demolish_stockade, demolish_fieldworks: goto_demolish_fieldworks, play_event(card) { - push_undo(); - player.did_construct = 0; - logbr(); - play_card(card); - events[cards[card].event].play(card); + push_undo() + player.did_construct = 0 + logbr() + play_card(card) + events[cards[card].event].play(card) }, activate_force(card) { - logbr(); - goto_activate_force(card); + logbr() + goto_activate_force(card) }, activate_individually(card) { - logbr(); - goto_activate_individually(card); + logbr() + goto_activate_individually(card) }, construct_stockades(card) { - logbr(); - goto_construct_stockades(card); + logbr() + goto_construct_stockades(card) }, construct_forts(card) { - logbr(); - goto_construct_forts(card); + logbr() + goto_construct_forts(card) }, discard(card) { - logbr(); - player.did_construct = 0; - discard_card(card); - end_action_phase(); + logbr() + player.did_construct = 0 + discard_card(card) + end_action_phase() }, pass() { - logbr(); - log(game.active + " passed."); - player.passed = 1; - end_action_phase(); + logbr() + log(game.active + " passed.") + player.passed = 1 + end_action_phase() }, } // ACTIVATION function goto_activate_individually(card) { - push_undo(); - player.did_construct = 0; - discard_card(card, "to activate units individually"); - game.state = 'activate_individually'; - game.activation_value = 0; - game.count = cards[card].activation; - game.activation = []; + push_undo() + player.did_construct = 0 + discard_card(card, "to activate units individually") + game.state = 'activate_individually' + game.activation_value = 0 + game.count = cards[card].activation + game.activation = [] } function goto_activate_force(card) { - push_undo(); - player.did_construct = 0; - discard_card(card, "to activate a force"); - game.state = 'activate_force'; - game.activation_value = cards[card].activation; + push_undo() + player.did_construct = 0 + discard_card(card, "to activate a force") + game.state = 'activate_force' + game.activation_value = cards[card].activation } events.campaign = { play() { - game.state = 'select_campaign_1'; - game.activation_value = 3; - game.activation = []; + game.state = 'select_campaign_1' + game.activation_value = 3 + game.activation = [] } } states.activate_individually = { prompt() { - view.prompt = `Activate units and/or leaders individually${format_remain(game.count)}.`; - gen_action_next(); + view.prompt = `Activate units and/or leaders individually${format_remain(game.count)}.` + gen_action_next() if (game.count >= 1) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_on_map(p) && !game.activation.includes(p)) { - gen_action_piece(p); + gen_action_piece(p) } } } @@ -2338,154 +2338,154 @@ states.activate_individually = { if (is_piece_on_map(p) && !game.activation.includes(p)) { if (game.count >= 0.5) { if (is_indian(p)) - gen_action_piece(p); + gen_action_piece(p) } if (game.count >= 1) { if (is_ranger(p)) - gen_action_piece(p); + gen_action_piece(p) if (is_coureurs(p)) - gen_action_piece(p); + gen_action_piece(p) if (is_drilled_troops(p)) if (game.activation.length === 0) - gen_action_piece(p); + gen_action_piece(p) } } } } }, piece(p) { - push_undo(); - game.activation.push(p); + push_undo() + game.activation.push(p) if (is_drilled_troops(p)) - game.count = 0; + game.count = 0 else if (is_indian(p)) - game.count -= 0.5; + game.count -= 0.5 else - game.count -= 1.0; + game.count -= 1.0 }, next() { - push_undo(); - goto_pick_first_move(); + push_undo() + goto_pick_first_move() }, } states.activate_force = { prompt() { - view.prompt = "Activate a Force."; + view.prompt = "Activate a Force." for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) if (is_piece_on_map(p) && leader_initiative(p) <= game.activation_value) - gen_action_piece(p); + gen_action_piece(p) }, piece(p) { - push_undo(); + push_undo() game.force = { commander: p, reason: 'move', - }; - game.state = 'designate_force'; + } + game.state = 'designate_force' }, } states.select_campaign_1 = { inactive: "campaign", prompt() { - view.prompt = "Campaign: Select the first leader."; + view.prompt = "Campaign: Select the first leader." for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_on_map(p)) if (!game.activation.includes(p)) - gen_action_piece(p); + gen_action_piece(p) } }, piece(p) { - push_undo(); + push_undo() game.force = { commander: p, reason: 'campaign_1', - }; - game.state = 'designate_force'; + } + game.state = 'designate_force' }, } states.select_campaign_2 = { inactive: "campaign", prompt() { - view.prompt = "Campaign: Select the second leader."; + view.prompt = "Campaign: Select the second leader." for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_on_map(p) && !is_piece_in_force(p, game.activation[0])) if (!game.activation.includes(p)) - gen_action_piece(p); + gen_action_piece(p) } }, piece(p) { - push_undo(); + push_undo() game.force = { commander: p, reason: 'campaign_2', - }; - game.state = 'designate_force'; + } + game.state = 'designate_force' }, } function goto_pick_first_move() { if (game.activation.length > 1) { - logbr(); - log("Selected\n" + game.activation.map(piece_name_and_place).join(",\n") + "."); - game.state = 'pick_move'; + logbr() + log("Selected\n" + game.activation.map(piece_name_and_place).join(",\n") + ".") + game.state = 'pick_move' } else { - goto_move_piece(game.activation.pop()); + goto_move_piece(game.activation.pop()) } } function goto_pick_next_move() { if (game.activation && game.activation.length > 0) { - game.state = 'pick_move'; + game.state = 'pick_move' } else { - delete game.activation_value; - delete game.activation; - end_action_phase(); + delete game.activation_value + delete game.activation + end_action_phase() } } states.pick_move = { prompt() { view.prompt = "Pick the next activated force, leader, or unit to move." - game.activation.forEach(gen_action_piece); + game.activation.forEach(gen_action_piece) }, piece(p) { - remove_from_array(game.activation, p); - goto_move_piece(p); + remove_from_array(game.activation, p) + goto_move_piece(p) }, } function end_activation() { // Clear event flags - delete game.events.coehorns; - delete game.events.ambush; - delete game.events.foul_weather; - delete game.events.george_croghan; + delete game.events.coehorns + delete game.events.ambush + delete game.events.foul_weather + delete game.events.george_croghan - lift_sieges_and_amphib(); - clear_undo(); - goto_pick_next_move(); + lift_sieges_and_amphib() + clear_undo() + goto_pick_next_move() } // DEFINE FORCE (for various actions) function force_has_british_iroquois_and_mohawk_units(commander) { - let has_br_indians = false; + let has_br_indians = false for_each_friendly_unit_in_node(leader_box(commander), p => { if (is_british_iroquois_or_mohawk(p)) - has_br_indians = true; - gen_action_piece(p); - }); - return has_br_indians; + has_br_indians = true + gen_action_piece(p) + }) + return has_br_indians } function can_drop_off_leader(commander, subordinate) { if (subordinate === JOHNSON) if (force_has_british_iroquois_and_mohawk_units(commander)) - return false; - return count_non_british_iroquois_and_mohawk_units_in_force(commander) <= force_command(commander) - leader_command(subordinate); + return false + return count_non_british_iroquois_and_mohawk_units_in_force(commander) <= force_command(commander) - leader_command(subordinate) } const designate_force_reason_prompt = { @@ -2498,195 +2498,195 @@ const designate_force_reason_prompt = { states.designate_force = { inactive() { - inactive_prompt("designate force " + designate_force_reason_prompt[game.force.reason], game.force.commander, 0); + inactive_prompt("designate force " + designate_force_reason_prompt[game.force.reason], game.force.commander, 0) }, prompt() { - let commander = game.force.commander; - let where = piece_space(commander); + let commander = game.force.commander + let where = piece_space(commander) // 5.534 Johnson commands British Iroquois and Mohawk units for free - let cmd_use = count_non_british_iroquois_and_mohawk_units_in_force(commander); - let cmd_cap = force_command(commander); + let cmd_use = count_non_british_iroquois_and_mohawk_units_in_force(commander) + let cmd_cap = force_command(commander) - view.prompt = `Designate force ${designate_force_reason_prompt[game.force.reason]} with ${piece_name(commander)} from ${space_name(where)} (${cmd_use}/${cmd_cap}).`; - view.who = commander; + view.prompt = `Designate force ${designate_force_reason_prompt[game.force.reason]} with ${piece_name(commander)} from ${space_name(where)} (${cmd_use}/${cmd_cap}).` + view.who = commander - let can_pick_up = false; + let can_pick_up = false // pick up sub-commanders for_each_friendly_leader_in_node(where, p => { if (game.force.reason === 'avoid' && is_piece_inside(p)) - return; // continue + return // continue if (game.activation && game.activation.includes(p)) - return; // continue + return // continue if (p !== commander && leader_command(p) <= leader_command(commander)) { - can_pick_up = true; - gen_action_piece(p); + can_pick_up = true + gen_action_piece(p) } - }); + }) // pick up units for_each_friendly_unit_in_node(where, p => { if (game.force.reason === 'avoid' && is_piece_inside(p)) - return; // continue + return // continue if (is_british_iroquois_or_mohawk(p)) { // 5.534 Only Johnson can command British Iroquois and Mohawk (and for free) if (is_piece_in_force(JOHNSON, commander)) { - can_pick_up = true; - gen_action_piece(p); + can_pick_up = true + gen_action_piece(p) } } else { if (cmd_use < cmd_cap) { - can_pick_up = true; - gen_action_piece(p); + can_pick_up = true + gen_action_piece(p) } } - }); + }) // drop off sub-commanders for_each_friendly_leader_in_node(leader_box(commander), p => { if (can_drop_off_leader(commander, p)) - gen_action_piece(p); - }); + gen_action_piece(p) + }) // drop off units for_each_friendly_unit_in_node(leader_box(commander), p => { - gen_action_piece(p); - }); + gen_action_piece(p) + }) if (can_pick_up) - gen_action('pick_up_all'); + gen_action('pick_up_all') switch (game.force.reason) { case 'campaign_1': case 'campaign_2': case 'move': // Campaign and normal activations can activate leaders without forces. - gen_action_next(); - break; + gen_action_next() + break case 'intercept': // Must be a force to proceed (leader + at least one unit) if (count_units_in_force(commander) > 0) - gen_action('intercept'); - break; + gen_action('intercept') + break case 'avoid': // Must be a force to proceed (leader + at least one unit) if (count_units_in_force(commander) > 0) - gen_action('avoid'); - break; + gen_action('avoid') + break } }, pick_up_all() { - push_undo(); + push_undo() - let commander = game.force.commander; - let where = piece_space(commander); - let box = leader_box(commander); + let commander = game.force.commander + let where = piece_space(commander) + let box = leader_box(commander) // pick up all sub-commanders for_each_friendly_leader_in_node(where, p => { if (game.force.reason === 'avoid' && is_piece_inside(p)) - return; // continue + return // continue if (game.activation && game.activation.includes(p)) - return; // continue + return // continue if (p !== commander && leader_command(p) <= leader_command(commander)) - move_piece_to(p, box); - }); + move_piece_to(p, box) + }) // pick up as many units as possible for_each_friendly_unit_in_node(where, p => { if (game.force.reason === 'avoid' && is_piece_inside(p)) - return; // continue + return // continue if (is_british_iroquois_or_mohawk(p)) { // 5.534 Only Johnson can command British Iroquois and Mohawk (and for free) if (is_piece_in_force(JOHNSON, commander)) - move_piece_to(p, box); + move_piece_to(p, box) } else { if (count_non_british_iroquois_and_mohawk_units_in_force(commander) < force_command(commander)) - move_piece_to(p, box); + move_piece_to(p, box) } - }); + }) }, piece(p) { - push_undo(); - let commander = game.force.commander; - let where = piece_space(commander); + push_undo() + let commander = game.force.commander + let where = piece_space(commander) if (piece_node(p) === leader_box(commander)) - move_piece_to(p, where); + move_piece_to(p, where) else - move_piece_to(p, leader_box(commander)); + move_piece_to(p, leader_box(commander)) }, next() { - push_undo(); + push_undo() if (game.force.reason === 'move' && count_units_in_force(game.force.commander) === 0) - game.state = 'confirm_designate_force'; + game.state = 'confirm_designate_force' else - end_designate_force(); + end_designate_force() }, intercept() { - attempt_intercept(); + attempt_intercept() }, avoid() { - attempt_avoid_battle(); + attempt_avoid_battle() }, } states.confirm_designate_force = { inactive() { - inactive_prompt("designate force " + designate_force_reason_prompt[game.force.reason], game.force.commander, 0); + inactive_prompt("designate force " + designate_force_reason_prompt[game.force.reason], game.force.commander, 0) }, prompt() { - view.prompt = `You have not picked up any units \u2014 are you sure you want to continue?`; - view.who = game.force.commander; - gen_action('next'); + view.prompt = `You have not picked up any units \u2014 are you sure you want to continue?` + view.who = game.force.commander + gen_action('next') }, next() { - end_designate_force(); + end_designate_force() } } function end_designate_force() { - let commander = game.force.commander; - let reason = game.force.reason; - delete game.force; + let commander = game.force.commander + let reason = game.force.reason + delete game.force switch (reason) { case 'campaign_1': - game.activation.push(commander); - game.state = 'select_campaign_2'; - break; + game.activation.push(commander) + game.state = 'select_campaign_2' + break case 'campaign_2': - game.activation.push(commander); - goto_pick_first_move(); - break; + game.activation.push(commander) + goto_pick_first_move() + break case 'move': - goto_move_piece(commander); - break; + goto_move_piece(commander) + break default: - throw Error("unknown reason state: " + game.reason); + throw Error("unknown reason state: " + game.reason) } } // TODO: merge with designate_force using reason=intercept_lone_ax states.designate_force_lone_ax = { inactive() { - inactive_prompt("designate lone auxiliary force to intercept", game.force.commander, 0); + inactive_prompt("designate lone auxiliary force to intercept", game.force.commander, 0) }, prompt() { - let commander = game.force.commander; - let where = piece_space(commander); - let n = count_units_in_force(commander); + let commander = game.force.commander + let where = piece_space(commander) + let n = count_units_in_force(commander) - view.prompt = `Designate lone auxiliary force to intercept with ${piece_name(commander)} from ${space_name(where)}.`; - view.who = commander; + view.prompt = `Designate lone auxiliary force to intercept with ${piece_name(commander)} from ${space_name(where)}.` + view.who = commander // pick up sub-commanders for_each_friendly_leader_in_node(where, p => { if (p !== commander && leader_command(p) <= leader_command(commander)) - gen_action_piece(p); - }); + gen_action_piece(p) + }) // pick up units (max 1 auxiliary) if (n === 0) { @@ -2695,42 +2695,42 @@ states.designate_force_lone_ax = { if (is_british_iroquois_or_mohawk(p)) { // 5.534 Only Johnson can command British Iroquois and Mohawk (and for free) if (is_piece_in_force(JOHNSON, commander)) - gen_action_piece(p); + gen_action_piece(p) } else { - gen_action_piece(p); + gen_action_piece(p) } } - }); + }) } // drop off sub-commanders for_each_friendly_leader_in_node(leader_box(commander), p => { if (!(p === JOHNSON && force_has_british_iroquois_and_mohawk_units(commander))) - gen_action_piece(p); - }); + gen_action_piece(p) + }) // drop off units for_each_friendly_unit_in_node(leader_box(commander), p => { - gen_action_piece(p); - }); + gen_action_piece(p) + }) if (n === 1) - gen_action('intercept'); + gen_action('intercept') }, piece(p) { - push_undo(); - let commander = game.force.commander; - let where = piece_space(commander); + push_undo() + let commander = game.force.commander + let where = piece_space(commander) if (piece_node(p) === leader_box(commander)) - move_piece_to(p, where); + move_piece_to(p, where) else - move_piece_to(p, leader_box(commander)); + move_piece_to(p, leader_box(commander)) }, intercept() { - push_undo(); - attempt_intercept(); + push_undo() + attempt_intercept() }, } @@ -2738,25 +2738,25 @@ states.designate_force_lone_ax = { function describe_force(force, verbose) { if (is_leader(force) && count_pieces_in_force(force) > 1) { - let desc = verbose ? piece_name_and_place(force) : piece_name(force); + let desc = verbose ? piece_name_and_place(force) : piece_name(force) for_each_piece_in_force(force, p => { if (p !== force) - desc += ",\n" + piece_name(p); - }); - return desc; + desc += ",\n" + piece_name(p) + }) + return desc } else { - return verbose ? piece_name_and_place(force) : piece_name(force); + return verbose ? piece_name_and_place(force) : piece_name(force) } } function goto_move_piece(who) { - clear_undo(); + clear_undo() - logbr(); - log(`Activated\n${describe_force(who, true)}.`); + logbr() + log(`Activated\n${describe_force(who, true)}.`) - let from = piece_space(who); - game.state = 'move'; + let from = piece_space(who) + game.state = 'move' game.move = { where: from, came_from: 0, @@ -2771,106 +2771,106 @@ function goto_move_piece(who) { intercepted: [], did_attempt_intercept: 0, - }; + } game.raid = { where: 0, battle: 0, from: {}, aux: list_auxiliary_units_in_force(who) - }; - start_move(); + } + start_move() } function start_move() { if (can_moving_force_siege_or_assault()) { - game.state = 'siege_or_move'; + game.state = 'siege_or_move' } else if (is_piece_inside(moving_piece())) { - goto_break_siege(); + goto_break_siege() } else { - resume_move(); + resume_move() } } states.siege_or_move = { inactive() { - inactive_prompt("siege or move", moving_piece(), 0); + inactive_prompt("siege or move", moving_piece(), 0) }, prompt() { - let where = moving_piece_space(); - view.who = moving_piece(); - view.where = where; + let where = moving_piece_space() + view.who = moving_piece() + view.where = where if (is_assault_possible(where)) { if (player.hand.includes(SURRENDER)) { - view.prompt = `You may assault at ${space_name(where)}, play "Surrender!", or move.`; - gen_action('play_event', SURRENDER); + view.prompt = `You may assault at ${space_name(where)}, play "Surrender!", or move.` + gen_action('play_event', SURRENDER) } else { - view.prompt = `You may assault at ${space_name(where)} or move.`; + view.prompt = `You may assault at ${space_name(where)} or move.` } - gen_action('assault'); + gen_action('assault') } else { - view.prompt = `You may siege at ${space_name(where)} or move.`; - gen_action('siege'); + view.prompt = `You may siege at ${space_name(where)} or move.` + gen_action('siege') } - gen_action('move'); + gen_action('move') }, siege() { - goto_siege(moving_piece_space()); + goto_siege(moving_piece_space()) }, assault() { - goto_assault(moving_piece_space()); + goto_assault(moving_piece_space()) }, play_event(c) { - game.siege_where = moving_piece_space(); - play_card(c); - goto_surrender(); + game.siege_where = moving_piece_space() + play_card(c) + goto_surrender() }, move() { - resume_move(); + resume_move() }, } function goto_break_siege() { - let here = moving_piece_space(); - game.move.came_from = here; - goto_avoid_battle(); + let here = moving_piece_space() + game.move.came_from = here + goto_avoid_battle() } function piece_can_naval_move_from(who, from) { if (game.events.foul_weather) - return false; + return false if (game.active === FRANCE && game.no_fr_naval) - return false; + return false if (is_leader(who) && count_pieces_in_force(who) > 1) if (game.activation_value < 3) - return false; + return false if (game.active === FRANCE) { if (from === LOUISBOURG || from === QUEBEC) - return is_friendly_controlled_space(from); - return false; + return is_friendly_controlled_space(from) + return false } if (game.active === BRITAIN) { if (has_amphib(from)) - return true; + return true if (is_port(from)) - return is_friendly_controlled_space(from); - return false; + return is_friendly_controlled_space(from) + return false } - return false; + return false } function max_land_movement_cost() { - return game.events.foul_weather ? 2 : movement_allowance(moving_piece()); + return game.events.foul_weather ? 2 : movement_allowance(moving_piece()) } function max_movement_cost(type) { switch (type) { case 'boat-or-land': - case 'boat': return game.events.foul_weather ? 2 : 9; - case 'land': return max_land_movement_cost(); - case 'naval': return 9; + case 'boat': return game.events.foul_weather ? 2 : 9 + case 'land': return max_land_movement_cost() + case 'naval': return 9 } } @@ -2879,102 +2879,102 @@ function resume_move() { if (game.move.used < 0) { if (is_enemy_card_available(FOUL_WEATHER) && !enemy_player.pass_fw) { if (game.options.retroactive) { - game.retro_foul_weather = JSON.stringify(game); + game.retro_foul_weather = JSON.stringify(game) } else { - set_active_enemy(); - game.state = 'foul_weather'; - return; + set_active_enemy() + game.state = 'foul_weather' + return } } - game.move.used = 0; + game.move.used = 0 } - game.state = 'move'; + game.state = 'move' } function is_land_path(from, to) { - return spaces[from].land.includes(to); + return spaces[from].land.includes(to) } function has_friendly_fortifications_or_cultivated(s) { - return has_friendly_fortifications(s) || is_originally_friendly(s); + return has_friendly_fortifications(s) || is_originally_friendly(s) } function gen_naval_move() { - let from = moving_piece_space(); + let from = moving_piece_space() if (!piece_can_naval_move_from(moving_piece(), from)) - return; + return if (game.active === BRITAIN) { game.amphib.forEach(to => { if (to !== from) - gen_action_space(to); - }); + gen_action_space(to) + }) ports.forEach(to => { if (to !== from && !game.amphib.includes(to)) if (is_friendly_controlled_space(to)) - gen_action_space(to); - }); + gen_action_space(to) + }) } if (game.active === FRANCE) { if (from !== LOUISBOURG && is_friendly_controlled_space(LOUISBOURG)) - gen_action_space(LOUISBOURG); + gen_action_space(LOUISBOURG) if (from !== QUEBEC && is_friendly_controlled_space(QUEBEC)) - gen_action_space(QUEBEC); + gen_action_space(QUEBEC) } } function is_carry_connection(from, to) { - const from_ff = has_friendly_fortifications_or_cultivated(from); - const to_ff = has_friendly_fortifications_or_cultivated(to); - return (from_ff && to_ff); + const from_ff = has_friendly_fortifications_or_cultivated(from) + const to_ff = has_friendly_fortifications_or_cultivated(to) + return (from_ff && to_ff) } function can_move_by_boat_or_land(used, did_carry, from, to) { if (is_land_path(from, to)) { if (used < max_land_movement_cost()) - return true; + return true if (!did_carry) - return is_carry_connection(from, to); - return false; + return is_carry_connection(from, to) + return false } - return true; + return true } function can_move_by_boat(used, did_carry, from, to) { if (is_land_path(from, to)) { if (!did_carry) - return is_carry_connection(from, to); - return false; + return is_carry_connection(from, to) + return false } - return true; + return true } function can_move(type, used, carry, from, to) { - // console.log("CAN_INFILTRATE_MOVE", type, used, carry, space_name(from), ">", space_name(to)); + // console.log("CAN_INFILTRATE_MOVE", type, used, carry, space_name(from), ">", space_name(to)) switch (type) { case 'boat-or-land': - return can_move_by_boat_or_land(used, carry, from, to); + return can_move_by_boat_or_land(used, carry, from, to) case 'boat': - return can_move_by_boat(used, carry, from, to); + return can_move_by_boat(used, carry, from, to) case 'land': - return true; + return true } - return false; + return false } function is_infiltration_move(to) { if (has_unbesieged_enemy_fortifications(to)) - return true; + return true if (has_unbesieged_enemy_units(to)) - return true; - return false; + return true + return false } function can_infiltrate_search(type, used, carry, from, to) { if (can_move(type, used, carry, from, to)) { if (!is_infiltration_move(to)) { - // console.log(" EXIT", space_name(to)); - return true; + // console.log(" EXIT", space_name(to)) + return true } // Downgrade from Boat/Land to Land movement if not going by river or carries. @@ -2982,30 +2982,30 @@ function can_infiltrate_search(type, used, carry, from, to) { if (is_land_path(from, to)) { if (!carry) { if (is_carry_connection(from, to)) - carry = 1; + carry = 1 else - type = 'land'; + type = 'land' } else { - type = 'land'; + type = 'land' } } if (used > max_movement_cost('land')) - type = 'boat'; + type = 'boat' } // See if we must stop. if (type === 'land') { - const from_ff = has_friendly_fortifications_or_cultivated(from); - const to_ff = has_friendly_fortifications_or_cultivated(to); + const from_ff = has_friendly_fortifications_or_cultivated(from) + const to_ff = has_friendly_fortifications_or_cultivated(to) // Must stop on mountains. if (!to_ff && is_mountain(to)) { - // console.log(" STOP mountain", used); - return false; + // console.log(" STOP mountain", used) + return false } // Must stop in the next space after passing through enemy cultivated if (used > 0 && !from_ff && is_originally_enemy(from)) { - // console.log(" STOP enemy cultivated"); - return false; + // console.log(" STOP enemy cultivated") + return false } } @@ -3013,218 +3013,218 @@ function can_infiltrate_search(type, used, carry, from, to) { if (used < max_movement_cost(type)) { for (let next of spaces[to].exits) { if (can_infiltrate_search(type, used + 1, carry, to, next)) - return true; + return true } } } - return false; + return false } function can_infiltrate(from, to) { - // console.log("===="); - let result = can_infiltrate_search(game.move.type, game.move.used, game.move.did_carry, from, to); - return result; + // console.log("====") + let result = can_infiltrate_search(game.move.type, game.move.used, game.move.did_carry, from, to) + return result } function gen_regular_move() { - let who = moving_piece(); - let from = moving_piece_space(); - let is_lone_ld = is_lone_leader(who); - let is_lone_ax = is_lone_auxiliary(who); - let has_dt = force_has_drilled_troops(who); + let who = moving_piece() + let from = moving_piece_space() + let is_lone_ld = is_lone_leader(who) + let is_lone_ax = is_lone_auxiliary(who) + let has_dt = force_has_drilled_troops(who) for_each_exit(from, to => { if (is_lone_ld) { // Lone leaders can never enter an enemy occupied space if (has_unbesieged_enemy_units(to) || has_unbesieged_enemy_fortifications(to)) - return; // continue; + return // continue } else { // Must have Drilled Troops to enter an enemy fort or fortress space. // except: Infiltration by lone auxiliary if (has_unbesieged_enemy_fort_or_fortress(to)) { if (!(has_dt || (is_lone_ax && can_infiltrate(from, to)))) - return; // continue + return // continue } } switch (game.move.type) { case 'boat-or-land': if (can_move_by_boat_or_land(game.move.used, game.move.did_carry, from, to)) - gen_action_space(to); - break; + gen_action_space(to) + break case 'boat': if (can_move_by_boat(game.move.used, game.move.did_carry, from, to)) - gen_action_space(to); - break; + gen_action_space(to) + break case 'land': - gen_action_space(to); - break; + gen_action_space(to) + break } - }); + }) } function stop_move() { - game.move.used = 9; + game.move.used = 9 } function stop_land_move() { if (game.move.type === 'boat-or-land') - game.move.type = 'boat'; + game.move.type = 'boat' else - game.move.used = 9; + game.move.used = 9 } function apply_move(to) { - let who = moving_piece(); - let from = moving_piece_space(); + let who = moving_piece() + let from = moving_piece_space() if (game.move.type === 'naval') - game.move.used = 9; + game.move.used = 9 else - game.move.used ++; - game.move.where = to; - game.move.came_from = from; - game.raid.from[to] = from; // remember where raiders came from so they can retreat after battle + game.move.used ++ + game.move.where = to + game.move.came_from = from + game.raid.from[to] = from // remember where raiders came from so they can retreat after battle // Downgrade from Boat/Land to Land movement if not going by river or carries. if (game.move.type === 'boat' || game.move.type === 'boat-or-land') { if (is_land_path(from, to)) { if (!game.move.did_carry) { if (is_carry_connection(from, to)) - game.move.did_carry = 1; + game.move.did_carry = 1 else - game.move.type = 'land'; + game.move.type = 'land' } else { - game.move.type = 'land'; + game.move.type = 'land' } } if (game.move.used > max_land_movement_cost('land')) - game.move.type = 'boat'; + game.move.type = 'boat' } if (game.move.type === 'land' || game.move.type === 'boat-or-land') { - const from_ff = has_friendly_fortifications_or_cultivated(from); - const to_ff = has_friendly_fortifications_or_cultivated(to); - const has_dt = force_has_drilled_troops(who); - const has_ax = force_has_auxiliary(who); + const from_ff = has_friendly_fortifications_or_cultivated(from) + const to_ff = has_friendly_fortifications_or_cultivated(to) + const has_dt = force_has_drilled_troops(who) + const has_ax = force_has_auxiliary(who) // Must stop on mountains. if (is_mountain(to) && !to_ff) - stop_land_move(); + stop_land_move() // Must stop in the next space after passing through... if (game.move.used > 1 && !from_ff) { // Drilled Troops that pass through wilderness must stop in the next space. if (has_dt && !has_ax && is_wilderness(from)) if (!game.events.george_croghan) - stop_land_move(); + stop_land_move() // Auxiliaries that pass through enemy cultivated must stop in the next space. if (has_ax && !has_dt && is_originally_enemy(from)) - stop_land_move(); + stop_land_move() } } - game.move.infiltrated = 0; + game.move.infiltrated = 0 if (has_enemy_stockade(to)) { if (is_lone_auxiliary(who) && can_infiltrate(from, to)) - game.move.infiltrated = 1; + game.move.infiltrated = 1 else - stop_move(); + stop_move() } if (has_unbesieged_enemy_fort_or_fortress(to)) { if (is_lone_auxiliary(who) && can_infiltrate(from, to)) - game.move.infiltrated = 1; + game.move.infiltrated = 1 else - stop_move(); + stop_move() } if (has_unbesieged_enemy_units(to)) { if (is_lone_auxiliary(who) && can_infiltrate(from, to)) - game.move.infiltrated = 1; + game.move.infiltrated = 1 } if (game.move.infiltrated) - log(`Infiltrated ${space_name(to)}.`); + log(`Infiltrated ${space_name(to)}.`) else - log(`Moved to ${space_name(to)}.`); + log(`Moved to ${space_name(to)}.`) - move_piece_to(who, to); - lift_sieges_and_amphib(); + move_piece_to(who, to) + lift_sieges_and_amphib() } states.move = { inactive() { - inactive_prompt("move", moving_piece(), 0); + inactive_prompt("move", moving_piece(), 0) }, prompt() { - let who = moving_piece(); - let from = moving_piece_space(); + let who = moving_piece() + let from = moving_piece_space() if (from) { - view.prompt = `Move ${piece_name_and_place(who)}`; + view.prompt = `Move ${piece_name_and_place(who)}` switch (game.move.type) { case 'boat-or-land': - view.prompt += " by boat or land"; + view.prompt += " by boat or land" if (game.move.did_carry) - view.prompt += " (carried)"; - break; + view.prompt += " (carried)" + break case 'boat': - view.prompt += " by boat"; + view.prompt += " by boat" if (game.move.did_carry) - view.prompt += " (carried)"; - break; + view.prompt += " (carried)" + break case 'land': - view.prompt += " by land"; - break; + view.prompt += " by land" + break case 'naval': if (game.move.used > 0) - view.prompt += " by ship \u2014 done."; + view.prompt += " by ship \u2014 done." else - view.prompt += " by ship."; - break; + view.prompt += " by ship." + break } if (game.move.infiltrated) - view.prompt += " (infiltrating)"; + view.prompt += " (infiltrating)" if (game.move.type !== 'naval') { if (game.move.used === 9) - view.prompt += ` \u2014 done.`; + view.prompt += ` \u2014 done.` else - view.prompt += ` \u2014 ${game.move.used}/${max_movement_cost(game.move.type)}.`; + view.prompt += ` \u2014 ${game.move.used}/${max_movement_cost(game.move.type)}.` } } else { - view.prompt = `${piece_name(who)} eliminated.`; + view.prompt = `${piece_name(who)} eliminated.` } - view.who = who; + view.who = who if (game.move.used === 0) { if (game.events.foul_weather && can_moving_force_siege_or_assault()) { if (is_assault_possible(from)) - gen_action('assault'); + gen_action('assault') else - gen_action('siege'); + gen_action('siege') } if (game.active === BRITAIN && player.hand.includes(GEORGE_CROGHAN)) { if (force_has_drilled_troops(who)) - gen_action('play_event', GEORGE_CROGHAN); + gen_action('play_event', GEORGE_CROGHAN) } if (piece_can_naval_move_from(who, from)) { if (game.move.type !== 'naval') { - gen_action('naval_move'); + gen_action('naval_move') } else { if (!game.events.no_amphib) { if (game.active === BRITAIN && has_amphibious_arrow(from)) { - let has_amphib = false; + let has_amphib = false for (let card = first_amphib_card; card <= last_amphib_card; ++card) { if (player.hand.includes(card)) { - has_amphib = true; - gen_action('play_event', card); + has_amphib = true + gen_action('play_event', card) } } if (has_amphib) - view.prompt += ` You may play "Amphibious Landing."`; + view.prompt += ` You may play "Amphibious Landing."` } } } @@ -3233,79 +3233,79 @@ states.move = { if (game.move.infiltrated) { if (!has_unbesieged_enemy_fort_or_fortress(from)) - gen_action('stop'); + gen_action('stop') } else { - gen_action('end_move'); + gen_action('end_move') } - gen_action_demolish(); + gen_action_demolish() if (game.move.used < max_movement_cost(game.move.type)) { if (game.move.type === 'naval') - gen_naval_move(); + gen_naval_move() else - gen_regular_move(); + gen_regular_move() } if (game.move.used < 9) { if (is_leader(who) && count_pieces_in_force(who) > 1) - gen_action('drop_off'); + gen_action('drop_off') } }, play_event(card) { - push_undo(); - play_card(card); + push_undo() + play_card(card) if (card === GEORGE_CROGHAN) { - game.events.george_croghan = 1; - resume_move(); + game.events.george_croghan = 1 + resume_move() } else { - game.state = 'amphibious_landing'; + game.state = 'amphibious_landing' } }, naval_move() { - push_undo(); - game.move.type = 'naval'; - resume_move(); + push_undo() + game.move.type = 'naval' + resume_move() }, space(to) { - push_undo(); + push_undo() - apply_move(to); + apply_move(to) if (is_enemy_card_available(LAKE_SCHOONER)) { - let from = moving_piece_came_from(); + let from = moving_piece_came_from() if (has_enemy_fortifications(to) && is_lake_connection(from, to)) { - clear_undo(); - set_active_enemy(); - game.state = 'lake_schooner'; - return goto_retroactive_foul_weather(); + clear_undo() + set_active_enemy() + game.state = 'lake_schooner' + return goto_retroactive_foul_weather() } } - goto_intercept(); + goto_intercept() }, drop_off() { - push_undo(); + push_undo() if (game.summary) - game.summary.drop_off = []; - game.state = 'drop_off'; + game.summary.drop_off = [] + game.state = 'drop_off' }, siege() { - goto_siege(moving_piece_space()); + goto_siege(moving_piece_space()) }, assault() { - goto_assault(moving_piece_space()); + goto_assault(moving_piece_space()) }, stop() { - game.move.infiltrated = 0; - goto_designate_inside(); + game.move.infiltrated = 0 + goto_designate_inside() }, end_move() { if (game.move.used > 0) { - end_move(); + end_move() } else { - push_undo(); - game.state = 'confirm_end_move'; + push_undo() + game.state = 'confirm_end_move' } }, demolish_fort: goto_demolish_fort, @@ -3315,39 +3315,39 @@ states.move = { states.drop_off = { inactive() { - inactive_prompt("move", moving_piece(), 0); + inactive_prompt("move", moving_piece(), 0) }, prompt() { - let who = moving_piece(); - let where = moving_piece_space(); + let who = moving_piece() + let where = moving_piece_space() - view.prompt = `Drop off subordinate units or leaders in ${space_name(where)}.`; - view.who = who; - view.where = where; + view.prompt = `Drop off subordinate units or leaders in ${space_name(where)}.` + view.who = who + view.where = where gen_action_next() - gen_action_demolish(); + gen_action_demolish() for_each_leader_in_force(who, p => { if (p !== who && can_drop_off_leader(who, p)) - gen_action_piece(p); - }); + gen_action_piece(p) + }) for_each_unit_in_force(who, p => { - gen_action_piece(p); - }); + gen_action_piece(p) + }) }, piece(who) { - push_undo(); + push_undo() if (game.summary) - game.summary.drop_off.push(who); + game.summary.drop_off.push(who) else - log(`Dropped off ${piece_name(who)}.`); - move_piece_to(who, moving_piece_space()); + log(`Dropped off ${piece_name(who)}.`) + move_piece_to(who, moving_piece_space()) }, next() { - push_undo(); - print_plain_summary("Dropped off", 'drop_off'); - resume_move(); + push_undo() + print_plain_summary("Dropped off", 'drop_off') + resume_move() }, demolish_fort: goto_demolish_fort, demolish_stockade: goto_demolish_stockade, @@ -3356,743 +3356,743 @@ states.drop_off = { states.confirm_end_move = { inactive() { - inactive_prompt("move", moving_piece(), 0); + inactive_prompt("move", moving_piece(), 0) }, prompt() { - view.prompt = `You have not moved yet \u2014 are you sure you want to pass?`; - view.who = moving_piece(); - gen_action('end_move'); + view.prompt = `You have not moved yet \u2014 are you sure you want to pass?` + view.who = moving_piece() + gen_action('end_move') }, end_move() { - end_move(); + end_move() } } function goto_retroactive_foul_weather() { if (game.options.retroactive && game.retro_foul_weather) { - console.log("RETRO REWIND"); + console.log("RETRO REWIND") - let state_start = game.retro_foul_weather; - delete game.retro_foul_weather; - let state_next = JSON.stringify(game); + let state_start = game.retro_foul_weather + delete game.retro_foul_weather + let state_next = JSON.stringify(game) - load_game_state(JSON.parse(state_start)); - set_active_enemy(); - game.state = 'foul_weather'; - game.retro_foul_weather = state_next; + load_game_state(JSON.parse(state_start)) + set_active_enemy() + game.state = 'foul_weather' + game.retro_foul_weather = state_next } else { - clear_undo(); + clear_undo() } } states.foul_weather = { inactive() { - inactive_prompt("foul weather", moving_piece(), 0); + inactive_prompt("foul weather", moving_piece(), 0) }, prompt() { - let p = moving_piece(); - view.who = p; - view.where = moving_piece_space(); + let p = moving_piece() + view.who = p + view.where = moving_piece_space() if (player.hand.includes(FOUL_WEATHER)) { - view.prompt = `${piece_name_and_place(p)} is about to move. You may play "Foul Weather".`; - gen_action('play_event', FOUL_WEATHER); + view.prompt = `${piece_name_and_place(p)} is about to move. You may play "Foul Weather".` + gen_action('play_event', FOUL_WEATHER) } else { - view.prompt = `${piece_name_and_place(p)} is about to move. You don't have "Foul Weather".`; + view.prompt = `${piece_name_and_place(p)} is about to move. You don't have "Foul Weather".` } - gen_action('pass_fw_season'); + gen_action('pass_fw_season') if (game.activation && game.activation.length > 0) - gen_action('pass_fw_action'); - gen_action_pass(); + gen_action('pass_fw_action') + gen_action_pass() }, play_event(c) { if (game.options.retroactive) { - console.log("RETRO STAY"); - delete game.retro_foul_weather; + console.log("RETRO STAY") + delete game.retro_foul_weather } - play_card(c); - game.events.foul_weather = 1; - game.move.used = 0; - set_active_enemy(); - resume_move(); + play_card(c) + game.events.foul_weather = 1 + game.move.used = 0 + set_active_enemy() + resume_move() }, pass_fw_season() { - let current = game.active; - states.foul_weather.pass(); + let current = game.active + states.foul_weather.pass() if (current === BRITAIN) - game.british.pass_fw = 2; + game.british.pass_fw = 2 else - game.french.pass_fw = 2; + game.french.pass_fw = 2 }, pass_fw_action() { - let current = game.active; - states.foul_weather.pass(); + let current = game.active + states.foul_weather.pass() if (current === BRITAIN) - game.british.pass_fw = 1; + game.british.pass_fw = 1 else - game.french.pass_fw = 1; + game.french.pass_fw = 1 }, pass() { if (game.options.retroactive) { - console.log("RETRO PASS"); - load_game_state(JSON.parse(game.retro_foul_weather)); + console.log("RETRO PASS") + load_game_state(JSON.parse(game.retro_foul_weather)) } else { - game.move.used = 0; - set_active_enemy(); - resume_move(); + game.move.used = 0 + set_active_enemy() + resume_move() } } } states.lake_schooner = { inactive() { - inactive_prompt("lake schooner", moving_piece(), moving_piece_came_from()); + inactive_prompt("lake schooner", moving_piece(), moving_piece_came_from()) }, prompt() { - let p = moving_piece(); - let to = moving_piece_space(); - let from = moving_piece_came_from(); - view.who = p; - view.where = from; + let p = moving_piece() + let to = moving_piece_space() + let from = moving_piece_came_from() + view.who = p + view.where = from if (player.hand.includes(LAKE_SCHOONER)) { - view.prompt = `${piece_name(p)} moved from ${space_name(from)} to ${space_name(to)}. You may play "Lake Schooner".`; - gen_action('play_event', LAKE_SCHOONER); + view.prompt = `${piece_name(p)} moved from ${space_name(from)} to ${space_name(to)}. You may play "Lake Schooner".` + gen_action('play_event', LAKE_SCHOONER) } else { - view.prompt = `${piece_name(p)} moved from ${space_name(from)} to ${space_name(to)}. You don't have "Lake Schooner".`; + view.prompt = `${piece_name(p)} moved from ${space_name(from)} to ${space_name(to)}. You don't have "Lake Schooner".` } - gen_action_pass(); + gen_action_pass() }, play_event(c) { - play_card(c); - let who = moving_piece(); - let from = moving_piece_came_from(); - set_active_enemy(); - stop_move(); - move_piece_to(who, from); - log(`${piece_name(who)} stopped at ${space_name(from)}.`); + play_card(c) + let who = moving_piece() + let from = moving_piece_came_from() + set_active_enemy() + stop_move() + move_piece_to(who, from) + log(`${piece_name(who)} stopped at ${space_name(from)}.`) // 6.63 eliminate if forced back into enemy-occupied space if (has_unbesieged_enemy_units(from) || has_unbesieged_enemy_fortifications(from)) { for_each_friendly_piece_in_space(from, p => { if (is_piece_unbesieged(p)) - eliminate_piece(p); - }); + eliminate_piece(p) + }) } - resume_move(); + resume_move() }, pass() { - set_active_enemy(); - goto_intercept(); + set_active_enemy() + goto_intercept() } } states.amphibious_landing = { inactive() { - inactive_prompt("amphibious landing", moving_piece(), 0); + inactive_prompt("amphibious landing", moving_piece(), 0) }, prompt() { - let who = moving_piece(); - let from = moving_piece_space(); - view.prompt = `Amphibious Landing: Select a destination for ${piece_name_and_place(who)}.`; - view.who = who; + let who = moving_piece() + let from = moving_piece_space() + view.prompt = `Amphibious Landing: Select a destination for ${piece_name_and_place(who)}.` + view.who = who if (from === HALIFAX) { - gen_action_space(LOUISBOURG); + gen_action_space(LOUISBOURG) } if (from === LOUISBOURG) { - gen_action_space(BAIE_ST_PAUL); - gen_action_space(RIVIERE_OUELLE); - gen_action_space(ILE_D_ORLEANS); + gen_action_space(BAIE_ST_PAUL) + gen_action_space(RIVIERE_OUELLE) + gen_action_space(ILE_D_ORLEANS) } }, space(to) { - push_undo(); - game.amphib.push(to); - apply_move(to); - goto_intercept(); + push_undo() + game.amphib.push(to) + apply_move(to) + goto_intercept() }, } function remove_siege_marker(where) { - delete game.sieges[where]; + delete game.sieges[where] } function place_siege_marker(where) { - log(`Started siege at ${space_name(where)}.`); - game.sieges[where] = 0; + log(`Started siege at ${space_name(where)}.`) + game.sieges[where] = 0 } function change_siege_marker(where, amount) { - return game.sieges[where] = clamp(game.sieges[where] + amount, 0, 2); + return game.sieges[where] = clamp(game.sieges[where] + amount, 0, 2) } function goto_battle_check() { - let where = moving_piece_space(); + let where = moving_piece_space() if (has_unbesieged_enemy_units(where)) { - goto_battle(where, false); + goto_battle(where, false) } else { - end_move_step(false); + end_move_step(false) } } function end_move_step(final=false, overrun=false) { - let did_battle = !!game.battle; + let did_battle = !!game.battle - lift_sieges_and_amphib(); - let who = moving_piece(); - let where = moving_piece_space(); - delete game.battle; - game.move.did_attempt_intercept = 0; // reset flag for next move step + lift_sieges_and_amphib() + let who = moving_piece() + let where = moving_piece_space() + delete game.battle + game.move.did_attempt_intercept = 0 // reset flag for next move step if (final) - stop_move(); + stop_move() // Handle death of stack... if (!has_friendly_pieces(where)) { - stop_move(); - return resume_move(); + stop_move() + return resume_move() } if (!game.move.infiltrated) { if (has_unbesieged_enemy_fortifications(where)) { if (has_enemy_fort(where) || is_fortress(where)) { - place_siege_marker(where); + place_siege_marker(where) } if (has_enemy_stockade(where)) { if (has_friendly_drilled_troops(where)) { if (did_battle) { - destroy_enemy_stockade_after_battle(where); + destroy_enemy_stockade_after_battle(where) } else { - capture_enemy_stockade(where); + capture_enemy_stockade(where) if (can_play_massacre()) - return goto_massacre('move'); + return goto_massacre('move') } } } - stop_move(); + stop_move() } } if (overrun && game.move.used < 9) { - logbr(); - log(".b Overrun"); - logbr(); + logbr() + log(".b Overrun") + logbr() } if (!is_lone_leader(who) && is_piece_on_map(who) && has_unbesieged_enemy_leader(where) && !has_unbesieged_enemy_units(where)) - return goto_retreat_lone_leader(where, 'move'); + return goto_retreat_lone_leader(where, 'move') // If enemy intercepted into moving piece and lone friendly leaders remain after battle. if (has_unbesieged_friendly_leader(where) && !has_unbesieged_friendly_units(where) && has_unbesieged_enemy_units(where)) { - game.state = 'retreat_lone_leader'; - game.retreat = { from: where, reason: 'friendly_move' }; - return; + game.state = 'retreat_lone_leader' + game.retreat = { from: where, reason: 'friendly_move' } + return } - resume_move(); + resume_move() } function end_move() { - let who = moving_piece(); + let who = moving_piece() - unstack_force(who); + unstack_force(who) - delete game.move; + delete game.move - game.raid.list = []; + game.raid.list = [] for (let i = 0; i < game.raid.aux.length; ++i) - add_raid(game.raid.aux[i]); + add_raid(game.raid.aux[i]) - goto_pick_raid(); + goto_pick_raid() // Pause for foul weather before any raids are resolved... - goto_retroactive_foul_weather(); + goto_retroactive_foul_weather() } // INTERCEPT function can_be_intercepted() { - let result = false; + let result = false - let who = moving_piece(); - let here = moving_piece_space(); - let came_from = moving_piece_came_from(); + let who = moving_piece() + let here = moving_piece_space() + let came_from = moving_piece_came_from() // 6.723 Leaders moving alone can NOT be intercepted if (is_lone_leader(who)) - return false; + return false // 6.722 entering space with friendly units or fortifications if (has_non_moving_unbesieged_friendly_units(here)) - return false; + return false if (has_unbesieged_friendly_fortifications(here)) - return false; + return false // 6.721 exception: can always intercept units infiltrating same space if (game.move.infiltrated) { if (has_unbesieged_enemy_units(here)) - return true; + return true } - const is_lone_ax = is_lone_auxiliary(who); + const is_lone_ax = is_lone_auxiliary(who) for_each_exit(here, from => { // 6.724 may not intercept an enemy leaving their own space if (from === came_from) - return; // continue + return // continue // 6.721 Lone auxiliary in wilderness if (is_lone_ax && is_wilderness_or_mountain(here)) { if (has_unbesieged_enemy_auxiliary(from)) - result = true; + result = true } else { if (has_unbesieged_enemy_units(from)) - result = true; + result = true } - }); + }) - return result; + return result } function gen_intercept() { - let is_lone_ax = is_lone_auxiliary(moving_piece()); - let to = moving_piece_space(); + let is_lone_ax = is_lone_auxiliary(moving_piece()) + let to = moving_piece_space() // 6.721 exception -- can always intercept units infiltrating same space if (game.move.infiltrated) { for_each_friendly_piece_in_space(to, p => { if (is_piece_unbesieged(p)) - gen_action_piece(p); - }); + gen_action_piece(p) + }) } for_each_exit(to, from => { // 6.721 if (is_lone_ax && is_wilderness_or_mountain(to)) { - let has_ax = false; - let has_br_indians = false; + let has_ax = false + let has_br_indians = false for_each_friendly_unit_in_space(from, p => { if (is_piece_unbesieged(p)) { if (is_auxiliary(p)) { - gen_action_piece(p); + gen_action_piece(p) if (is_british_iroquois_or_mohawk(p)) - has_br_indians = true; + has_br_indians = true else - has_ax = true; + has_ax = true } } - }); + }) // allow leaders to accompany intercepting auxiliary unit if (has_ax) { for_each_friendly_leader_in_space(from, p => { if (is_piece_unbesieged(p)) - gen_action_piece(p); - }); + gen_action_piece(p) + }) } else if (has_br_indians) { // TODO: allow intercept with Johnson as sub-commander if (is_piece_unbesieged_in_space(JOHNSON, from)) { - gen_action_piece(JOHNSON); + gen_action_piece(JOHNSON) } } } else { for_each_friendly_piece_in_space(from, p => { if (is_piece_unbesieged(p)) - gen_action_piece(p); - }); + gen_action_piece(p) + }) } - }); + }) } function goto_intercept() { if (can_be_intercepted()) { - game.move.intercepting = 0; - clear_undo(); - set_active_enemy(); - game.state = 'intercept_who'; - return goto_retroactive_foul_weather(); + game.move.intercepting = 0 + clear_undo() + set_active_enemy() + game.state = 'intercept_who' + return goto_retroactive_foul_weather() } if (game.move.infiltrated) - end_move_step(false); + end_move_step(false) else - goto_designate_inside(); + goto_designate_inside() } function is_moving_piece_lone_ax_in_wilderness_or_mountain() { - let p = moving_piece(); - let s = moving_piece_space(); - return is_lone_auxiliary(p) && is_wilderness_or_mountain(s); + let p = moving_piece() + let s = moving_piece_space() + return is_lone_auxiliary(p) && is_wilderness_or_mountain(s) } states.intercept_who = { inactive() { - inactive_prompt("intercept", moving_piece(), 0); + inactive_prompt("intercept", moving_piece(), 0) }, prompt() { - let where = moving_piece_space(); - view.where = where; + let where = moving_piece_space() + view.where = where if (game.move.intercepting) { - view.prompt = `Intercept into ${space_name(where)} with ${piece_name(game.move.intercepting)}.`; - view.who = game.move.intercepting; - gen_action('intercept'); + view.prompt = `Intercept into ${space_name(where)} with ${piece_name(game.move.intercepting)}.` + view.who = game.move.intercepting + gen_action('intercept') } else { - view.prompt = "You may select a force or unit to intercept into " + space_name(where) + "."; - gen_action_pass(); - gen_intercept(); + view.prompt = "You may select a force or unit to intercept into " + space_name(where) + "." + gen_action_pass() + gen_intercept() } }, piece(p) { - push_undo(); - let to = moving_piece_space(); - let from = piece_space(p); + push_undo() + let to = moving_piece_space() + let from = piece_space(p) // All units can intercept in same space (even lone ax in wilderness), but no need to designate the force. if (is_leader(p)) { - game.move.intercepting = p; + game.move.intercepting = p game.force = { commander: p, reason: 'intercept', - }; + } if (is_moving_piece_lone_ax_in_wilderness_or_mountain() && from !== to) { - game.state = 'designate_force_lone_ax'; + game.state = 'designate_force_lone_ax' } else { - game.state = 'designate_force'; + game.state = 'designate_force' } } else { - game.move.intercepting = p; + game.move.intercepting = p } }, intercept() { - attempt_intercept(); + attempt_intercept() }, pass() { - game.move.intercepting = 0; - end_intercept_fail(); + game.move.intercepting = 0 + end_intercept_fail() }, } function attempt_intercept() { - let who = intercepting_piece(); + let who = intercepting_piece() if (is_leader(who)) { for_each_piece_in_force(who, p => { game.move.intercepted.push(p) - }); + }) } else { - game.move.intercepted.push(who); + game.move.intercepted.push(who) } - game.move.did_attempt_intercept = 1; + game.move.did_attempt_intercept = 1 - let die = roll_die("to intercept with\n" + describe_force(who, true)); + let die = roll_die("to intercept with\n" + describe_force(who, true)) if (is_leader(who)) - die = modify(die, leader_tactics(who), "leader tactics"); + die = modify(die, leader_tactics(who), "leader tactics") if (die >= 4) { - log("Intercepted!"); - end_intercept_success(); + log("Intercepted!") + end_intercept_success() } else { - log("Failed."); - end_intercept_fail(); + log("Failed.") + end_intercept_fail() } } function end_intercept_fail() { - let who = intercepting_piece(); + let who = intercepting_piece() if (who) - unstack_force(who); - set_active_enemy(); - game.state = 'move'; + unstack_force(who) + set_active_enemy() + game.state = 'move' if (game.move.infiltrated) - end_move_step(false); + end_move_step(false) else - goto_designate_inside(); + goto_designate_inside() } function end_intercept_success() { - let who = intercepting_piece(); - let to = moving_piece_space(); - move_piece_to(who, to); - unstack_force(who); - set_active_enemy(); - game.state = 'move'; - goto_designate_inside(); + let who = intercepting_piece() + let to = moving_piece_space() + move_piece_to(who, to) + unstack_force(who) + set_active_enemy() + game.state = 'move' + goto_designate_inside() } // DECLARE INSIDE/OUTSIDE FORTIFICATION function goto_designate_inside() { - let where = moving_piece_space(); + let where = moving_piece_space() if (has_unbesieged_enemy_units_that_did_not_intercept(where)) { - clear_undo(); + clear_undo() if (has_enemy_fortress(where) || has_enemy_fort(where)) { - set_active_enemy(); - game.state = 'designate_inside'; + set_active_enemy() + game.state = 'designate_inside' if (game.summary) - game.summary.inside = []; - return goto_retroactive_foul_weather(); + game.summary.inside = [] + return goto_retroactive_foul_weather() } } - goto_avoid_battle(); + goto_avoid_battle() } states.designate_inside = { inactive() { - inactive_prompt("designate inside", moving_piece(), 0); + inactive_prompt("designate inside", moving_piece(), 0) }, prompt() { - let where = moving_piece_space(); - view.prompt = "You may withdraw leaders and units into the fortification."; - view.where = where; - gen_action_next(); - let n = count_friendly_units_inside(where); + let where = moving_piece_space() + view.prompt = "You may withdraw leaders and units into the fortification." + view.where = where + gen_action_next() + let n = count_friendly_units_inside(where) for_each_friendly_piece_in_space(where, p => { if (is_piece_unbesieged(p) && !did_piece_intercept(p)) { if (is_leader(p) || is_fortress(where) || n < 4) - gen_action_piece(p); + gen_action_piece(p) } - }); + }) }, piece(p) { - push_undo(); + push_undo() if (game.summary) { - game.summary.inside.push(p); + game.summary.inside.push(p) } else { if (is_fortress(moving_piece_space())) - log(`${piece_name(p)} withdrew into fortress.`); + log(`${piece_name(p)} withdrew into fortress.`) else - log(`${piece_name(p)} withdrew into fort.`); + log(`${piece_name(p)} withdrew into fort.`) } - set_piece_inside(p); + set_piece_inside(p) }, next() { - clear_undo(); + clear_undo() if (is_fortress(moving_piece_space())) - print_plain_summary("Withdrew into fortress", 'inside'); + print_plain_summary("Withdrew into fortress", 'inside') else - print_plain_summary("Withdrew into fort", 'inside'); - set_active_enemy(); - goto_avoid_battle(); + print_plain_summary("Withdrew into fort", 'inside') + set_active_enemy() + goto_avoid_battle() }, } // AVOID BATTLE function goto_avoid_battle() { - let from = moving_piece_space(); + let from = moving_piece_space() if (has_unbesieged_enemy_units(from)) { if (!game.move.did_attempt_intercept) { if (can_enemy_avoid_battle(from)) { - game.move.avoiding = 0; - clear_undo(); - set_active_enemy(); - game.state = 'avoid_who'; - return goto_retroactive_foul_weather(); + game.move.avoiding = 0 + clear_undo() + set_active_enemy() + game.state = 'avoid_who' + return goto_retroactive_foul_weather() } } } - goto_battle_check(); + goto_battle_check() } function did_piece_intercept(p) { - return game.move.intercepted.includes(p); + return game.move.intercepted.includes(p) } states.avoid_who = { inactive() { - inactive_prompt("avoid battle", moving_piece(), 0); + inactive_prompt("avoid battle", moving_piece(), 0) }, prompt() { - let from = moving_piece_space(); - view.where = from; + let from = moving_piece_space() + view.where = from if (game.move.avoiding) { - view.prompt = `Avoid battle from ${space_name(from)} with ${piece_name(game.move.avoiding)}.`; - view.who = game.move.avoiding; - gen_action('avoid'); + view.prompt = `Avoid battle from ${space_name(from)} with ${piece_name(game.move.avoiding)}.` + view.who = game.move.avoiding + gen_action('avoid') } else { - view.prompt = "You may select a force or unit to avoid battle from " + space_name(from) + "."; - gen_action_pass(); + view.prompt = "You may select a force or unit to avoid battle from " + space_name(from) + "." + gen_action_pass() for_each_friendly_piece_in_space(from, p => { if (!did_piece_intercept(p) && is_piece_unbesieged(p)) - gen_action_piece(p); - }); + gen_action_piece(p) + }) } }, piece(p) { - push_undo(); + push_undo() if (is_leader(p)) { - game.move.avoiding = p; + game.move.avoiding = p game.force = { commander: p, reason: 'avoid', - }; - game.state = 'designate_force'; + } + game.state = 'designate_force' } else { - game.move.avoiding = p; + game.move.avoiding = p } }, avoid() { - attempt_avoid_battle(); + attempt_avoid_battle() }, pass() { - game.move.avoiding = 0; - end_avoid_battle(); + game.move.avoiding = 0 + end_avoid_battle() }, } function attempt_avoid_battle() { - let avoiding = avoiding_piece(); - let moving = moving_piece(); - let from = moving_piece_space(); + let avoiding = avoiding_piece() + let moving = moving_piece() + let from = moving_piece_space() // 6.8 Exception: Auxiliary and all-Auxiliary forces automatically succeed. if (is_wilderness_or_mountain(from) && force_has_only_auxiliary_units(avoiding) && !force_has_auxiliary(moving)) { - log("Auxiliaries avoided battle\n" + describe_force(avoiding, false) + "."); - game.state = 'avoid_to'; - return; + log("Auxiliaries avoided battle\n" + describe_force(avoiding, false) + ".") + game.state = 'avoid_to' + return } - let die = roll_die("to avoid battle\n" + describe_force(avoiding, false)); + let die = roll_die("to avoid battle\n" + describe_force(avoiding, false)) if (is_leader(avoiding)) - die = modify(die, leader_tactics(avoiding), "leader tactics"); + die = modify(die, leader_tactics(avoiding), "leader tactics") if (die >= 4) { - game.state = 'avoid_to'; + game.state = 'avoid_to' } else { - log("Failed."); - end_avoid_battle(); + log("Failed.") + end_avoid_battle() } } function can_enemy_avoid_battle(from) { - let can_avoid = false; + let can_avoid = false for_each_exit(from, to => { if ((moving_piece_came_from() !== to) && !has_unbesieged_friendly_units(to) && !has_unbesieged_friendly_fortifications(to)) - can_avoid = true; - }); + can_avoid = true + }) // 6.811 British units in Amphib space may avoid directly to port if (game.active === FRANCE) { if (has_amphib(from)) { for_each_british_controlled_port(to => { if (to !== from) - can_avoid = true; - }); + can_avoid = true + }) } } - return can_avoid; + return can_avoid } states.avoid_to = { inactive() { - inactive_prompt("avoid battle", moving_piece(), 0); + inactive_prompt("avoid battle", moving_piece(), 0) }, prompt() { - let from = moving_piece_space(); - view.prompt = `Avoid battle from ${space_name(from)} \u2014 select where to.`; - view.who = avoiding_piece(); - view.where = from; + let from = moving_piece_space() + view.prompt = `Avoid battle from ${space_name(from)} \u2014 select where to.` + view.who = avoiding_piece() + view.where = from for_each_exit(from, to => { if ((moving_piece_came_from() !== to) && !has_unbesieged_enemy_units(to) && !has_unbesieged_enemy_fortifications(to)) - gen_action_space(to); - }); + gen_action_space(to) + }) // 6.811 British units in Amphib space may avoid directly to port if (game.active === BRITAIN) { if (has_amphib(from)) { for_each_british_controlled_port(to => { if (to !== from) - gen_action_space(to); - }); + gen_action_space(to) + }) } } }, space(to) { - log(`Avoided to ${space_name(to)}.`); - end_avoid_battle_success(to); + log(`Avoided to ${space_name(to)}.`) + end_avoid_battle_success(to) }, } function end_avoid_battle_success(to) { - let who = avoiding_piece(); - move_piece_to(who, to); - end_avoid_battle(); + let who = avoiding_piece() + move_piece_to(who, to) + end_avoid_battle() } function end_avoid_battle() { - let who = avoiding_piece(); + let who = avoiding_piece() if (who) - unstack_force(who); - set_active_enemy(); - game.state = 'move'; - goto_battle_check(); + unstack_force(who) + set_active_enemy() + game.state = 'move' + goto_battle_check() } // BATTLE function for_each_attacking_piece(fn) { - game.battle.atk_pcs.forEach(fn); + game.battle.atk_pcs.forEach(fn) } function count_attacking_units() { - let n = 0; + let n = 0 for (let i = 0; i < game.battle.atk_pcs.length; ++i) if (is_unit(game.battle.atk_pcs[i])) - ++n; - return n; + ++n + return n } function for_each_defending_piece(fn) { - let where = game.battle.where; + let where = game.battle.where if (game.battle.assault) { if (game.battle.defender === BRITAIN) { for (let p = first_british_piece; p <= last_british_piece; ++p) if (is_piece_in_space(p, where)) - fn(p); + fn(p) } else { for (let p = first_french_piece; p <= last_french_piece; ++p) if (is_piece_in_space(p, where)) - fn(p); + fn(p) } } else { if (game.battle.defender === BRITAIN) { for (let p = first_british_piece; p <= last_british_piece; ++p) if (is_piece_unbesieged_in_space(p, where)) - fn(p); + fn(p) } else { for (let p = first_french_piece; p <= last_french_piece; ++p) if (is_piece_unbesieged_in_space(p, where)) - fn(p); + fn(p) } } } function some_attacking_piece(fn) { - let r = false; - for_each_attacking_piece(p => { if (fn(p)) r = true }); - return r; + let r = false + for_each_attacking_piece(p => { if (fn(p)) r = true }) + return r } function some_defending_piece(fn) { - let r = false; - for_each_defending_piece(p => { if (fn(p)) r = true }); - return r; + let r = false + for_each_defending_piece(p => { if (fn(p)) r = true }) + return r } function attacker_combat_strength() { - let str = 0; + let str = 0 for_each_attacking_piece(p => { if (is_unit(p)) - str += unit_strength(p); - }); - return str; + str += unit_strength(p) + }) + return str } function defender_combat_strength() { - let str = 0; + let str = 0 for_each_defending_piece(p => { if (is_unit(p)) - str += unit_strength(p); - }); - return str; + str += unit_strength(p) + }) + return str } const COMBAT_RESULT_TABLE = [ @@ -4111,39 +4111,39 @@ const COMBAT_RESULT_TABLE = [ ] function combat_result(die, str, shift) { - die = clamp(die, 0, 7); - str = clamp(str, 0, 28); + die = clamp(die, 0, 7) + str = clamp(str, 0, 28) for (let i = 0; i < COMBAT_RESULT_TABLE.length; ++i) { if (str <= COMBAT_RESULT_TABLE[i][0]) { - let k = clamp(i + shift, 0, COMBAT_RESULT_TABLE.length-1); - let r = COMBAT_RESULT_TABLE[k][1][die]; + let k = clamp(i + shift, 0, COMBAT_RESULT_TABLE.length-1) + let r = COMBAT_RESULT_TABLE[k][1][die] if (k === 0) - log(`Lookup ${die} on column 0.`); + log(`Lookup ${die} on column 0.`) else if (k === COMBAT_RESULT_TABLE.length - 1) - log(`Lookup ${die} on column >= 28.`); + log(`Lookup ${die} on column >= 28.`) else { - let a = COMBAT_RESULT_TABLE[k-1][0] + 1; - let b = COMBAT_RESULT_TABLE[k][0]; + let a = COMBAT_RESULT_TABLE[k-1][0] + 1 + let b = COMBAT_RESULT_TABLE[k][0] if (a === b) - log(`Lookup ${die} on column ${b}.`); + log(`Lookup ${die} on column ${b}.`) else - log(`Lookup ${die} on column ${a}-${b}.`); + log(`Lookup ${die} on column ${a}-${b}.`) } - return r; + return r } } - return NaN; + return NaN } function goto_battle(where, is_assault) { - clear_undo(); + clear_undo() - logbr(); + logbr() if (is_assault) - log(".assault " + space_name(where)); + log(".assault " + space_name(where)) else if (game.raid.where !== where) - log(".battle " + space_name(where)); - logbr(); + log(".battle " + space_name(where)) + logbr() game.battle = { where: where, @@ -4153,279 +4153,279 @@ function goto_battle(where, is_assault) { atk_worth_vp: 0, def_worth_vp: 0, atk_pcs: [], - }; + } // Make a list of attacking pieces (for sorties and so we can unstack from the leader box) if (game.battle.assault) { - game.battle.atk_commander = find_friendly_commanding_leader_in_space(game.battle.where); - let where = game.battle.where; + game.battle.atk_commander = find_friendly_commanding_leader_in_space(game.battle.where) + let where = game.battle.where if (game.battle.attacker === BRITAIN) { for (let p = first_british_piece; p <= last_british_piece; ++p) if (is_piece_in_space(p, where)) - game.battle.atk_pcs.push(p); + game.battle.atk_pcs.push(p) } else { for (let p = first_french_piece; p <= last_french_piece; ++p) if (is_piece_in_space(p, where)) - game.battle.atk_pcs.push(p); + game.battle.atk_pcs.push(p) } } else if (game.raid.where === where) { - game.battle.atk_commander = find_friendly_commanding_leader_in_space(game.battle.where); + game.battle.atk_commander = find_friendly_commanding_leader_in_space(game.battle.where) for_each_friendly_piece_in_space(game.battle.where, p => { - game.battle.atk_pcs.push(p); - }); + game.battle.atk_pcs.push(p) + }) } else { - game.battle.atk_commander = game.move.moving; + game.battle.atk_commander = game.move.moving for_each_piece_in_force(game.move.moving, p => { - game.battle.atk_pcs.push(p); - }); + game.battle.atk_pcs.push(p) + }) } // 5.36 unit or leader may not be activated if it participated in combat or assault. if (game.activation) { for_each_attacking_piece(p => { if (game.activation.includes(p)) { - log(`Deactivated ${piece_name_and_place(p)}.`); - remove_from_array(game.activation, p); - unstack_force(p); + log(`Deactivated ${piece_name_and_place(p)}.`) + remove_from_array(game.activation, p) + unstack_force(p) } - }); + }) } if (!game.battle.assault) { - let n_atk = 0; + let n_atk = 0 for_each_attacking_piece(p => { if (is_unit(p)) - ++n_atk; + ++n_atk if (is_regular(p)) - game.battle.atk_worth_vp = 1; - }); + game.battle.atk_worth_vp = 1 + }) if (n_atk > 4) - game.battle.atk_worth_vp = 1; + game.battle.atk_worth_vp = 1 - let n_def = 0; + let n_def = 0 for_each_defending_piece(p => { if (is_unit(p)) - ++n_def; + ++n_def if (is_regular(p)) - game.battle.def_worth_vp = 1; - }); + game.battle.def_worth_vp = 1 + }) if (n_def > 4) - game.battle.def_worth_vp = 1; + game.battle.def_worth_vp = 1 } if (game.raid) - game.raid.battle = where; + game.raid.battle = where // No Militia take part in assaults if (!game.battle.assault) - goto_battle_militia(); + goto_battle_militia() else - goto_battle_sortie(); + goto_battle_sortie() // Pause for foul weather before any battles are resolved... - goto_retroactive_foul_weather(); + goto_retroactive_foul_weather() } function goto_battle_militia() { - let box = department_militia(game.battle.where); + let box = department_militia(game.battle.where) if (box && count_militia_in_department(box) > 0 && !game.raid.where) { - let first = 0, last = 0; + let first = 0, last = 0 switch (box) { case ST_LAWRENCE_CANADIAN_MILITIAS: - set_active(FRANCE); - first = first_st_lawrence_department; - last = last_st_lawrence_department; - break; + set_active(FRANCE) + first = first_st_lawrence_department + last = last_st_lawrence_department + break case NORTHERN_COLONIAL_MILITIAS: - set_active(BRITAIN); - first = first_northern_department; - last = last_northern_department; - break; + set_active(BRITAIN) + first = first_northern_department + last = last_northern_department + break case SOUTHERN_COLONIAL_MILITIAS: - set_active(BRITAIN); - first = first_southern_department; - last = last_southern_department; - break; + set_active(BRITAIN) + first = first_southern_department + last = last_southern_department + break } // 7.3 exception: No Militia if there are enemy raided markers. for (let s = first; s <= last; ++s) if (has_enemy_raided_marker(s)) - return goto_battle_sortie(); - game.state = 'militia_in_battle'; + return goto_battle_sortie() + game.state = 'militia_in_battle' if (game.summary) - game.summary.deploy = []; + game.summary.deploy = [] } else { - goto_battle_sortie(); + goto_battle_sortie() } } states.militia_in_battle = { inactive() { - inactive_prompt("deploy militia in battle", 0, game.battle.where); + inactive_prompt("deploy militia in battle", 0, game.battle.where) }, prompt() { - view.prompt = `You may deploy militia at ${space_name(game.battle.where)}.`; - let box = department_militia(game.battle.where); - view.where = game.battle.where; + view.prompt = `You may deploy militia at ${space_name(game.battle.where)}.` + let box = department_militia(game.battle.where) + view.where = game.battle.where if (game.active === FRANCE) { for (let p = first_french_militia; p <= last_french_militia; ++p) if (piece_node(p) === box) - gen_action_piece(p); + gen_action_piece(p) } else { for (let p = first_british_militia; p <= last_british_militia; ++p) if (piece_node(p) === box) - gen_action_piece(p); + gen_action_piece(p) } - gen_action_next(); + gen_action_next() }, piece(p) { - push_undo(); - move_piece_to(p, game.battle.where); + push_undo() + move_piece_to(p, game.battle.where) if (game.summary) - game.summary.deploy.push(p); + game.summary.deploy.push(p) else - log(`Deployed ${piece_name(p)}.`); + log(`Deployed ${piece_name(p)}.`) }, next() { - print_plain_summary("Deployed", 'deploy'); - clear_undo(); - goto_battle_sortie(); + print_plain_summary("Deployed", 'deploy') + clear_undo() + goto_battle_sortie() }, } function goto_battle_sortie() { - set_active(game.battle.attacker); + set_active(game.battle.attacker) if (has_besieged_friendly_units(game.battle.where)) { - game.state = 'sortie'; + game.state = 'sortie' if (game.summary) - game.summary.sortie = []; + game.summary.sortie = [] } else { - goto_battle_attacker_events(); + goto_battle_attacker_events() } } function sortie_with_piece(p) { if (game.summary) - game.summary.sortie.push(p); + game.summary.sortie.push(p) else - log(`${piece_name(p)} sortied.`); + log(`${piece_name(p)} sortied.`) - game.battle.atk_pcs.push(p); + game.battle.atk_pcs.push(p) // 5.36 unit or leader may not be activated if it participated in combat or assault. - unstack_piece_from_force(p); + unstack_piece_from_force(p) if (game.activation) - remove_from_array(game.activation, p); + remove_from_array(game.activation, p) } states.sortie = { inactive() { - inactive_prompt("sortie with besieged units", 0, game.battle.where); + inactive_prompt("sortie with besieged units", 0, game.battle.where) }, prompt() { - view.prompt = `You may sortie with besieged units at ${space_name(game.battle.where)}.`; - view.where = game.battle.where; - let done = true; + view.prompt = `You may sortie with besieged units at ${space_name(game.battle.where)}.` + view.where = game.battle.where + let done = true for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_piece_besieged_in_space(p, game.battle.where)) { if (!game.battle.atk_pcs.includes(p)) { - gen_action_piece(p); - done = false; + gen_action_piece(p) + done = false } } } if (!done) - gen_action('pick_up_all'); - gen_action_next(); + gen_action('pick_up_all') + gen_action_next() }, piece(p) { - push_undo(); - sortie_with_piece(p); + push_undo() + sortie_with_piece(p) }, pick_up_all() { - push_undo(); + push_undo() for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_piece_besieged_in_space(p, game.battle.where)) if (!game.battle.atk_pcs.includes(p)) - sortie_with_piece(p); + sortie_with_piece(p) }, next() { - clear_undo(); - print_plain_summary("Sortied", 'sortie'); - goto_battle_attacker_events(); + clear_undo() + print_plain_summary("Sortied", 'sortie') + goto_battle_attacker_events() }, } function count_auxiliary_units_in_attack() { - let n = 0; + let n = 0 for_each_attacking_piece(p => { if (is_auxiliary(p)) - ++n; - }); - return n; + ++n + }) + return n } function count_auxiliary_units_in_defense() { - let n = 0; + let n = 0 for_each_defending_piece(p => { if (is_auxiliary(p)) - ++n; - }); - return n; + ++n + }) + return n } function has_light_infantry_in_attack() { - let n = 0; + let n = 0 for_each_attacking_piece(p => { if (is_light_infantry(p)) - ++n; - }); - return n > 0; + ++n + }) + return n > 0 } function has_light_infantry_in_defense() { - let n = 0; + let n = 0 for_each_defending_piece(p => { if (is_light_infantry(p)) - ++n; - }); - return n > 0; + ++n + }) + return n > 0 } function can_play_ambush_in_attack() { if (!game.battle.assault && game.events.ambush !== game.battle.attacker) { - let s = game.battle.where; + let s = game.battle.where if (is_card_available_for_attacker(AMBUSH_1) || is_card_available_for_attacker(AMBUSH_2)) { - let n = count_auxiliary_units_in_attack(); + let n = count_auxiliary_units_in_attack() if (is_wilderness_or_mountain(s) && n > 0) { if (has_enemy_fort(s) || has_light_infantry_in_defense(s) || count_auxiliary_units_in_defense() > n) - return false; - return true; + return false + return true } } } - return false; + return false } function can_play_ambush_in_defense() { if (!game.battle.assault && game.events.ambush !== game.battle.defender) { - let s = game.battle.where; + let s = game.battle.where if (is_card_available_for_defender(AMBUSH_1) || is_card_available_for_defender(AMBUSH_2)) { - let n = count_auxiliary_units_in_defense(); + let n = count_auxiliary_units_in_defense() if (is_wilderness_or_mountain(s) && n > 0) { if (has_enemy_fort(s) || has_light_infantry_in_attack(s) || count_auxiliary_units_in_attack() > n) - return false; - return true; + return false + return true } } } - return false; + return false } function can_play_coehorns_in_attack() { if (is_card_available_for_attacker(COEHORNS)) - return game.battle.assault && has_friendly_regulars(game.battle.where); - return false; + return game.battle.assault && has_friendly_regulars(game.battle.where) + return false } function can_play_fieldworks_in_attack() { @@ -4433,189 +4433,189 @@ function can_play_fieldworks_in_attack() { if (is_card_available_for_attacker(FIELDWORKS_1) || is_card_available_for_attacker(FIELDWORKS_2)) { if (has_fieldworks(game.battle.where)) { if (game.battle.assault) - return has_friendly_drilled_troops(game.battle.where); + return has_friendly_drilled_troops(game.battle.where) else - return force_has_drilled_troops(game.move.moving); + return force_has_drilled_troops(game.move.moving) } } } - return false; + return false } function can_play_fieldworks_in_defense() { if (!game.battle.assault) { if (is_card_available_for_defender(FIELDWORKS_1) || is_card_available_for_defender(FIELDWORKS_2)) { if (!has_fieldworks(game.battle.where)) { - return has_friendly_drilled_troops(game.battle.where); + return has_friendly_drilled_troops(game.battle.where) } } } - return false; + return false } function goto_battle_attacker_events() { - set_active(game.battle.attacker); + set_active(game.battle.attacker) if (can_play_ambush_in_attack() || can_play_coehorns_in_attack() || can_play_fieldworks_in_attack()) { - game.state = 'attacker_events'; + game.state = 'attacker_events' } else { - goto_battle_defender_events(); + goto_battle_defender_events() } } function goto_battle_defender_events() { - set_active(game.battle.defender); + set_active(game.battle.defender) if (can_play_ambush_in_defense() || can_play_fieldworks_in_defense()) { - game.state = 'defender_events'; + game.state = 'defender_events' } else { - goto_battle_roll(); + goto_battle_roll() } } states.attacker_events = { inactive() { - inactive_prompt("attacker events", 0, game.battle.where); + inactive_prompt("attacker events", 0, game.battle.where) }, prompt() { - let have = []; - let dont_have = []; + let have = [] + let dont_have = [] if (can_play_ambush_in_attack()) { - let x = false; + let x = false if (player.hand.includes(AMBUSH_1)) { - gen_action('play_event', AMBUSH_1); - x = true; + gen_action('play_event', AMBUSH_1) + x = true } if (player.hand.includes(AMBUSH_2)) { - gen_action('play_event', AMBUSH_2); - x = true; + gen_action('play_event', AMBUSH_2) + x = true } if (x) - have.push('"Ambush"'); + have.push('"Ambush"') else - dont_have.push('"Ambush"'); + dont_have.push('"Ambush"') } if (can_play_coehorns_in_attack()) { if (player.hand.includes(COEHORNS)) { - gen_action('play_event', COEHORNS); - have.push('"Coehorns"'); + gen_action('play_event', COEHORNS) + have.push('"Coehorns"') } else { - dont_have.push('"Coehorns"'); + dont_have.push('"Coehorns"') } } if (can_play_fieldworks_in_attack()) { - let x = false; + let x = false if (player.hand.includes(FIELDWORKS_1)) { - gen_action('play_event', FIELDWORKS_1); - x = true; + gen_action('play_event', FIELDWORKS_1) + x = true } if (player.hand.includes(FIELDWORKS_2)) { - gen_action('play_event', FIELDWORKS_2); - x = true; + gen_action('play_event', FIELDWORKS_2) + x = true } if (x) - have.push('"Fieldworks"'); + have.push('"Fieldworks"') else - dont_have.push('"Fieldworks"'); + dont_have.push('"Fieldworks"') } - view.prompt = `Attacker at ${space_name(game.battle.where)}.`; - view.where = game.battle.where; + view.prompt = `Attacker at ${space_name(game.battle.where)}.` + view.where = game.battle.where if (have.length > 0) - view.prompt += " You may play " + have.join(" or ") + "."; + view.prompt += " You may play " + have.join(" or ") + "." if (dont_have.length > 0) - view.prompt += " You don't have " + dont_have.join(" or ") + "."; + view.prompt += " You don't have " + dont_have.join(" or ") + "." if (have.length === 0 && dont_have.length === 0) - view.prompt += " You have no more response events."; - gen_action_next(); + view.prompt += " You have no more response events." + gen_action_next() }, play_event(c) { - push_undo(); - play_card(c); + push_undo() + play_card(c) switch (c) { case AMBUSH_1: case AMBUSH_2: - game.events.ambush = game.active; - break; + game.events.ambush = game.active + break case COEHORNS: - game.events.coehorns = game.active; - break; + game.events.coehorns = game.active + break case FIELDWORKS_1: case FIELDWORKS_2: - remove_fieldworks(game.battle.where); - break; + remove_fieldworks(game.battle.where) + break } }, next() { - clear_undo(); - goto_battle_defender_events(); + clear_undo() + goto_battle_defender_events() }, } states.defender_events = { inactive() { - inactive_prompt("defender events", 0, game.battle.where); + inactive_prompt("defender events", 0, game.battle.where) }, prompt() { - let have = []; - let dont_have = []; + let have = [] + let dont_have = [] if (can_play_ambush_in_defense()) { - let x = false; + let x = false if (player.hand.includes(AMBUSH_1)) { - gen_action('play_event', AMBUSH_1); - x = true; + gen_action('play_event', AMBUSH_1) + x = true } if (player.hand.includes(AMBUSH_2)) { - gen_action('play_event', AMBUSH_2); - x = true; + gen_action('play_event', AMBUSH_2) + x = true } if (x) - have.push('"Ambush"'); + have.push('"Ambush"') else - dont_have.push('"Ambush"'); + dont_have.push('"Ambush"') } if (can_play_fieldworks_in_defense()) { - let x = false; + let x = false if (player.hand.includes(FIELDWORKS_1)) { - gen_action('play_event', FIELDWORKS_1); - x = true; + gen_action('play_event', FIELDWORKS_1) + x = true } if (player.hand.includes(FIELDWORKS_2)) { - gen_action('play_event', FIELDWORKS_2); - x = true; + gen_action('play_event', FIELDWORKS_2) + x = true } if (x) - have.push('"Fieldworks"'); + have.push('"Fieldworks"') else - dont_have.push('"Fieldworks"'); + dont_have.push('"Fieldworks"') } - view.prompt = `Defender at ${space_name(game.battle.where)}.`; - view.where = game.battle.where; + view.prompt = `Defender at ${space_name(game.battle.where)}.` + view.where = game.battle.where if (have.length > 0) - view.prompt += " You may play " + have.join(" or ") + "."; + view.prompt += " You may play " + have.join(" or ") + "." if (dont_have.length > 0) - view.prompt += " You don't have " + dont_have.join(" or ") + "."; + view.prompt += " You don't have " + dont_have.join(" or ") + "." if (have.length === 0 && dont_have.length === 0) - view.prompt += " You have no more response events."; - gen_action_next(); + view.prompt += " You have no more response events." + gen_action_next() }, play_event(c) { - push_undo(); - play_card(c); + push_undo() + play_card(c) switch (c) { case AMBUSH_1: case AMBUSH_2: if (game.events.ambush) - delete game.events.ambush; + delete game.events.ambush else - game.events.ambush = game.active; - break; + game.events.ambush = game.active + break case FIELDWORKS_1: case FIELDWORKS_2: - place_fieldworks(game.battle.where); - break; + place_fieldworks(game.battle.where) + break } }, next() { - clear_undo(); - goto_battle_roll(); + clear_undo() + goto_battle_roll() }, } @@ -4640,451 +4640,451 @@ states.defender_events = { function goto_battle_roll() { if (game.events.ambush === game.battle.attacker) - goto_atk_fire(); + goto_atk_fire() else if (game.events.ambush === game.battle.defender) - goto_def_fire(); + goto_def_fire() else - goto_atk_fire(); + goto_atk_fire() } function end_atk_fire() { if (game.events.ambush) - goto_def_step_losses(); + goto_def_step_losses() else - goto_def_fire(); + goto_def_fire() } function end_def_fire() { - goto_atk_step_losses(); + goto_atk_step_losses() } function end_step_losses() { - flush_summary(); + flush_summary() if (game.active === game.battle.attacker) - goto_atk_leader_check(); + goto_atk_leader_check() else - goto_def_leader_check(); + goto_def_leader_check() } function end_leader_check() { - flush_summary(); - delete game.battle.leader_check; + flush_summary() + delete game.battle.leader_check if (game.events.ambush === game.battle.attacker) { if (game.active === game.battle.defender) - goto_def_fire(); + goto_def_fire() else - goto_determine_winner(); + goto_determine_winner() } else if (game.events.ambush === game.battle.defender) { if (game.active === game.battle.attacker) - goto_atk_fire(); + goto_atk_fire() else - goto_determine_winner(); + goto_determine_winner() } else { if (game.active === game.battle.attacker) - goto_def_step_losses(); + goto_def_step_losses() else - goto_determine_winner(); + goto_determine_winner() } } // FIRE function goto_atk_fire() { - set_active(game.battle.attacker); + set_active(game.battle.attacker) // Attacker who is wiped out by ambush does not get to fire back! if (game.events.ambush === game.battle.defender) { if (!some_attacking_piece(is_unit)) { - game.battle.atk_die = 0; - game.battle.atk_result = 0; - return end_atk_fire(); + game.battle.atk_die = 0 + game.battle.atk_result = 0 + return end_atk_fire() } } - logbr(); - log(".b Attacker"); + logbr() + log(".b Attacker") - let str = attacker_combat_strength(); - let shift = 0; + let str = attacker_combat_strength() + let shift = 0 if (game.events.ambush === game.battle.attacker) { - log(`Strength ${str} \xd7 2 for ambush.`); - str *= 2; + log(`Strength ${str} \xd7 2 for ambush.`) + str *= 2 } else { - log(`Strength ${str}.`); + log(`Strength ${str}.`) } - let die = game.battle.atk_die = roll_die(); + let die = game.battle.atk_die = roll_die() if (is_leader(game.battle.atk_commander)) { - die = modify(die, leader_tactics(game.battle.atk_commander), "leader tactics"); + die = modify(die, leader_tactics(game.battle.atk_commander), "leader tactics") } if (game.events.coehorns === game.battle.attacker) { - die = modify(die, 2, "for coehorns"); + die = modify(die, 2, "for coehorns") } if (game.battle.assault) { - log(`1 column left for assaulting`); - shift -= 1; + log(`1 column left for assaulting`) + shift -= 1 } else { if (is_wilderness_or_mountain(game.battle.where)) { - let atk_has_ax = some_attacking_piece(p => is_auxiliary(p) || is_light_infantry(p)); - let def_has_ax = some_defending_piece(p => is_auxiliary(p) || is_light_infantry(p)); + let atk_has_ax = some_attacking_piece(p => is_auxiliary(p) || is_light_infantry(p)) + let def_has_ax = some_defending_piece(p => is_auxiliary(p) || is_light_infantry(p)) if (!atk_has_ax && def_has_ax) - die = modify(die, -1, "vs auxiliaries in wilderness"); + die = modify(die, -1, "vs auxiliaries in wilderness") } if (is_cultivated(game.battle.where)) { - let atk_has_reg = some_attacking_piece(p => is_regular(p)); - let def_has_reg = some_defending_piece(p => is_regular(p)); + let atk_has_reg = some_attacking_piece(p => is_regular(p)) + let def_has_reg = some_defending_piece(p => is_regular(p)) if (!atk_has_reg && def_has_reg) - die = modify(die, -1, "vs regulars in cultivated"); + die = modify(die, -1, "vs regulars in cultivated") } if (has_amphib(game.battle.where) && game.move && game.move.type === 'naval') { - die = modify(die, -1, "amphibious landing"); + die = modify(die, -1, "amphibious landing") } if (has_enemy_stockade(game.battle.where)) { - die = modify(die, -1, "vs stockade"); + die = modify(die, -1, "vs stockade") } if (has_fieldworks(game.battle.where)) { // NOTE: Ignore fieldworks during assault, as they belong to the besieging forces. - log(`1 column left vs fieldworks`); - shift -= 1; + log(`1 column left vs fieldworks`) + shift -= 1 } } - game.battle.atk_result = combat_result(die, str, shift); - log(`Attacker result: ${game.battle.atk_result}.`); + game.battle.atk_result = combat_result(die, str, shift) + log(`Attacker result: ${game.battle.atk_result}.`) - end_atk_fire(); + end_atk_fire() } function goto_def_fire() { - set_active(game.battle.defender); + set_active(game.battle.defender) // Defender who is wiped out by ambush does not get to fire back! if (game.events.ambush === game.battle.attacker) { if (!some_defending_piece(is_unit)) { - game.battle.def_die = 0; - game.battle.def_result = 0; - return end_def_fire(); + game.battle.def_die = 0 + game.battle.def_result = 0 + return end_def_fire() } } - logbr(); - log(".b Defender"); + logbr() + log(".b Defender") - let str = defender_combat_strength(); - let shift = 0; + let str = defender_combat_strength() + let shift = 0 if (game.events.ambush === game.battle.defender) { - log(`Strength ${str} \xd7 2 for ambush.`); - str *= 2; + log(`Strength ${str} \xd7 2 for ambush.`) + str *= 2 } else { - log(`Strength ${str}.`); + log(`Strength ${str}.`) } - let die = game.battle.def_die = roll_die(); - let p = find_friendly_commanding_leader_in_space(game.battle.where); + let die = game.battle.def_die = roll_die() + let p = find_friendly_commanding_leader_in_space(game.battle.where) if (p) { - die = modify(die, leader_tactics(p), "leader tactics"); + die = modify(die, leader_tactics(p), "leader tactics") } if (game.events.coehorns === game.battle.defender) { - die = modify(die, 2, "for coehorns"); + die = modify(die, 2, "for coehorns") } if (!game.battle.assault) { if (is_wilderness_or_mountain(game.battle.where)) { - let atk_has_ax = some_attacking_piece(p => is_auxiliary(p) || is_light_infantry(p)); - let def_has_ax = some_defending_piece(p => is_auxiliary(p) || is_light_infantry(p)); + let atk_has_ax = some_attacking_piece(p => is_auxiliary(p) || is_light_infantry(p)) + let def_has_ax = some_defending_piece(p => is_auxiliary(p) || is_light_infantry(p)) if (atk_has_ax && !def_has_ax) - die = modify(die, -1, "vs auxiliaries in wilderness"); + die = modify(die, -1, "vs auxiliaries in wilderness") } if (is_cultivated(game.battle.where)) { - let atk_has_reg = some_attacking_piece(p => is_regular(p)); - let def_has_reg = some_defending_piece(p => is_regular(p)); + let atk_has_reg = some_attacking_piece(p => is_regular(p)) + let def_has_reg = some_defending_piece(p => is_regular(p)) if (atk_has_reg && !def_has_reg) - die = modify(die, -1, "vs regulars in cultivated"); + die = modify(die, -1, "vs regulars in cultivated") } } - game.battle.def_result = combat_result(die, str, shift); - log(`Defender result: ${game.battle.def_result}.`); + game.battle.def_result = combat_result(die, str, shift) + log(`Defender result: ${game.battle.def_result}.`) - end_def_fire(); + end_def_fire() } // STEP LOSSES function goto_atk_step_losses() { - set_active(game.battle.attacker); - game.battle.def_caused = 0; + set_active(game.battle.attacker) + game.battle.def_caused = 0 if (game.battle.def_result > 0) { if (game.move) - unstack_force(moving_piece()); - game.state = 'step_losses'; - game.battle.step_loss = game.battle.def_result; + unstack_force(moving_piece()) + game.state = 'step_losses' + game.battle.step_loss = game.battle.def_result if (game.battle.assault) - game.battle.dt_loss = game.battle.step_loss; + game.battle.dt_loss = game.battle.step_loss else - game.battle.dt_loss = Math.ceil(game.battle.step_loss / 2); - game.battle.units = []; + game.battle.dt_loss = Math.ceil(game.battle.step_loss / 2) + game.battle.units = [] for_each_attacking_piece(p => { if (is_unit(p)) - game.battle.units.push(p); - }); - logbr(); - log(".b Attacker Losses"); + game.battle.units.push(p) + }) + logbr() + log(".b Attacker Losses") } else { - end_step_losses(); + end_step_losses() } } function goto_def_step_losses() { - set_active(game.battle.defender); - game.battle.atk_caused = 0; + set_active(game.battle.defender) + game.battle.atk_caused = 0 if (game.battle.atk_result > 0) { - game.state = 'step_losses'; - game.battle.step_loss = game.battle.atk_result; + game.state = 'step_losses' + game.battle.step_loss = game.battle.atk_result if (game.battle.assault) - game.battle.dt_loss = game.battle.step_loss; + game.battle.dt_loss = game.battle.step_loss else - game.battle.dt_loss = Math.ceil(game.battle.step_loss / 2); - game.battle.units = []; + game.battle.dt_loss = Math.ceil(game.battle.step_loss / 2) + game.battle.units = [] for_each_defending_piece(p => { if (is_unit(p)) - game.battle.units.push(p); - }); + game.battle.units.push(p) + }) // None to take! if (game.battle.units.length === 0) - end_step_losses(); + end_step_losses() else { - logbr(); - log(".b Defender Losses"); + logbr() + log(".b Defender Losses") } } else { - end_step_losses(); + end_step_losses() } } states.step_losses = { inactive() { if (game.active === game.battle.defender) - inactive_prompt("defender step losses", 0, game.battle.where); + inactive_prompt("defender step losses", 0, game.battle.where) else - inactive_prompt("attacker step losses", 0, game.battle.where); + inactive_prompt("attacker step losses", 0, game.battle.where) }, prompt() { - let done = true; + let done = true if (game.battle.step_loss > 0) { if (game.battle.dt_loss > 0) { for (let i = 0; i < game.battle.units.length; ++i) { - let p = game.battle.units[i]; + let p = game.battle.units[i] if (is_drilled_troops(p) && !is_unit_reduced(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } if (done) { for (let i = 0; i < game.battle.units.length; ++i) { - let p = game.battle.units[i]; + let p = game.battle.units[i] if (is_drilled_troops(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } } if (done) { for (let i = 0; i < game.battle.units.length; ++i) { - let p = game.battle.units[i]; + let p = game.battle.units[i] if (!is_unit_reduced(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } if (done) { for (let i = 0; i < game.battle.units.length; ++i) { - let p = game.battle.units[i]; - done = false; - gen_action_piece(p); + let p = game.battle.units[i] + done = false + gen_action_piece(p) } } } if (done) { - view.prompt = `Apply step losses \u2014 done.`; - gen_action_next(); + view.prompt = `Apply step losses \u2014 done.` + gen_action_next() } else { if (game.battle.dt_loss > 0) - view.prompt = `Apply step losses (${game.battle.step_loss} left, ${game.battle.dt_loss} from drilled troops).`; + view.prompt = `Apply step losses (${game.battle.step_loss} left, ${game.battle.dt_loss} from drilled troops).` else - view.prompt = `Apply step losses (${game.battle.step_loss} left).`; + view.prompt = `Apply step losses (${game.battle.step_loss} left).` } }, piece(p) { - push_undo(); - --game.battle.step_loss; + push_undo() + --game.battle.step_loss if (game.battle.dt_loss > 0 && is_drilled_troops(p)) - --game.battle.dt_loss; + --game.battle.dt_loss if (reduce_unit(p, false)) { - remove_from_array(game.battle.atk_pcs, p); - remove_from_array(game.battle.units, p); + remove_from_array(game.battle.atk_pcs, p) + remove_from_array(game.battle.units, p) } }, next() { if (game.active === game.battle.attacker) - game.battle.def_caused = game.battle.def_result - game.battle.step_loss; + game.battle.def_caused = game.battle.def_result - game.battle.step_loss else - game.battle.atk_caused = game.battle.atk_result - game.battle.step_loss; - clear_undo(); - end_step_losses(); + game.battle.atk_caused = game.battle.atk_result - game.battle.step_loss + clear_undo() + end_step_losses() }, } function goto_raid_step_losses() { if (game.raid.step_loss > 0) { - game.state = 'raid_step_losses'; - game.raid.units = []; + game.state = 'raid_step_losses' + game.raid.units = [] for_each_friendly_unit_in_space(game.raid.where, p => { - game.raid.units.push(p); - }); + game.raid.units.push(p) + }) } else { - goto_raid_leader_check(); + goto_raid_leader_check() } } states.raid_step_losses = { inactive() { - inactive_prompt("raid step losses", 0, game.raid.where); + inactive_prompt("raid step losses", 0, game.raid.where) }, prompt() { - view.prompt = `Apply step losses (${game.raid.step_loss}).`; - let can_reduce = false; + view.prompt = `Apply step losses (${game.raid.step_loss}).` + let can_reduce = false if (game.raid.step_loss > 0) { for (let i = 0; i < game.raid.units.length; ++i) { - let p = game.raid.units[i]; + let p = game.raid.units[i] if (!is_unit_reduced(p)) { - can_reduce = true; - gen_action_piece(p); + can_reduce = true + gen_action_piece(p) } } if (!can_reduce) { for (let i = 0; i < game.raid.units.length; ++i) { - let p = game.raid.units[i]; - can_reduce = true; - gen_action_piece(p); + let p = game.raid.units[i] + can_reduce = true + gen_action_piece(p) } } } if (!can_reduce) - gen_action_next(); + gen_action_next() }, piece(p) { - push_undo(); - --game.raid.step_loss; + push_undo() + --game.raid.step_loss if (reduce_unit(p, false)) - remove_from_array(game.raid.units, p); + remove_from_array(game.raid.units, p) }, next() { - flush_summary(); - clear_undo(); - goto_raid_leader_check(); + flush_summary() + clear_undo() + goto_raid_leader_check() }, } // LEADER LOSSES function goto_atk_leader_check() { - set_active(game.battle.attacker); - game.battle.leader_check = []; + set_active(game.battle.attacker) + game.battle.leader_check = [] if ((game.battle.def_result > 0) && (game.battle.def_die === 1 || game.battle.def_die === 6)) { for_each_attacking_piece(p => { if (is_leader(p)) - game.battle.leader_check.push(p); - }); + game.battle.leader_check.push(p) + }) } if (game.battle.leader_check.length > 0) { - game.state = 'leader_check'; + game.state = 'leader_check' } else { - end_leader_check(); + end_leader_check() } } function goto_def_leader_check() { - set_active(game.battle.defender); - game.battle.leader_check = []; + set_active(game.battle.defender) + game.battle.leader_check = [] if ((game.battle.atk_result > 0) && (game.battle.atk_die === 1 || game.battle.atk_die === 6)) { for_each_defending_piece(p => { if (is_leader(p)) - game.battle.leader_check.push(p); - }); + game.battle.leader_check.push(p) + }) } if (game.battle.leader_check.length > 0) { - log(`Leader loss check.`); - game.state = 'leader_check'; + log(`Leader loss check.`) + game.state = 'leader_check' } else { - end_leader_check(); + end_leader_check() } } states.leader_check = { inactive() { if (game.active === game.battle.defender) - inactive_prompt("defender leader check", 0, game.battle.where); + inactive_prompt("defender leader check", 0, game.battle.where) else - inactive_prompt("attacker leader check", 0, game.battle.where); + inactive_prompt("attacker leader check", 0, game.battle.where) }, prompt() { - view.prompt = "Roll for leader losses."; + view.prompt = "Roll for leader losses." for (let i = 0; i < game.battle.leader_check.length; ++i) - gen_action_piece(game.battle.leader_check[i]); + gen_action_piece(game.battle.leader_check[i]) }, piece(p) { - let die = roll_die("for " + piece_name(p)); + let die = roll_die("for " + piece_name(p)) if (die === 1) { if (game.battle) - remove_from_array(game.battle.atk_pcs, p); - eliminate_piece(p, false); + remove_from_array(game.battle.atk_pcs, p) + eliminate_piece(p, false) } - remove_from_array(game.battle.leader_check, p); + remove_from_array(game.battle.leader_check, p) if (game.battle.leader_check.length === 0) - end_leader_check(); + end_leader_check() }, } function goto_raid_leader_check() { if (game.raid.leader_check) { - game.raid.leader_check = []; + game.raid.leader_check = [] for_each_friendly_leader_in_space(game.raid.where, p => { - game.raid.leader_check.push(p); - }); + game.raid.leader_check.push(p) + }) if (game.raid.leader_check.length > 0) { - log(`Leader loss check.`); - game.state = 'raid_leader_check'; + log(`Leader loss check.`) + game.state = 'raid_leader_check' } else { - delete game.raid.leader_check; - goto_raiders_go_home(); + delete game.raid.leader_check + goto_raiders_go_home() } } else { - goto_raiders_go_home(); + goto_raiders_go_home() } } states.raid_leader_check = { inactive() { - inactive_prompt("raider leader check", 0, game.raid.where); + inactive_prompt("raider leader check", 0, game.raid.where) }, prompt() { - view.prompt = "Roll for leader losses."; + view.prompt = "Roll for leader losses." for (let i = 0; i < game.raid.leader_check.length; ++i) - gen_action_piece(game.raid.leader_check[i]); + gen_action_piece(game.raid.leader_check[i]) }, piece(p) { - let die = roll_die("for " + piece_name(p)); + let die = roll_die("for " + piece_name(p)) if (die === 1) - eliminate_piece(p, false); - remove_from_array(game.raid.leader_check, p); + eliminate_piece(p, false) + remove_from_array(game.raid.leader_check, p) if (game.raid.leader_check.length === 0) { - delete game.raid.leader_check; - flush_summary(); - goto_raiders_go_home(); + delete game.raid.leader_check + flush_summary() + goto_raiders_go_home() } }, } @@ -5092,116 +5092,116 @@ states.raid_leader_check = { // WINNER/LOSER function return_militia(where) { - let box = department_militia(where); + let box = department_militia(where) if (box) { - let n = 0; + let n = 0 for (let p = 1; p <= last_piece; ++p) { if (is_militia(p) && is_piece_in_space(p, where)) { - move_piece_to(p, box); - ++n; + move_piece_to(p, box) + ++n } } if (n > 0) { - log(`${n} Militia units returned to their box.`); + log(`${n} Militia units returned to their box.`) } } } function goto_determine_winner() { - set_active(game.battle.attacker); + set_active(game.battle.attacker) if (game.battle.assault) - determine_winner_assault(); + determine_winner_assault() else - determine_winner_battle(); + determine_winner_battle() } function determine_winner_battle() { - let where = game.battle.where; + let where = game.battle.where - logbr(); + logbr() // 7.8: Determine winner - let atk_eliminated = count_attacking_units() === 0; - let def_eliminated = count_unbesieged_enemy_units_in_space(where) === 0; + let atk_eliminated = count_attacking_units() === 0 + let def_eliminated = count_unbesieged_enemy_units_in_space(where) === 0 - let victor; + let victor if (atk_eliminated && def_eliminated) { - log("Both sides eliminated."); + log("Both sides eliminated.") if (game.battle.atk_result > game.battle.def_result) - victor = game.battle.attacker; + victor = game.battle.attacker else - victor = game.battle.defender; + victor = game.battle.defender } else if (atk_eliminated && !def_eliminated) { - log("Attacker eliminated."); - victor = game.battle.defender; + log("Attacker eliminated.") + victor = game.battle.defender } else if (!atk_eliminated && def_eliminated) { - log("Defender eliminated."); - victor = game.battle.attacker; + log("Defender eliminated.") + victor = game.battle.attacker } else { if (game.battle.atk_caused > game.battle.def_caused) - victor = game.battle.attacker; + victor = game.battle.attacker else - victor = game.battle.defender; + victor = game.battle.defender } - logbr(); + logbr() if (victor === game.battle.attacker) - log(".b Attacker Won"); + log(".b Attacker Won") else - log(".b Defender Won"); + log(".b Defender Won") if (victor === game.battle.attacker && game.battle.def_worth_vp) { if (victor === FRANCE) - award_french_vp(1); + award_french_vp(1) else - award_british_vp(1); + award_british_vp(1) } if (victor === game.battle.defender && game.battle.atk_worth_vp) { if (victor === FRANCE) - award_french_vp(1); + award_french_vp(1) else - award_british_vp(1); + award_british_vp(1) } - return_militia(game.battle.where); + return_militia(game.battle.where) if (victor === game.battle.attacker) - remove_fieldworks(where); + remove_fieldworks(where) - logbr(); + logbr() // Raid battle vs militia if (game.raid && game.raid.where > 0) { if (victor === game.battle.attacker) { - goto_raid_events(); + goto_raid_events() } else { if (game.battle.atk_pcs.length > 0) { - retreat_attacker(game.raid.where, game.raid.from[game.raid.where] | 0); + retreat_attacker(game.raid.where, game.raid.from[game.raid.where] | 0) } else { - retreat_attacker(game.raid.where, game.raid.from[game.raid.where] | 0); - end_retreat_attacker(game.raid.from[game.raid.where]); + retreat_attacker(game.raid.where, game.raid.from[game.raid.where] | 0) + end_retreat_attacker(game.raid.from[game.raid.where]) } } - return; + return } // Normal battle // 6.712 - Infiltrator must always retreat from fort/fortress even if they win if (game.move.infiltrated && has_unbesieged_enemy_fort_or_fortress(game.battle.where)) - victor = game.battle.defender; + victor = game.battle.defender if (victor === game.battle.attacker) { if (def_eliminated && game.battle.def_result === 0) - game.battle.overrun = 1; + game.battle.overrun = 1 if (has_unbesieged_enemy_pieces(where)) { - log(".b Defender Retreat"); - goto_retreat_defender(); + log(".b Defender Retreat") + goto_retreat_defender() } else { if (game.battle.overrun) { - end_move_step(false, true); + end_move_step(false, true) } else { - end_move_step(true); + end_move_step(true) } } } else { @@ -5209,15 +5209,15 @@ function determine_winner_battle() { if (is_space_unbesieged(where)) { for (let p = first_piece; p <= last_piece; ++p) if (is_piece_besieged_in_space(p, where)) - set_piece_outside(p); + set_piece_outside(p) } if (game.battle.atk_pcs.length > 0) { - unstack_force(moving_piece()); - retreat_attacker(game.battle.where, moving_piece_came_from()); + unstack_force(moving_piece()) + retreat_attacker(game.battle.where, moving_piece_came_from()) } else { - retreat_attacker(game.battle.where, moving_piece_came_from()); - end_retreat_attacker(moving_piece_came_from()); + retreat_attacker(game.battle.where, moving_piece_came_from()) + end_retreat_attacker(moving_piece_came_from()) } } } @@ -5225,889 +5225,889 @@ function determine_winner_battle() { function eliminate_enemy_pieces_inside(where) { for (let p = first_enemy_piece; p <= last_enemy_piece; ++p) if (is_piece_besieged_in_space(p, where)) - eliminate_piece(p, false); + eliminate_piece(p, false) } function determine_winner_assault() { - let where = game.battle.where; - let victor; + let where = game.battle.where + let victor - logbr(); + logbr() if (game.battle.atk_result > game.battle.def_result) - victor = game.battle.attacker; + victor = game.battle.attacker else - victor = game.battle.defender; + victor = game.battle.defender if (victor === game.battle.attacker) { - log(".b Attacker Won Assault"); - eliminate_enemy_pieces_inside(where); - remove_siege_marker(where); - remove_fieldworks(where); + log(".b Attacker Won Assault") + eliminate_enemy_pieces_inside(where) + remove_siege_marker(where) + remove_fieldworks(where) if (has_enemy_fortress(where)) { - capture_enemy_fortress(where); + capture_enemy_fortress(where) if (can_play_massacre()) - return goto_massacre('assault'); + return goto_massacre('assault') } if (has_enemy_fort(where)) { - capture_enemy_fort(where); + capture_enemy_fort(where) if (can_play_massacre()) - return goto_massacre('assault'); + return goto_massacre('assault') } } else { - log(".b Defender Won Assault"); + log(".b Defender Won Assault") } - logbr(); + logbr() - end_move_step(true); + end_move_step(true) } // RETREAT function can_attacker_retreat_from_to(p, from, to) { if (to === 0) - return false; + return false if (has_unbesieged_enemy_units(to)) - return false; + return false if (has_unbesieged_enemy_fortifications(to)) - return false; + return false if (force_has_drilled_troops(p)) { if (is_cultivated(to) || has_friendly_fortifications(to)) - return true; + return true else - return false; + return false } - return true; + return true } function retreat_attacker(from, to) { - set_active(game.battle.attacker); - game.state = 'retreat_attacker'; - game.retreat = { from, to }; + set_active(game.battle.attacker) + game.state = 'retreat_attacker' + game.retreat = { from, to } } states.retreat_attacker = { inactive() { - inactive_prompt("attacker retreat", 0, game.retreat.from); + inactive_prompt("attacker retreat", 0, game.retreat.from) }, prompt() { - let from = game.retreat.from; - let to = game.retreat.to; + let from = game.retreat.from + let to = game.retreat.to if (from === to) - view.prompt = `Retreat losing leaders and units back into ${space_name(to)}.`; + view.prompt = `Retreat losing leaders and units back into ${space_name(to)}.` else - view.prompt = `Retreat losing leaders and units from ${space_name(from)} to ${space_name(to)}.`; - view.where = from; - gen_action_space(to); + view.prompt = `Retreat losing leaders and units from ${space_name(from)} to ${space_name(to)}.` + view.where = from + gen_action_space(to) }, space() { - let from = game.retreat.from; - let to = game.retreat.to; + let from = game.retreat.from + let to = game.retreat.to // NOTE: Besieged pieces that sortie out are 'inside' so not affected by the code below. - init_retreat_summary(); - log(".b Attacker Retreat"); + init_retreat_summary() + log(".b Attacker Retreat") for_each_friendly_piece_in_space(from, p => { if (is_piece_unbesieged(p)) { if (can_attacker_retreat_from_to(p, from, to)) { - push_retreat_summary(p, "to " + space_name(to)); - move_piece_to(p, to); + push_retreat_summary(p, "to " + space_name(to)) + move_piece_to(p, to) } else { - eliminate_piece(p, false); + eliminate_piece(p, false) } } else { if (is_fortress(to)) - push_retreat_summary(p, "into fortress"); + push_retreat_summary(p, "into fortress") else - push_retreat_summary(p, "into fort"); + push_retreat_summary(p, "into fort") } - }); - flush_retreat_summary(); - flush_summary(); - logbr(); - end_retreat_attacker(to); + }) + flush_retreat_summary() + flush_summary() + logbr() + end_retreat_attacker(to) } } function end_retreat_attacker(to) { if (game.move) - game.move.infiltrated = 0; + game.move.infiltrated = 0 // Raid battle vs militia if (game.raid && game.raid.where > 0) { // if raiders need to retreat again, they go back to this // space, unless they retreat to join other raiders if (!game.raid.from[to]) - game.raid.from[to] = game.retreat.from; - delete game.retreat; - return goto_pick_raid(); + game.raid.from[to] = game.retreat.from + delete game.retreat + return goto_pick_raid() } // Normal battle - delete game.retreat; - end_retreat(); + delete game.retreat + end_retreat() } function goto_retreat_defender() { - set_active(game.battle.defender); - game.state = 'retreat_defender'; - init_retreat_summary(); + set_active(game.battle.defender) + game.state = 'retreat_defender' + init_retreat_summary() } function can_defender_retreat_from_to(p, from, to) { if (has_unbesieged_enemy_units(to)) - return false; + return false if (has_unbesieged_enemy_fortifications(to)) - return false; + return false if (game.move && moving_piece_came_from() === to) if (!game.retreat || game.retreat.reason !== 'friendly_move') - return false; + return false if (force_has_drilled_troops(p)) { if (is_cultivated(to) || has_friendly_fortifications(to)) - return true; + return true else - return false; + return false } - return true; + return true } function can_defender_retreat_inside(p, from) { if (has_friendly_fort_or_fortress(from)) { - let n = count_friendly_units_inside(from); - let m = count_units_in_force(p); + let n = count_friendly_units_inside(from) + let m = count_units_in_force(p) if (is_leader(p) || is_fortress(from) || (n + m) <= 4) - return true; + return true } - return false; + return false } function can_defender_retreat_from(p, from) { if (is_piece_inside(p)) - return false; + return false if (can_defender_retreat_inside(p, from)) - return true; + return true if (game.battle.defender === BRITAIN && has_amphib(from)) - return true; - let can_retreat = false; + return true + let can_retreat = false for_each_exit(from, to => { if (can_defender_retreat_from_to(p, from, to)) - can_retreat = true; - }); - return can_retreat; + can_retreat = true + }) + return can_retreat } function can_all_defenders_retreat_from(from) { - let result = true; + let result = true for_each_unbesieged_friendly_piece_in_space(from, p => { if (!can_defender_retreat_from(p, from)) - result = false; - }); - return result; + result = false + }) + return result } function can_any_defenders_retreat_from_to(from, to) { - let result = false; + let result = false for_each_unbesieged_friendly_piece_in_space(from, p => { if (can_defender_retreat_from_to(p, from, to)) - result = true; - }); - return result; + result = true + }) + return result } function can_any_defenders_retreat_inside(from) { - let result = false; + let result = false for_each_unbesieged_friendly_piece_in_space(from, p => { if (can_defender_retreat_inside(p, from)) - result = true; - }); - return result; + result = true + }) + return result } states.retreat_defender = { inactive() { - inactive_prompt("defender retreat", 0, game.battle.where); + inactive_prompt("defender retreat", 0, game.battle.where) }, prompt() { - let from = game.battle.where; - view.prompt = "Retreat losing leaders and units \u2014"; - view.where = from; - let can_retreat = false; + let from = game.battle.where + view.prompt = "Retreat losing leaders and units \u2014" + view.where = from + let can_retreat = false for_each_friendly_piece_in_node(from, p => { if (can_defender_retreat_from(p, from)) { - can_retreat = true; - gen_action_piece(p); + can_retreat = true + gen_action_piece(p) } - }); + }) if (!can_retreat) { - view.prompt += " done."; - gen_action_next(); + view.prompt += " done." + gen_action_next() } else { - view.prompt += " select piece to retreat."; + view.prompt += " select piece to retreat." if (can_all_defenders_retreat_from(from)) - gen_action('pick_up_all'); + gen_action('pick_up_all') } }, piece(piece) { - push_undo(); - game.battle.who = piece; - game.state = 'retreat_defender_to'; + push_undo() + game.battle.who = piece + game.state = 'retreat_defender_to' }, pick_up_all() { - push_undo(); - game.state = 'retreat_all_defenders_to'; + push_undo() + game.state = 'retreat_all_defenders_to' }, next() { - clear_undo(); - let from = game.battle.where; + clear_undo() + let from = game.battle.where for_each_friendly_piece_in_space(from, p => { if (is_piece_unbesieged(p)) - eliminate_piece(p, false); - }); - flush_retreat_summary(); - flush_summary(); - logbr(); - end_retreat(); + eliminate_piece(p, false) + }) + flush_retreat_summary() + flush_summary() + logbr() + end_retreat() }, } states.retreat_defender_to = { inactive() { - inactive_prompt("defender retreat", 0, game.battle.where); + inactive_prompt("defender retreat", 0, game.battle.where) }, prompt() { - let from = game.battle.where; - let who = game.battle.who; - view.prompt = "Retreat losing leaders and units \u2014 select where to."; - view.who = who; + let from = game.battle.where + let who = game.battle.who + view.prompt = "Retreat losing leaders and units \u2014 select where to." + view.who = who if (game.active === BRITAIN && has_amphib(from)) { - for_each_british_controlled_port(to => gen_action_space(to)); + for_each_british_controlled_port(to => gen_action_space(to)) } if (can_defender_retreat_inside(who, from)) - gen_action_space(from); + gen_action_space(from) for_each_exit(from, to => { if (can_defender_retreat_from_to(who, from, to)) { - gen_action_space(to); + gen_action_space(to) } - }); + }) }, space(to) { - let from = game.battle.where; - let who = game.battle.who; + let from = game.battle.where + let who = game.battle.who if (from === to) { if (is_fortress(to)) - push_retreat_summary(who, "into fortress"); + push_retreat_summary(who, "into fortress") else - push_retreat_summary(who, "into fort"); - set_piece_inside(who); + push_retreat_summary(who, "into fort") + set_piece_inside(who) } else { - push_retreat_summary(who, "to " + space_name(to)); - move_piece_to(who, to); + push_retreat_summary(who, "to " + space_name(to)) + move_piece_to(who, to) } - game.state = 'retreat_defender'; + game.state = 'retreat_defender' }, } states.retreat_all_defenders_to = { inactive() { - inactive_prompt("defender retreat", 0, game.battle.where); + inactive_prompt("defender retreat", 0, game.battle.where) }, prompt() { - let from = game.battle.where; - view.prompt = "Retreat all losing leaders and units \u2014 select where to."; + let from = game.battle.where + view.prompt = "Retreat all losing leaders and units \u2014 select where to." if (game.active === BRITAIN && has_amphib(from)) { - for_each_british_controlled_port(to => gen_action_space(to)); + for_each_british_controlled_port(to => gen_action_space(to)) } if (can_any_defenders_retreat_inside(from)) - gen_action_space(from); + gen_action_space(from) for_each_exit(from, to => { if (can_any_defenders_retreat_from_to(from, to)) { - gen_action_space(to); + gen_action_space(to) } - }); + }) }, space(to) { - push_undo(); - let from = game.battle.where; - let done = true; + push_undo() + let from = game.battle.where + let done = true for_each_unbesieged_friendly_piece_in_space(from, p => { if (from === to) { if (can_defender_retreat_inside(p, from)) { if (is_fortress(to)) - push_retreat_summary(p, "into fortress"); + push_retreat_summary(p, "into fortress") else - push_retreat_summary(p, "into fort"); - set_piece_inside(p); + push_retreat_summary(p, "into fort") + set_piece_inside(p) } else { - done = false; + done = false } } else { if (can_defender_retreat_from_to(p, from, to)) { - push_retreat_summary(p, "to " + space_name(to)); - move_piece_to(p, to); + push_retreat_summary(p, "to " + space_name(to)) + move_piece_to(p, to) } else { - done = false; + done = false } } - }); + }) if (!can_all_defenders_retreat_from(from)) - done = true; + done = true if (done) - game.state = 'retreat_defender'; + game.state = 'retreat_defender' }, next() { - push_undo(); - game.state = 'retreat_defender'; + push_undo() + game.state = 'retreat_defender' } } function end_retreat() { - set_active(game.battle.attacker); + set_active(game.battle.attacker) if (game.battle.overrun) { - end_move_step(false, true); + end_move_step(false, true) } else { - end_move_step(true); + end_move_step(true) } } function goto_retreat_lone_leader(from, reason) { - clear_undo(); - set_active_enemy(); - game.state = 'retreat_lone_leader'; - game.retreat = { from, reason }; + clear_undo() + set_active_enemy() + game.state = 'retreat_lone_leader' + game.retreat = { from, reason } // Pause for foul weather if necessary - goto_retroactive_foul_weather(); + goto_retroactive_foul_weather() } function pick_unbesieged_leader(s) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) if (is_piece_unbesieged_in_space(p, s)) - return p; - return 0; + return p + return 0 } states.retreat_lone_leader = { inactive() { - inactive_prompt("retreat lone leader", game.move ? moving_piece() : 0, game.retreat.where); + inactive_prompt("retreat lone leader", game.move ? moving_piece() : 0, game.retreat.where) }, prompt() { - let from = game.retreat.from; - let who = pick_unbesieged_leader(from); - view.prompt = `Retreat lone leader ${piece_name(who)} from ${space_name(from)}.`; - view.who = who; - let can_retreat = false; + let from = game.retreat.from + let who = pick_unbesieged_leader(from) + view.prompt = `Retreat lone leader ${piece_name(who)} from ${space_name(from)}.` + view.who = who + let can_retreat = false if (game.active === BRITAIN && has_amphib(from)) { for_each_british_controlled_port(to => { - can_retreat = true; + can_retreat = true gen_action_space(to) - }); + }) } if (can_defender_retreat_inside(who, from)) { - can_retreat = true; - gen_action_space(from); + can_retreat = true + gen_action_space(from) } for_each_exit(from, to => { if (can_defender_retreat_from_to(who, from, to)) { - can_retreat = true; - gen_action_space(to); + can_retreat = true + gen_action_space(to) } - }); + }) if (!can_retreat) - gen_action('eliminate'); + gen_action('eliminate') }, eliminate() { - let from = game.retreat.from; - let who = pick_unbesieged_leader(from); - eliminate_piece(who); - resume_retreat_lone_leader(from); + let from = game.retreat.from + let who = pick_unbesieged_leader(from) + eliminate_piece(who) + resume_retreat_lone_leader(from) }, space(to) { - let from = game.retreat.from; - let who = pick_unbesieged_leader(from); + let from = game.retreat.from + let who = pick_unbesieged_leader(from) if (from === to) { if (is_fortress(to)) - log(`${piece_name(who)} retreated into fortress.`); + log(`${piece_name(who)} retreated into fortress.`) else - log(`${piece_name(who)} retreated into fort.`); - set_piece_inside(who); + log(`${piece_name(who)} retreated into fort.`) + set_piece_inside(who) } else { - log(`${piece_name(who)} retreated to ${space_name(to)}.`); - move_piece_to(who, to); + log(`${piece_name(who)} retreated to ${space_name(to)}.`) + move_piece_to(who, to) } - resume_retreat_lone_leader(from); + resume_retreat_lone_leader(from) }, } function resume_retreat_lone_leader(from) { - let who = pick_unbesieged_leader(from); + let who = pick_unbesieged_leader(from) if (!who) { - flush_summary(); + flush_summary() switch (game.retreat.reason) { case 'indian_alliance': - set_active_enemy(); - delete game.retreat; - game.state = 'indian_alliance'; - break; + set_active_enemy() + delete game.retreat + game.state = 'indian_alliance' + break case 'move': - set_active_enemy(); - delete game.retreat; - resume_move(); - break; + set_active_enemy() + delete game.retreat + resume_move() + break case 'friendly_move': - delete game.retreat; - resume_move(); - break; + delete game.retreat + resume_move() + break } } } // SIEGE -const SIEGE_TABLE = [ 0, 0, 0, 1, 1, 1, 2, 2 ]; +const SIEGE_TABLE = [ 0, 0, 0, 1, 1, 1, 2, 2 ] function can_moving_force_siege_or_assault() { - let leader = moving_piece(); - let where = moving_piece_space(); + let leader = moving_piece() + let where = moving_piece_space() if (has_besieged_enemy_fortifications(where)) { - let commanding = find_friendly_commanding_leader_in_space(where); + let commanding = find_friendly_commanding_leader_in_space(where) if (commanding > 0) { - let cmd_rank = leader_command(commanding); - let ldr_rank = leader_command(leader); + let cmd_rank = leader_command(commanding) + let ldr_rank = leader_command(leader) if (ldr_rank === cmd_rank && force_has_supplied_drilled_troops(leader)) { - return true; + return true } } } - return false; + return false } function can_play_coehorns_in_siege(s) { - return is_friendly_card_available(COEHORNS) && has_friendly_regulars(s); + return is_friendly_card_available(COEHORNS) && has_friendly_regulars(s) } function goto_siege(space) { // TODO: unstack here? - clear_undo(); - game.siege_where = space; + clear_undo() + game.siege_where = space if (can_play_coehorns_in_siege(game.siege_where)) - game.state = 'siege_coehorns_attacker'; + game.state = 'siege_coehorns_attacker' else - end_siege_coehorns_attacker(); + end_siege_coehorns_attacker() } states.siege_coehorns_attacker = { inactive() { - inactive_prompt("attacker siege coehorns", 0, game.siege_where); + inactive_prompt("attacker siege coehorns", 0, game.siege_where) }, prompt() { if (player.hand.includes(COEHORNS)) { - view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".`; - gen_action('play_event', COEHORNS); + view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".` + gen_action('play_event', COEHORNS) } else { - view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".` } - gen_action_pass(); + gen_action_pass() }, play_event(c) { - play_card(c); - game.events.coehorns = game.active; - end_siege_coehorns_attacker(); + play_card(c) + game.events.coehorns = game.active + end_siege_coehorns_attacker() }, pass() { - end_siege_coehorns_attacker(); + end_siege_coehorns_attacker() } } function end_siege_coehorns_attacker() { - set_active_enemy(); + set_active_enemy() if (can_play_coehorns_in_siege(game.siege_where)) - game.state = 'siege_coehorns_defender'; + game.state = 'siege_coehorns_defender' else - end_siege_coehorns_defender(); + end_siege_coehorns_defender() } states.siege_coehorns_defender = { inactive() { - inactive_prompt("defender siege coehorns", 0, game.siege_where); + inactive_prompt("defender siege coehorns", 0, game.siege_where) }, prompt() { if (player.hand.includes(COEHORNS)) { - view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".`; - gen_action('play_event', COEHORNS); + view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".` + gen_action('play_event', COEHORNS) } else { - view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".` } - gen_action_pass(); + gen_action_pass() }, play_event(c) { - play_card(c); - game.events.coehorns = game.active; - end_siege_coehorns_defender(); + play_card(c) + game.events.coehorns = game.active + end_siege_coehorns_defender() }, pass() { - end_siege_coehorns_defender(); + end_siege_coehorns_defender() } } function end_siege_coehorns_defender() { - set_active_enemy(); + set_active_enemy() if (is_friendly_card_available(SURRENDER)) { if (game.siege_where === LOUISBOURG && game.sieges[LOUISBOURG] !== 1 && game.sieges[LOUISBOURG] !== 2) - resolve_siege(); + resolve_siege() else - game.state = 'siege_surrender'; + game.state = 'siege_surrender' } else { - resolve_siege(); + resolve_siege() } } states.siege_surrender = { inactive() { - inactive_prompt("siege surrender", 0, game.siege_where); + inactive_prompt("siege surrender", 0, game.siege_where) }, prompt() { if (player.hand.includes(SURRENDER)) { - view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Surrender!"`; - gen_action('play_event', SURRENDER); + view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Surrender!"` + gen_action('play_event', SURRENDER) } else { - view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Surrender!"`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Surrender!"` } - gen_action_pass(); + gen_action_pass() }, play_event(c) { - play_card(c); - goto_surrender(); + play_card(c) + goto_surrender() }, pass() { - resolve_siege(); + resolve_siege() } } function goto_surrender() { for (let p = first_enemy_piece; p <= last_enemy_piece; ++p) if (piece_node(p) === game.siege_where) - set_piece_outside(p); - delete game.sieges[game.siege_where]; + set_piece_outside(p) + delete game.sieges[game.siege_where] if (has_enemy_fort(game.siege_where)) - capture_enemy_fort_intact(game.siege_where); + capture_enemy_fort_intact(game.siege_where) else - capture_enemy_fortress(game.siege_where); + capture_enemy_fortress(game.siege_where) if (can_play_massacre()) - return goto_massacre('surrender'); - goto_surrender_place(); + return goto_massacre('surrender') + goto_surrender_place() } function goto_surrender_place() { - set_active_enemy(); + set_active_enemy() if (has_friendly_units(game.siege_where)) { - game.state = 'surrender'; + game.state = 'surrender' if (game.siege_where === LOUISBOURG) - game.surrender = find_closest_friendly_unbesieged_fortification(QUEBEC); + game.surrender = find_closest_friendly_unbesieged_fortification(QUEBEC) else - game.surrender = find_closest_friendly_unbesieged_fortification(game.siege_where); + game.surrender = find_closest_friendly_unbesieged_fortification(game.siege_where) } else { - end_surrender(); + end_surrender() } } states.surrender = { inactive() { - inactive_prompt("surrender", 0, game.siege_where); + inactive_prompt("surrender", 0, game.siege_where) }, prompt() { - view.prompt = "Surrender! Place defenders at the closest unbesieged fortification."; - view.where = game.siege_where; + view.prompt = "Surrender! Place defenders at the closest unbesieged fortification." + view.where = game.siege_where for (let i=0; i < game.surrender.length; ++i) - gen_action_space(game.surrender[i]); + gen_action_space(game.surrender[i]) }, space(s) { for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) if (piece_node(p) === game.siege_where) - move_piece_to(p, s); - end_surrender(); + move_piece_to(p, s) + end_surrender() } } function end_surrender() { - set_active_enemy(); - delete game.surrender; - delete game.siege_where; - end_move_step(true); + set_active_enemy() + delete game.surrender + delete game.siege_where + end_move_step(true) } const SIEGE_TABLE_RESULT = { 0: "No effect.", 1: "Siege +1.", 2: "Siege +2." -}; +} function resolve_siege() { - let where = game.siege_where; - logbr(); - log(".siege " + space_name(where)); - logbr(); - let att_leader = find_friendly_commanding_leader_in_space(where); - let def_leader = find_enemy_commanding_leader_in_space(where); - let die = roll_die("for siege"); - die = modify(die, leader_tactics(att_leader), "besieging leader"); + let where = game.siege_where + logbr() + log(".siege " + space_name(where)) + logbr() + let att_leader = find_friendly_commanding_leader_in_space(where) + let def_leader = find_enemy_commanding_leader_in_space(where) + let die = roll_die("for siege") + die = modify(die, leader_tactics(att_leader), "besieging leader") if (game.events.coehorns) - die = modify(die, game.events.coehorns === game.active ? 2 : -2, "for coehorns"); + die = modify(die, game.events.coehorns === game.active ? 2 : -2, "for coehorns") if (def_leader) - die = modify(die, -leader_tactics(def_leader), "defending leader"); + die = modify(die, -leader_tactics(def_leader), "defending leader") if (where === LOUISBOURG) - die = modify(die, -1, "for Louisbourg"); - let result = SIEGE_TABLE[clamp(die, 0, 7)]; - log(`Lookup ${die} on siege table.`); - log(SIEGE_TABLE_RESULT[result]); + die = modify(die, -1, "for Louisbourg") + let result = SIEGE_TABLE[clamp(die, 0, 7)] + log(`Lookup ${die} on siege table.`) + log(SIEGE_TABLE_RESULT[result]) if (result > 0) { - let level = change_siege_marker(where, result); - log("Siege level " + level + "."); + let level = change_siege_marker(where, result) + log("Siege level " + level + ".") } - goto_assault_possible(where); + goto_assault_possible(where) } // ASSAULT function is_assault_possible(where) { - let siege_level = game.sieges[where] | 0; + let siege_level = game.sieges[where] | 0 if (has_enemy_fort(where) && siege_level >= 1) - return true; + return true if (has_enemy_fortress(where) && siege_level >= 2) - return true; - return false; + return true + return false } function goto_assault_possible(where) { if (is_assault_possible(where)) { - game.state = 'assault_possible'; - game.assault_possible = where; + game.state = 'assault_possible' + game.assault_possible = where } else { - end_move_step(true); + end_move_step(true) } } states.assault_possible = { inactive() { - inactive_prompt("assault is possible", 0, game.assault_possible); + inactive_prompt("assault is possible", 0, game.assault_possible) }, prompt() { - view.prompt = `You may assault at ${space_name(game.assault_possible)}.`; - gen_action_space(game.assault_possible); - gen_action('assault'); - gen_action('pass'); + view.prompt = `You may assault at ${space_name(game.assault_possible)}.` + gen_action_space(game.assault_possible) + gen_action('assault') + gen_action('pass') }, space() { - let where = game.assault_possible; - delete game.assault_possible; - goto_assault(where); + let where = game.assault_possible + delete game.assault_possible + goto_assault(where) }, assault() { - let where = game.assault_possible; - delete game.assault_possible; - goto_assault(where); + let where = game.assault_possible + delete game.assault_possible + goto_assault(where) }, pass() { - let where = game.assault_possible; - delete game.assault_possible; - log("Did not assault " + space_name(where)); - end_move_step(true); + let where = game.assault_possible + delete game.assault_possible + log("Did not assault " + space_name(where)) + end_move_step(true) }, } function goto_assault(where) { // TODO: unstack here? - goto_battle(where, true); + goto_battle(where, true) } // RAID function goto_pick_raid() { if (game.raid.list.length > 0) { - clear_undo(); - game.state = 'pick_raid'; + clear_undo() + game.state = 'pick_raid' } else { - delete game.raid; + delete game.raid // TODO: allow demolish before ending activation - end_activation(); + end_activation() } } states.pick_raid = { inactive: "pick raid", prompt() { - view.prompt = "Pick the next raid space."; + view.prompt = "Pick the next raid space." for (let i=0; i < game.raid.list.length; ++i) - gen_action_space(game.raid.list[i]); + gen_action_space(game.raid.list[i]) }, space(s) { - logbr(); - log(".raid " + space_name(s)); - logbr(); - game.raid.where = s; - remove_from_array(game.raid.list, s); - goto_raid_militia(); + logbr() + log(".raid " + space_name(s)) + logbr() + game.raid.where = s + remove_from_array(game.raid.list, s) + goto_raid_militia() }, } function goto_raid_militia() { - let where = game.raid.where; + let where = game.raid.where if (has_enemy_stockade(where) && enemy_department_has_at_least_n_militia(where, 1)) { if (where === game.raid.battle) { - goto_raid_events(); + goto_raid_events() } else { - set_active_enemy(); - game.state = 'militia_against_raid'; - game.count = 1; + set_active_enemy() + game.state = 'militia_against_raid' + game.count = 1 } } else { - goto_raid_events(); + goto_raid_events() } } states.militia_against_raid = { inactive() { - inactive_prompt("deploy militia against raid", 0, game.raid.where); + inactive_prompt("deploy militia against raid", 0, game.raid.where) }, prompt() { - view.prompt = `You may deploy one militia against the raid at ${space_name(game.raid.where)}.`; - view.where = game.raid.where; + view.prompt = `You may deploy one militia against the raid at ${space_name(game.raid.where)}.` + view.where = game.raid.where if (game.count > 0) { - let box = department_militia(game.raid.where); + let box = department_militia(game.raid.where) if (game.active === FRANCE) { for (let p = first_french_militia; p <= last_french_militia; ++p) if (piece_node(p) === box) - gen_action_piece(p); + gen_action_piece(p) } else { for (let p = first_british_militia; p <= last_british_militia; ++p) if (piece_node(p) === box) - gen_action_piece(p); + gen_action_piece(p) } } - gen_action_next(); + gen_action_next() }, piece(p) { - push_undo(); - move_piece_to(p, game.raid.where); - log(`Deployed ${piece_name(p)}.`); - game.count --; + push_undo() + move_piece_to(p, game.raid.where) + log(`Deployed ${piece_name(p)}.`) + game.count -- }, next() { - clear_undo(); - set_active_enemy(); + clear_undo() + set_active_enemy() if (game.count === 0) - goto_battle(game.raid.where, false); + goto_battle(game.raid.where, false) else - goto_raid_events(); + goto_raid_events() }, } const RAID_TABLE = { stockade: [ 2, 1, 1, 0, 2, 1, 0, 0 ], cultivated: [ 2, 0, 0, 0, 1, 1, 0, 0 ], -}; +} function goto_raid_events() { if (is_enemy_card_available(BLOCKHOUSES) && !enemy_player.pass_bh) { - set_active_enemy(); - game.state = 'raid_blockhouses'; + set_active_enemy() + game.state = 'raid_blockhouses' } else { - resolve_raid(); + resolve_raid() } } states.raid_blockhouses = { inactive() { - inactive_prompt("raid blockhouses", 0, game.raid.where); + inactive_prompt("raid blockhouses", 0, game.raid.where) }, prompt() { if (player.hand.includes(BLOCKHOUSES)) { - view.prompt = `Raid at ${space_name(game.raid.where)}. You may play "Blockhouses".`; - gen_action('play_event', BLOCKHOUSES); + view.prompt = `Raid at ${space_name(game.raid.where)}. You may play "Blockhouses".` + gen_action('play_event', BLOCKHOUSES) } else { - view.prompt = `Raid at ${space_name(game.raid.where)}. You don't have "Blockhouses".`; + view.prompt = `Raid at ${space_name(game.raid.where)}. You don't have "Blockhouses".` } - gen_action('pass_bh_season'); - gen_action_pass(); + gen_action('pass_bh_season') + gen_action_pass() }, play_event(c) { - play_card(c); - game.events.blockhouses = game.active; - set_active_enemy(); - resolve_raid(); + play_card(c) + game.events.blockhouses = game.active + set_active_enemy() + resolve_raid() }, pass_bh_season() { - player.pass_bh = 1; - states.raid_blockhouses.pass(); + player.pass_bh = 1 + states.raid_blockhouses.pass() }, pass() { - set_active_enemy(); - resolve_raid(); + set_active_enemy() + resolve_raid() } } function resolve_raid() { - let where = game.raid.where; - let x_stockade = has_enemy_stockade(where); - let x_allied = has_enemy_allied_settlement(where); + let where = game.raid.where + let x_stockade = has_enemy_stockade(where) + let x_allied = has_enemy_allied_settlement(where) - let natural_die = roll_die("for raid"); - let die = natural_die; + let natural_die = roll_die("for raid") + let die = natural_die - let commander = find_friendly_commanding_leader_in_space(where); + let commander = find_friendly_commanding_leader_in_space(where) if (commander) - die = modify(die, leader_tactics(commander), "leader"); + die = modify(die, leader_tactics(commander), "leader") if (has_friendly_rangers(where)) - die = modify(die, 1, "for rangers"); + die = modify(die, 1, "for rangers") if (enemy_department_has_at_least_n_militia(where, 2)) - die = modify(die, -1, "for milita in dept"); + die = modify(die, -1, "for milita in dept") - let column = 'cultivated'; + let column = 'cultivated' if (x_stockade || x_allied) - column = 'stockade'; + column = 'stockade' if (game.events.blockhouses === enemy()) { - column = 'stockade'; - log("vs enemy blockhouses"); + column = 'stockade' + log("vs enemy blockhouses") } - let result = clamp(die, 0, 7); - let success = result >= 5; - let losses = RAID_TABLE[column][result]; + let result = clamp(die, 0, 7) + let success = result >= 5 + let losses = RAID_TABLE[column][result] - log(`Lookup ${die} vs ${column}.`); + log(`Lookup ${die} vs ${column}.`) if (success) { if (losses === 0) - log(`Success.`); + log(`Success.`) else - log(`Success with one step loss.`); + log(`Success with one step loss.`) if (x_stockade || x_allied || !has_friendly_raided_marker(where)) - place_friendly_raided_marker(where); + place_friendly_raided_marker(where) if (x_stockade) - destroy_enemy_stockade_in_raid(where); + destroy_enemy_stockade_in_raid(where) if (x_allied) - eliminate_indian_tribe(where); + eliminate_indian_tribe(where) } else { if (losses === 0) - log(`No effect.`); + log(`No effect.`) else if (losses === 1) - log(`Failure with one step loss.`); + log(`Failure with one step loss.`) else - log(`Failure with two step losses.`); + log(`Failure with two step losses.`) } - game.raid.step_loss = losses; + game.raid.step_loss = losses // 10.32: leader check if (natural_die === 1 || (natural_die === 6 && column === 'vs_stockade')) - game.raid.leader_check = 1; + game.raid.leader_check = 1 else - game.raid.leader_check = 0; + game.raid.leader_check = 0 // Next states: // raider step losses // raider leader check // raiders go home - goto_raid_step_losses(); + goto_raid_step_losses() } // RAIDERS GO HOME & INDIANS AND LEADERS GO HOME @@ -6115,438 +6115,438 @@ function resolve_raid() { function can_follow_indians_home(from) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_unbesieged_in_space(p, from)) - return true; + return true } for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_coureurs(p) && is_piece_unbesieged_in_space(p, from)) - return true; + return true } - return false; + return false } function goto_raiders_go_home() { // Surviving raiders must go home! if (has_friendly_pieces(game.raid.where)) { - game.state = 'raiders_go_home'; + game.state = 'raiders_go_home' game.go_home = { reason: 'raid', who: 0, from: 0, to: 0, follow: {}, - }; - init_go_home_summary(); + } + init_go_home_summary() } else { - end_raiders_go_home(); + end_raiders_go_home() } } function end_raiders_go_home() { - flush_go_home_summary(); - delete game.go_home; - goto_pick_raid(); + flush_go_home_summary() + delete game.go_home + goto_pick_raid() } function goto_indians_and_leaders_go_home() { - set_active(FRANCE); - resume_indians_and_leaders_go_home(); + set_active(FRANCE) + resume_indians_and_leaders_go_home() } function resume_indians_and_leaders_go_home() { - game.state = 'indians_and_leaders_go_home'; + game.state = 'indians_and_leaders_go_home' game.go_home = { reason: 'late_season', who: 0, from: 0, to: 0, follow: {}, - }; - init_go_home_summary(); + } + init_go_home_summary() } function end_indians_and_leaders_go_home() { - flush_go_home_summary(); - logbr(); - clear_undo(); + flush_go_home_summary() + logbr() + clear_undo() if (game.active === FRANCE) { - set_active(BRITAIN); - resume_indians_and_leaders_go_home(); + set_active(BRITAIN) + resume_indians_and_leaders_go_home() } else { - set_active(FRANCE); - delete game.go_home; - goto_remove_raided_markers(); + set_active(FRANCE) + delete game.go_home + goto_remove_raided_markers() } } states.raiders_go_home = { inactive() { - inactive_prompt("raiders go home", 0, game.raid.where); + inactive_prompt("raiders go home", 0, game.raid.where) }, prompt() { - let from = game.raid.where; - let done = true; + let from = game.raid.where + let done = true if (true) { // INDIANS FIRST for_each_friendly_unit_in_space(from, p => { if (is_indian(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } - }); + }) if (done) { for_each_friendly_piece_in_space(from, p => { if (!is_indian(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } - }); + }) } } else { // IN ANY ORDER // Possibly confusing because leaders and coureurs can // only follow indians when indians lead the way. for_each_friendly_piece_in_space(from, p => { - done = false; - gen_action_piece(p); - }); + done = false + gen_action_piece(p) + }) } if (done) { - view.prompt = `Raiders go home from ${space_name(from)} \u2014 done.`; - gen_action_next(); + view.prompt = `Raiders go home from ${space_name(from)} \u2014 done.` + gen_action_next() } else { - view.prompt = `Raiders go home from ${space_name(from)}.`; + view.prompt = `Raiders go home from ${space_name(from)}.` } }, piece(p) { - push_undo(); - game.go_home.who = p; - game.go_home.from = game.raid.where; - game.state = 'go_home_to'; + push_undo() + game.go_home.who = p + game.go_home.from = game.raid.where + game.state = 'go_home_to' }, next() { - end_raiders_go_home(); + end_raiders_go_home() }, } states.indians_and_leaders_go_home = { inactive: "indians and leaders go home", prompt() { - let done = true; + let done = true for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) { - let s = piece_space(p); + let s = piece_space(p) if (s && is_piece_unbesieged(p) && !has_friendly_fortifications(s)) { // Indians not at their settlement if (is_indian(p)) { if (s !== indians.space_from_piece[p]) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } // Leaders who are left alone in the wilderness if (is_leader(p)) { if (is_wilderness_or_mountain(s) && !has_friendly_units(s)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } } if (done) { - view.prompt = "Indians and leaders go home \u2014 done."; - gen_action_next(); + view.prompt = "Indians and leaders go home \u2014 done." + gen_action_next() } else { - view.prompt = "Indians and leaders go home."; + view.prompt = "Indians and leaders go home." } }, piece(p) { - push_undo(); - game.go_home.who = p; - game.go_home.from = piece_space(p); - game.state = 'go_home_to'; + push_undo() + game.go_home.who = p + game.go_home.from = piece_space(p) + game.state = 'go_home_to' }, next() { - end_indians_and_leaders_go_home(); + end_indians_and_leaders_go_home() }, } states.go_home_to = { inactive() { if (game.go_home.reason === 'late_season') - inactive_prompt("indians and leaders go home", 0, 0); + inactive_prompt("indians and leaders go home", 0, 0) else - inactive_prompt("raiders go home", 0, game.raid.where); + inactive_prompt("raiders go home", 0, game.raid.where) }, prompt() { - let who = game.go_home.who; - let from = game.go_home.from; + let who = game.go_home.who + let from = game.go_home.from if (game.go_home.reason === 'late_season') - view.prompt = `Indians and leaders go home \u2014 ${piece_name_and_place(who)}.`; + view.prompt = `Indians and leaders go home \u2014 ${piece_name_and_place(who)}.` else - view.prompt = `Raiders go home \u2014 ${piece_name_and_place(who)}.`; - view.who = who; + view.prompt = `Raiders go home \u2014 ${piece_name_and_place(who)}.` + view.who = who - let can_go_home = false; + let can_go_home = false if (is_indian(who)) { - let home = indians.space_from_piece[who]; + let home = indians.space_from_piece[who] // 10.412: Cherokee have no home settlement if (home && has_friendly_allied_settlement(home) && !has_enemy_units(home)) { - can_go_home = true; - gen_action_space(home); + can_go_home = true + gen_action_space(home) } if (has_unbesieged_friendly_leader(from)) { - can_go_home = true; + can_go_home = true find_closest_friendly_unbesieged_fortification(from).forEach(to => { - can_go_home = true; - gen_action_space(to); - }); + can_go_home = true + gen_action_space(to) + }) } else if (game.go_home.follow && game.go_home.follow[from]) { - can_go_home = true; - game.go_home.follow[from].forEach(gen_action_space); + can_go_home = true + game.go_home.follow[from].forEach(gen_action_space) } } else { // Leader alone in the wilderness; or leaders, rangers, and coureurs after raid. find_closest_friendly_unbesieged_fortification(from).forEach(to => { - can_go_home = true; - gen_action_space(to); - }); + can_go_home = true + gen_action_space(to) + }) } if (!can_go_home) - gen_action('eliminate'); + gen_action('eliminate') }, space(to) { - let who = game.go_home.who; - let from = game.go_home.from; - push_go_home_summary(who, to); - move_piece_to(who, to); + let who = game.go_home.who + let from = game.go_home.from + push_go_home_summary(who, to) + move_piece_to(who, to) if (is_indian(who)) { - let home = indians.space_from_piece[who]; - game.count = 0; + let home = indians.space_from_piece[who] + game.count = 0 if (to !== home) { if (game.go_home.follow[from]) { if (game.go_home.follow[from].includes(to)) { - game.count = 0; + game.count = 0 } else { - game.go_home.follow[from].push(to); - game.count = 1; + game.go_home.follow[from].push(to) + game.count = 1 } } else { - game.go_home.follow[from] = [ to ]; - game.count = 1; + game.go_home.follow[from] = [ to ] + game.count = 1 } } if (game.count > 0 || can_follow_indians_home(from)) { - game.go_home.to = to; - game.state = 'go_home_with_indians'; + game.go_home.to = to + game.state = 'go_home_with_indians' } else { - end_go_home_to(); + end_go_home_to() } } else { // Leader alone in the wilderness; or leaders, rangers and coureurs. if (is_leader(who)) { if (game.go_home.follow[from]) { if (!game.go_home.follow[from].includes(to)) - game.go_home.follow[from].push(to); + game.go_home.follow[from].push(to) } else { - game.go_home.follow[from] = [ to ]; + game.go_home.follow[from] = [ to ] } } - end_go_home_to(); + end_go_home_to() } }, eliminate() { - eliminate_piece(game.go_home.who); - end_go_home_to(); + eliminate_piece(game.go_home.who) + end_go_home_to() }, } states.go_home_with_indians = { inactive() { if (game.go_home.reason === 'late_season') - inactive_prompt("indians and leaders go home", 0, 0); + inactive_prompt("indians and leaders go home", 0, 0) else - inactive_prompt("raiders go home", 0, game.raid.where); + inactive_prompt("raiders go home", 0, game.raid.where) }, prompt() { - let from = game.go_home.from; - let to = game.go_home.to; + let from = game.go_home.from + let to = game.go_home.to if (game.go_home.reason === 'late_season') - view.prompt = "Indians and leaders go home \u2014 "; + view.prompt = "Indians and leaders go home \u2014 " else - view.prompt = "Raiders go home \u2014 "; + view.prompt = "Raiders go home \u2014 " if (game.active === FRANCE) - view.prompt += "leaders and coureurs may follow to "; + view.prompt += "leaders and coureurs may follow to " else - view.prompt += "leaders may follow to "; - view.prompt += space_name(to) + "."; - view.where = to; + view.prompt += "leaders may follow to " + view.prompt += space_name(to) + "." + view.where = to for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_unbesieged_in_space(p, from)) - gen_action_piece(p); + gen_action_piece(p) } for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_coureurs(p) && is_piece_unbesieged_in_space(p, from)) - gen_action_piece(p); + gen_action_piece(p) } if (game.count === 0) - gen_action_next(); + gen_action_next() }, piece(p) { - push_undo(); - let from = game.go_home.from; - let to = game.go_home.to; + push_undo() + let from = game.go_home.from + let to = game.go_home.to - push_go_home_summary(p, to); - move_piece_to(p, to); + push_go_home_summary(p, to) + move_piece_to(p, to) if (game.count > 0 && is_leader(p)) - game.count = 0; + game.count = 0 if (!can_follow_indians_home(from)) - end_go_home_to(); + end_go_home_to() }, next() { - push_undo(); - end_go_home_to(); + push_undo() + end_go_home_to() }, } function end_go_home_to() { - game.go_home.who = 0; - game.go_home.from = 0; - game.go_home.to = 0; + game.go_home.who = 0 + game.go_home.from = 0 + game.go_home.to = 0 if (game.go_home.reason === 'late_season') - game.state = 'indians_and_leaders_go_home'; + game.state = 'indians_and_leaders_go_home' else - game.state = 'raiders_go_home'; + game.state = 'raiders_go_home' } // LATE SEASON - REMOVE RAIDED MARKERS function goto_remove_raided_markers() { if (game.french.raids.length > 0) { - logbr(); - log(`France removed ${game.french.raids.length} raided markers.`); - award_french_vp(Math.ceil(game.french.raids.length / 2)); - game.french.raids = []; + logbr() + log(`France removed ${game.french.raids.length} raided markers.`) + award_french_vp(Math.ceil(game.french.raids.length / 2)) + game.french.raids = [] } if (game.british.raids.length > 0) { - logbr(); - log(`Britain removed ${game.british.raids.length} raided markers.`); - award_british_vp(Math.ceil(game.british.raids.length / 2)); - game.british.raids = []; + logbr() + log(`Britain removed ${game.british.raids.length} raided markers.`) + award_british_vp(Math.ceil(game.british.raids.length / 2)) + game.british.raids = [] } - goto_winter_attrition(); + goto_winter_attrition() } // LATE SEASON - WINTER ATTRITION function goto_winter_attrition() { - set_active(FRANCE); - game.state = 'winter_attrition'; - logbr(); + set_active(FRANCE) + game.state = 'winter_attrition' + logbr() log(".h3 French Winter Attrition") - logbr(); - resume_winter_attrition(); + logbr() + resume_winter_attrition() } function resume_winter_attrition() { - let done = true; - game.winter_attrition = {}; + let done = true + game.winter_attrition = {} for (let s = first_space; s <= last_space; ++s) { if (has_friendly_drilled_troops(s)) { - let safe = false; + let safe = false if (is_originally_friendly(s)) - safe = true; + safe = true if (has_friendly_fortress(s)) - safe = true; + safe = true if (has_friendly_fort(s) || has_friendly_stockade(s)) if (count_friendly_units_in_space(s) <= 4) - safe = true; - let stack = { n: 0, dt: [] }; + safe = true + let stack = { n: 0, dt: [] } for_each_friendly_unit_in_space(s, p => { if (is_drilled_troops(p)) { if (is_piece_inside(p) || !safe) { - stack.dt.push(p); + stack.dt.push(p) if (is_unit_reduced(p)) - stack.n++; + stack.n++ } } - }); + }) if (stack.dt.length > 0) { // Never remove the last friendly step in a space. if (stack.n !== 1 || count_friendly_units_in_space(s) !== 1) { - stack.n = Math.ceil(stack.n / 2); - game.winter_attrition[s] = stack; - done = false; + stack.n = Math.ceil(stack.n / 2) + game.winter_attrition[s] = stack + done = false } } } } if (done) - end_winter_attrition(); + end_winter_attrition() } function end_winter_attrition() { - clear_undo(); - flush_summary(); + clear_undo() + flush_summary() if (game.active === FRANCE) { - set_active(BRITAIN); - logbr(); + set_active(BRITAIN) + logbr() log(".h3 British Winter Attrition") - logbr(); - resume_winter_attrition(); + logbr() + resume_winter_attrition() } else { - goto_victory_check(); + goto_victory_check() } } states.winter_attrition = { inactive: "winter attrition", prompt() { - let done = true; + let done = true for (let s in game.winter_attrition) { - let stack = game.winter_attrition[s]; + let stack = game.winter_attrition[s] for (let p of stack.dt) { if (is_unit_reduced(p)) { if (stack.n > 0) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } else { if (stack.n === 0) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } } if (done) { - view.prompt = "Winter Attrition \u2014 done."; - gen_action_next(); + view.prompt = "Winter Attrition \u2014 done." + gen_action_next() } else { - view.prompt = "Winter Attrition: Reduce drilled troops not in winter quarters."; + view.prompt = "Winter Attrition: Reduce drilled troops not in winter quarters." } }, piece(p) { - let stack = game.winter_attrition[piece_space(p)]; - push_undo(); + let stack = game.winter_attrition[piece_space(p)] + push_undo() if (is_unit_reduced(p)) - stack.n--; - reduce_unit(p, true); - remove_from_array(stack.dt, p); + stack.n-- + reduce_unit(p, true) + remove_from_array(stack.dt, p) }, next() { - end_winter_attrition(); + end_winter_attrition() } } @@ -6554,11 +6554,11 @@ states.winter_attrition = { function are_all_british_controlled_spaces(list) { for (let i = 0; i < list.length; ++i) { - let s = list[i]; + let s = list[i] if (!is_british_controlled_space(s)) - return false; + return false } - return true; + return true } function is_enemy_controlled_fortress_for_vp(s) { @@ -6566,89 +6566,89 @@ function is_enemy_controlled_fortress_for_vp(s) { if (has_unbesieged_friendly_units(s)) { if (is_space_besieged(s)) { // 13.12 British control unless besieging force qualifies to roll on siege table - let cmd = find_friendly_commanding_leader_in_space(s); + let cmd = find_friendly_commanding_leader_in_space(s) if (cmd && has_friendly_supplied_drilled_troops(s)) - return false; - return true; + return false + return true } - return false; + return false } - return true; + return true } function are_all_enemy_controlled_fortresses_for_vp(list) { - let result = true; + let result = true for (let i = 0; i < list.length; ++i) { - let s = list[i]; + let s = list[i] if (!is_enemy_controlled_fortress_for_vp(s)) { - result = false; + result = false } } - return result; + return result } function count_british_controlled_spaces(list) { - let n = 0; + let n = 0 for (let i = 0; i < list.length; ++i) { - let s = list[i]; + let s = list[i] if (is_british_controlled_space(s)) - ++n; + ++n } - return n; + return n } function goto_victory_check() { - set_active(FRANCE); + set_active(FRANCE) if (are_all_british_controlled_spaces(fortresses) && are_all_british_controlled_spaces([NIAGARA, OHIO_FORKS])) - return goto_game_over(BRITAIN, "Sudden Death: The British control all fortresses, Niagara, and Ohio Forks."); + return goto_game_over(BRITAIN, "Sudden Death: The British control all fortresses, Niagara, and Ohio Forks.") if (game.vp >= 11) - return goto_game_over(FRANCE, "Sudden Death: France has 11 or more VP."); + return goto_game_over(FRANCE, "Sudden Death: France has 11 or more VP.") if (game.vp <= -11) - return goto_game_over(BRITAIN, "Sudden Death: Britain has 11 or more VP."); + return goto_game_over(BRITAIN, "Sudden Death: Britain has 11 or more VP.") if (game.year === 1760 && game.vp >= 8) - return goto_game_over(FRANCE, "Sudden Death: France has 8 or more VP in 1760."); + return goto_game_over(FRANCE, "Sudden Death: France has 8 or more VP in 1760.") if (game.year === 1761 && game.vp >= 8) - return goto_game_over(FRANCE, "Sudden Death: France has 5 or more VP in 1761."); + return goto_game_over(FRANCE, "Sudden Death: France has 5 or more VP in 1761.") if (game.year === game.end_year) { if (game.year === 1759) { // NOTE: active is FRANCE if (are_all_enemy_controlled_fortresses_for_vp(originally_british_fortresses) && count_british_controlled_spaces([QUEBEC, MONTREAL, NIAGARA, OHIO_FORKS]) >= 2) - return goto_game_over(BRITAIN, "British Victory: Britain controls all its fortresses and two of Québec, Montréal, Niagara, and Ohio Forks."); + return goto_game_over(BRITAIN, "British Victory: Britain controls all its fortresses and two of Québec, Montréal, Niagara, and Ohio Forks.") if (game.vp >= 1) - return goto_game_over(FRANCE, "French Victory: France has at least 1 VP."); + return goto_game_over(FRANCE, "French Victory: France has at least 1 VP.") if (game.vp <= -1) - return goto_game_over(BRITAIN, "British Victory: Britain has at least 1 VP."); + return goto_game_over(BRITAIN, "British Victory: Britain has at least 1 VP.") } if (game.year === 1762) { if (game.vp >= 1) - return goto_game_over(FRANCE, "French Victory: France has at least 1 VP."); + return goto_game_over(FRANCE, "French Victory: France has at least 1 VP.") if (game.vp <= -5) - return goto_game_over(BRITAIN, "British Victory: Britain has at least 5 VP."); + return goto_game_over(BRITAIN, "British Victory: Britain has at least 5 VP.") } - return goto_game_over(FRANCE, "The game is a draw."); + return goto_game_over(FRANCE, "The game is a draw.") } else { - game.year++; - start_year(); + game.year++ + start_year() } } function goto_game_over(result, victory) { - logbr(); - log(victory); - game.state = 'game_over'; - game.active = 'None'; - game.result = result; - game.victory = victory; + logbr() + log(victory) + game.state = 'game_over' + game.active = 'None' + game.result = result + game.victory = victory } states.game_over = { inactive() { - view.prompt = game.victory; + view.prompt = game.victory }, prompt() { - view.prompt = game.victory; + view.prompt = game.victory } } @@ -6657,102 +6657,102 @@ states.game_over = { function gen_action_demolish() { for (let s of player.forts) { if (is_space_unbesieged(s)) { - gen_action('demolish_fort'); - break; + gen_action('demolish_fort') + break } } if (player.forts_uc.length > 0) { - gen_action('demolish_fort'); + gen_action('demolish_fort') } if (player.stockades.length > 0) { - gen_action('demolish_stockade'); + gen_action('demolish_stockade') } for (let s of game.fieldworks) { if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s)) { - gen_action('demolish_fieldworks'); - break; + gen_action('demolish_fieldworks') + break } } } function goto_demolish_fort() { - push_undo(); - game.demolish_state = game.state; - game.state = 'demolish_fort'; + push_undo() + game.demolish_state = game.state + game.state = 'demolish_fort' } function goto_demolish_stockade() { - push_undo(); - game.demolish_state = game.state; - game.state = 'demolish_stockade'; + push_undo() + game.demolish_state = game.state + game.state = 'demolish_stockade' } function goto_demolish_fieldworks() { - push_undo(); - game.demolish_state = game.state; - game.state = 'demolish_fieldworks'; + push_undo() + game.demolish_state = game.state + game.state = 'demolish_fieldworks' } function end_demolish() { - game.state = game.demolish_state; - delete game.demolish_state; + game.state = game.demolish_state + delete game.demolish_state } states.demolish_fort = { inactive: "demolish fort", prompt() { - view.prompt = "Demolish an unbesieged friendly fort."; + view.prompt = "Demolish an unbesieged friendly fort." for (let s of player.forts) if (is_space_unbesieged(s)) - gen_action_space(s); + gen_action_space(s) for (let s of player.forts_uc) - gen_action_space(s); + gen_action_space(s) }, space(s) { if (has_friendly_fort_uc(s)) { - log(`Demolished fort U/C at\n${space_name(s)}.`); - // log(`Fort U/C (${space_name(s)}) demolished.`); - // log(`Fort U/C at ${space_name(s)} demolished.`); - remove_friendly_fort_uc(s); + log(`Demolished fort U/C at\n${space_name(s)}.`) + // log(`Fort U/C (${space_name(s)}) demolished.`) + // log(`Fort U/C at ${space_name(s)} demolished.`) + remove_friendly_fort_uc(s) } else if (has_friendly_fort(s)) { - log(`Demolished fort at\n${space_name(s)}.`); - // log(`Fort (${space_name(s)}) demolished.`); - // log(`Fort at ${space_name(s)} demolished.`); - award_vp(-1); - remove_friendly_fort(s); + log(`Demolished fort at\n${space_name(s)}.`) + // log(`Fort (${space_name(s)}) demolished.`) + // log(`Fort at ${space_name(s)} demolished.`) + award_vp(-1) + remove_friendly_fort(s) } - end_demolish(); + end_demolish() } } states.demolish_stockade = { inactive: "demolish stockade", prompt() { - view.prompt = "Demolish a friendly stockade."; + view.prompt = "Demolish a friendly stockade." for (let s of player.stockades) - gen_action_space(s); + gen_action_space(s) }, space(s) { - log(`Demolished stockade at\n${space_name(s)}.`); - // log(`Stockade (${space_name(s)}) demolished.`); - // log(`Stockade at ${space_name(s)} demolished.`); - // log(`Demolished stockade (${space_name(s)}).`); - remove_friendly_stockade(s); - end_demolish(); + log(`Demolished stockade at\n${space_name(s)}.`) + // log(`Stockade (${space_name(s)}) demolished.`) + // log(`Stockade at ${space_name(s)} demolished.`) + // log(`Demolished stockade (${space_name(s)}).`) + remove_friendly_stockade(s) + end_demolish() } } states.demolish_fieldworks = { inactive: "demolish fieldworks", prompt() { - view.prompt = "Demolish friendly fieldworks."; + view.prompt = "Demolish friendly fieldworks." for (let s of game.fieldworks) if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s)) - gen_action_space(s); + gen_action_space(s) }, space(s) { - remove_fieldworks(s); - end_demolish(); + remove_fieldworks(s) + end_demolish() } } @@ -6760,124 +6760,124 @@ states.demolish_fieldworks = { function format_remain(n) { if (n === 0) - return " \u2014 done"; - return ": " + n + " left"; + return " \u2014 done" + return ": " + n + " left" } function goto_construct_stockades(card) { - push_undo(); - discard_card(card, "to construct stockades"); - player.did_construct = 1; - game.state = 'construct_stockades'; - game.count = cards[card].activation; + push_undo() + discard_card(card, "to construct stockades") + player.did_construct = 1 + game.state = 'construct_stockades' + game.count = cards[card].activation } states.construct_stockades = { inactive: "construct stockades", prompt() { - view.prompt = `Construct Stockades${format_remain(game.count)}.`; - gen_action_next(); + view.prompt = `Construct Stockades${format_remain(game.count)}.` + gen_action_next() if (game.count > 0) { for (let s = first_space; s <= last_space; ++s) { if (has_friendly_supplied_drilled_troops(s) || is_originally_friendly(s)) { if (has_enemy_units(s)) - continue; + continue if (has_enemy_fortifications(s)) - continue; + continue if (has_friendly_fortifications(s)) - continue; + continue if (is_space_besieged(s)) - continue; + continue if (is_fortress(s)) - continue; - gen_action_space(s); + continue + gen_action_space(s) } } } }, space(s) { - push_undo(); - log(`Stockade at ${space_name(s)}.`); - // log(`Constructed stockade at ${space_name(s)}.`); - // log(`Stockade at ${space_name(s)} constructed.`); - player.stockades.push(s); - game.count --; + push_undo() + log(`Stockade at ${space_name(s)}.`) + // log(`Constructed stockade at ${space_name(s)}.`) + // log(`Stockade at ${space_name(s)} constructed.`) + player.stockades.push(s) + game.count -- }, next() { - end_action_phase(); + end_action_phase() }, } function goto_construct_forts(card) { - push_undo(); - discard_card(card, "to construct forts"); - player.did_construct = 1; - game.state = 'construct_forts'; - game.count = cards[card].activation; - game.list = []; + push_undo() + discard_card(card, "to construct forts") + player.did_construct = 1 + game.state = 'construct_forts' + game.count = cards[card].activation + game.list = [] } states.construct_forts = { inactive: "construct forts", prompt() { - view.prompt = `Construct Forts${format_remain(game.count)}.`; - gen_action_next(); + view.prompt = `Construct Forts${format_remain(game.count)}.` + gen_action_next() if (game.count > 0) { for (let s = first_space; s <= last_space; ++s) { if (has_friendly_supplied_drilled_troops(s)) { if (game.list.includes(s)) - continue; + continue if (has_friendly_fort(s)) - continue; + continue if (is_space_besieged(s)) - continue; + continue if (is_fortress(s)) - continue; - gen_action_space(s); + continue + gen_action_space(s) } } } }, space(s) { - push_undo(); + push_undo() if (has_friendly_fort_uc(s)) { - // log(`Finished building fort at ${space_name(s)}.`); - // log(`Fort (${space_name(s)}) built.`); - log(`Fort at ${space_name(s)}.`); - place_friendly_fort(s); + // log(`Finished building fort at ${space_name(s)}.`) + // log(`Fort (${space_name(s)}) built.`) + log(`Fort at ${space_name(s)}.`) + place_friendly_fort(s) } else { - // log(`Started building fort at ${space_name(s)}.`); - // log(`Fort U/C (${space_name(s)}) built.`); - log(`Fort U/C at ${space_name(s)}.`); - place_friendly_fort_uc(s); - game.list.push(s); // don't finish it in the same action phase + // log(`Started building fort at ${space_name(s)}.`) + // log(`Fort U/C (${space_name(s)}) built.`) + log(`Fort U/C at ${space_name(s)}.`) + place_friendly_fort_uc(s) + game.list.push(s) // don't finish it in the same action phase } - game.count --; + game.count -- }, next() { - delete game.list; - end_action_phase(); + delete game.list + end_action_phase() }, } // MAX TWO 7 COMMAND LEADERS function count_7_command_leaders_in_play() { - let n = 0; - if (is_piece_on_map(ABERCROMBY)) ++n; - if (is_piece_on_map(AMHERST)) ++n; - if (is_piece_on_map(BRADDOCK)) ++n; - if (is_piece_on_map(LOUDOUN)) ++n; - return n; + let n = 0 + if (is_piece_on_map(ABERCROMBY)) ++n + if (is_piece_on_map(AMHERST)) ++n + if (is_piece_on_map(BRADDOCK)) ++n + if (is_piece_on_map(LOUDOUN)) ++n + return n } function end_british_reinforcement() { - delete game.leader; + delete game.leader if (count_7_command_leaders_in_play() > 2) { game.state = 'max_two_7_command_leaders_in_play' } else { - delete game.seven; - end_action_phase(); + delete game.seven + end_action_phase() } } @@ -6885,23 +6885,23 @@ states.max_two_7_command_leaders_in_play = { inactive: "remove a 7 command leader", prompt() { if (count_7_command_leaders_in_play() > 2) { - view.prompt = `Remove a 7 command leader from play.`; - if (!game.seven.includes(ABERCROMBY)) gen_action_piece(ABERCROMBY); - if (!game.seven.includes(AMHERST)) gen_action_piece(AMHERST); - if (!game.seven.includes(BRADDOCK)) gen_action_piece(BRADDOCK); - if (!game.seven.includes(LOUDOUN)) gen_action_piece(LOUDOUN); + view.prompt = `Remove a 7 command leader from play.` + if (!game.seven.includes(ABERCROMBY)) gen_action_piece(ABERCROMBY) + if (!game.seven.includes(AMHERST)) gen_action_piece(AMHERST) + if (!game.seven.includes(BRADDOCK)) gen_action_piece(BRADDOCK) + if (!game.seven.includes(LOUDOUN)) gen_action_piece(LOUDOUN) } else { - view.prompt = `Remove a 7 command leader from play \u2014 done.`; - gen_action_next(); + view.prompt = `Remove a 7 command leader from play \u2014 done.` + gen_action_next() } }, piece(p) { - push_undo(); - eliminate_piece(p); - delete game.seven; + push_undo() + eliminate_piece(p) + delete game.seven }, next() { - end_action_phase(); + end_action_phase() } } @@ -6909,208 +6909,208 @@ states.max_two_7_command_leaders_in_play = { // EVENTS function can_play_massacre() { - let s = moving_piece_space(); + let s = moving_piece_space() if (is_enemy_card_available(MASSACRE)) - return has_friendly_indians(s) && has_friendly_drilled_troops(s); - return false; + return has_friendly_indians(s) && has_friendly_drilled_troops(s) + return false } function goto_massacre(reason) { - clear_undo(); - set_active_enemy(); - game.state = 'massacre_1'; - game.massacre = reason; + clear_undo() + set_active_enemy() + game.state = 'massacre_1' + game.massacre = reason } function end_massacre() { - let reason = game.massacre; - delete game.massacre; - set_active_enemy(); + let reason = game.massacre + delete game.massacre + set_active_enemy() switch (reason) { case 'move': - resume_move(); - break; + resume_move() + break case 'assault': - end_move_step(true); - break; + end_move_step(true) + break case 'surrender': - goto_surrender_place(); - break; + goto_surrender_place() + break } } states.massacre_1 = { inactive() { - inactive_prompt("massacre", moving_piece(), 0); + inactive_prompt("massacre", moving_piece(), 0) }, prompt() { if (player.hand.includes(MASSACRE)) { - view.prompt = `You may play "Massacre!"`; - gen_action('play_event', MASSACRE); + view.prompt = `You may play "Massacre!"` + gen_action('play_event', MASSACRE) } else { - view.prompt = `You don't have "Massacre!"`; + view.prompt = `You don't have "Massacre!"` } - gen_action_pass(); + gen_action_pass() }, play_event(c) { - play_card(c); - award_vp(1); - game.state = 'massacre_2'; - set_active_enemy(); - unstack_force(moving_piece()); + play_card(c) + award_vp(1) + game.state = 'massacre_2' + set_active_enemy() + unstack_force(moving_piece()) }, pass() { - end_massacre(); + end_massacre() } } states.massacre_2 = { inactive() { - inactive_prompt("massacre", moving_piece(), 0); + inactive_prompt("massacre", moving_piece(), 0) }, prompt() { - let s = moving_piece_space(); - let done = true; + let s = moving_piece_space() + let done = true for (let p = 1; p <= last_piece; ++p) { if (is_indian(p) && is_piece_in_space(p, s)) { - gen_action_piece(p); - done = false; + gen_action_piece(p) + done = false } } if (done) { - view.prompt = `Massacre! Eliminate all indians in ${space_name(s)} \u2014 done.`; - gen_action_next(); + view.prompt = `Massacre! Eliminate all indians in ${space_name(s)} \u2014 done.` + gen_action_next() } else { - view.prompt = `Massacre! Eliminate all indians in ${space_name(s)}.`; + view.prompt = `Massacre! Eliminate all indians in ${space_name(s)}.` } }, piece(p) { - eliminate_piece(p, false); + eliminate_piece(p, false) }, next() { - set_active_enemy(); - end_massacre(); + set_active_enemy() + end_massacre() } } function can_place_in_space(s) { if (has_enemy_units(s)) - return false; + return false if (has_enemy_fortifications(s)) - return false; - return true; + return false + return true } function can_restore_unit(p) { if (is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p)) { if (is_militia(p)) - return true; // always in militia box + return true // always in militia box if (is_drilled_troops(p)) - return is_in_supply(piece_space(p)); - return true; + return is_in_supply(piece_space(p)) + return true } - return false; + return false } function count_french_raids_in_southern_department() { - let n = 0; + let n = 0 for (let i = 0; i < game.french.raids.length; ++i) { if (is_southern_department(game.french.raids[i])) - ++n; + ++n } - return n; + return n } function count_french_raids_in_northern_department() { - let n = 0; + let n = 0 for (let i = 0; i < game.french.raids.length; ++i) { if (is_northern_department(game.french.raids[i])) - ++n; + ++n } - return n; + return n } events.provincial_regiments_dispersed_for_frontier_duty = { can_play() { - let s = Math.min(count_french_raids_in_southern_department(), count_southern_provincials()); - let n = Math.min(count_french_raids_in_northern_department(), count_northern_provincials()); - return (s + n) > 0; + let s = Math.min(count_french_raids_in_southern_department(), count_southern_provincials()) + let n = Math.min(count_french_raids_in_northern_department(), count_northern_provincials()) + return (s + n) > 0 }, play() { - game.state = 'provincial_regiments_dispersed_for_frontier_duty'; + game.state = 'provincial_regiments_dispersed_for_frontier_duty' game.frontier_duty = { southern: Math.min(count_french_raids_in_southern_department(), count_southern_provincials()), northern: Math.min(count_french_raids_in_northern_department(), count_northern_provincials()), - }; + } } } states.provincial_regiments_dispersed_for_frontier_duty = { prompt() { - let done = true; + let done = true for (let p = first_british_unit; p <= last_british_unit; ++p) { if ((game.frontier_duty.northern > 0 && is_northern_provincial(p)) || (game.frontier_duty.southern > 0 && is_southern_provincial(p))) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } if (done) { - view.prompt = `Provincial Regiments Dispersed \u2014 done.`; - gen_action_next(); + view.prompt = `Provincial Regiments Dispersed \u2014 done.` + gen_action_next() } else { - view.prompt = `Provincial Regiments Dispersed: Eliminate ${game.frontier_duty.southern} southern and ${game.frontier_duty.northern} northern provincials.`; + view.prompt = `Provincial Regiments Dispersed: Eliminate ${game.frontier_duty.southern} southern and ${game.frontier_duty.northern} northern provincials.` } }, piece(p) { - push_undo(); + push_undo() if (is_southern_provincial(p)) - game.frontier_duty.southern --; + game.frontier_duty.southern -- if (is_northern_provincial(p)) - game.frontier_duty.northern --; - eliminate_piece(p); + game.frontier_duty.northern -- + eliminate_piece(p) }, next() { - delete game.frontier_duty; - end_action_phase(); + delete game.frontier_duty + end_action_phase() }, } events.northern_indian_alliance = { can_play() { - return is_friendly_controlled_space(MONTREAL); + return is_friendly_controlled_space(MONTREAL) }, play() { - clear_undo(); // rolling die - let roll = roll_die(); + clear_undo() // rolling die + let roll = roll_die() if (game.vp > 4) - game.count = roll; + game.count = roll else - game.count = Math.ceil(roll / 2); + game.count = Math.ceil(roll / 2) if (has_friendly_fort(NIAGARA)) - game.alliance = [ 'blue', 'blue-orange' ]; + game.alliance = [ 'blue', 'blue-orange' ] else - game.alliance = [ 'blue' ]; - game.state = 'indian_alliance'; + game.alliance = [ 'blue' ] + game.state = 'indian_alliance' } } events.western_indian_alliance = { can_play() { - return has_friendly_fort(OHIO_FORKS); + return has_friendly_fort(OHIO_FORKS) }, play() { - clear_undo(); // rolling die - let roll = roll_die(); + clear_undo() // rolling die + let roll = roll_die() if (game.vp > 4) - game.count = roll; + game.count = roll else - game.count = Math.ceil(roll / 2); + game.count = Math.ceil(roll / 2) if (has_friendly_fort(NIAGARA)) - game.alliance = [ 'orange', 'blue-orange' ]; + game.alliance = [ 'orange', 'blue-orange' ] else - game.alliance = [ 'orange' ]; - game.state = 'indian_alliance'; + game.alliance = [ 'orange' ] + game.state = 'indian_alliance' } } @@ -7119,45 +7119,45 @@ events.iroquois_alliance = { let ff = has_friendly_fortifications(OSWEGO) || has_friendly_fortifications(ONEIDA_CARRY_WEST) || - has_friendly_fortifications(ONEIDA_CARRY_EAST); + has_friendly_fortifications(ONEIDA_CARRY_EAST) let ef = has_enemy_fortifications(OSWEGO) || has_enemy_fortifications(ONEIDA_CARRY_WEST) || - has_enemy_fortifications(ONEIDA_CARRY_EAST); + has_enemy_fortifications(ONEIDA_CARRY_EAST) if (ff && !ef) { if (game.active === BRITAIN) - return within_two_of_gray_settlement.includes(piece_space(JOHNSON)); - return true; + return within_two_of_gray_settlement.includes(piece_space(JOHNSON)) + return true } - return false; + return false }, play() { - clear_undo(); // rolling die - let roll = roll_die(); - game.count = roll; - game.alliance = [ 'gray' ]; - game.state = 'indian_alliance'; + clear_undo() // rolling die + let roll = roll_die() + game.count = roll + game.alliance = [ 'gray' ] + game.state = 'indian_alliance' }, } function find_friendly_unused_indian(s) { for (let p of indians.pieces_from_space[s]) if (is_friendly_indian(p) && is_piece_unused(p)) - return p; - return 0; + return p + return 0 } states.indian_alliance = { prompt() { - let done = true; + let done = true for (let a of game.alliance) { if (game.count >= 1) { for (let p of indians.pieces_from_color[a]) { if (is_friendly_indian(p) && is_piece_unused(p)) { - let s = indians.space_from_piece[p]; + let s = indians.space_from_piece[p] if (!has_enemy_allied_settlement(s) && can_place_in_space(s)) { - done = false; - gen_action_space(s); + done = false + gen_action_space(s) } } } @@ -7165,158 +7165,158 @@ states.indian_alliance = { if (game.count >= 0.5) { for (let p of indians.pieces_from_color[a]) { if (is_friendly_indian(p) && can_restore_unit(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } } if (done) { - view.prompt = `Indian Alliance \u2014 done.`; - gen_action_next(); + view.prompt = `Indian Alliance \u2014 done.` + gen_action_next() } else { - view.prompt = `Indian Alliance: Place or restore ${game.alliance.join(" or ")} indians (${game.count} left).`; + view.prompt = `Indian Alliance: Place or restore ${game.alliance.join(" or ")} indians (${game.count} left).` } }, space(s) { - push_undo(); - let p = find_friendly_unused_indian(s); + push_undo() + let p = find_friendly_unused_indian(s) if (p) { - place_piece(p, s); - game.count -= 1.0; + place_piece(p, s) + game.count -= 1.0 if (has_unbesieged_enemy_leader(s) && !has_unbesieged_enemy_units(s)) - goto_retreat_lone_leader(s, 'indian_alliance'); + goto_retreat_lone_leader(s, 'indian_alliance') } }, piece(p) { - push_undo(); - restore_unit(p); - game.count -= 0.5; + push_undo() + restore_unit(p) + game.count -= 0.5 }, next() { - delete game.alliance; - end_action_phase(); + delete game.alliance + end_action_phase() }, } // Used by Mohawks and Cherokees events. function place_indian(s, first, last) { - push_undo(); + push_undo() for (let p = first; p <= last; ++p) { if (is_piece_unused(p)) { - place_piece(p, s); + place_piece(p, s) } } - game.count = 0; + game.count = 0 } function can_place_indians(first, last) { for (let p = first; p <= last; ++p) if (is_piece_unused(p)) - return true; - return false; + return true + return false } function can_restore_unit_range(first, last) { for (let p = first; p <= last; ++p) if (can_restore_unit(p)) - return true; - return false; + return true + return false } function can_place_or_restore_indians(first, last) { - return can_place_indians(first, last) || can_restore_unit_range(first, last); + return can_place_indians(first, last) || can_restore_unit_range(first, last) } function goto_restore_units(name, first, last) { if (can_restore_unit_range(first, last)) { - game.state = 'restore_units'; - game.restore = { name, first, last }; + game.state = 'restore_units' + game.restore = { name, first, last } } else { - end_action_phase(); + end_action_phase() } } states.restore_units = { prompt() { - let done = true; + let done = true for (let p = game.restore.first; p <= game.restore.last; ++p) { if (can_restore_unit(p)) { - gen_action_piece(p); - done = false; + gen_action_piece(p) + done = false } } if (done) { - view.prompt = `Restore all ${game.restore.name} \u2014 done.`; - gen_action_next(); + view.prompt = `Restore all ${game.restore.name} \u2014 done.` + gen_action_next() } else { - view.prompt = `Restore all ${game.restore.name}.`; + view.prompt = `Restore all ${game.restore.name}.` } }, piece(p) { - restore_unit(p); + restore_unit(p) }, next() { - end_action_phase(); + end_action_phase() } } events.mohawks = { can_play() { - let s = piece_space(JOHNSON); + let s = piece_space(JOHNSON) if (within_two_of_canajoharie.includes(s)) if (is_piece_unbesieged(JOHNSON)) - return true; - return can_place_or_restore_indians(first_mohawk, last_mohawk); + return true + return can_place_or_restore_indians(first_mohawk, last_mohawk) }, play() { if (can_place_indians(first_mohawk, last_mohawk)) { - game.state = 'mohawks'; - game.count = 1; + game.state = 'mohawks' + game.count = 1 } else { - goto_restore_units("Mohawks", first_mohawk, last_mohawk); + goto_restore_units("Mohawks", first_mohawk, last_mohawk) } }, } states.mohawks = { prompt() { - let done = true; + let done = true if (game.count > 0) { - let s = piece_space(JOHNSON); + let s = piece_space(JOHNSON) if (can_place_in_space(s)) { - done = false; - gen_action_space(s); + done = false + gen_action_space(s) } } if (done) { - view.prompt = "Place all Mohawks not on the map with Johnson \u2014 done."; - gen_action_next(); + view.prompt = "Place all Mohawks not on the map with Johnson \u2014 done." + gen_action_next() } else { - view.prompt = "Place all Mohawks not on the map with Johnson."; + view.prompt = "Place all Mohawks not on the map with Johnson." } }, space(s) { - place_indian(s, first_mohawk, last_mohawk); + place_indian(s, first_mohawk, last_mohawk) }, next() { - goto_restore_units("Mohawks", first_mohawk, last_mohawk); + goto_restore_units("Mohawks", first_mohawk, last_mohawk) }, } events.cherokees = { can_play() { if (game.events.cherokee_uprising) - return false; - return can_place_or_restore_indians(first_cherokee, last_cherokee); + return false + return can_place_or_restore_indians(first_cherokee, last_cherokee) }, play() { - game.events.cherokees = 1; + game.events.cherokees = 1 if (can_place_indians(first_cherokee, last_cherokee)) { - game.state = 'cherokees'; - game.count = 1; + game.state = 'cherokees' + game.count = 1 } else { - goto_restore_units("Cherokees", first_cherokee, last_cherokee); + goto_restore_units("Cherokees", first_cherokee, last_cherokee) } }, @@ -7324,42 +7324,42 @@ events.cherokees = { states.cherokees = { prompt() { - let done = true; + let done = true if (game.count > 0) { for (let s = first_southern_department; s <= last_southern_department; ++s) { if (has_unbesieged_friendly_fortifications(s)) { - done = false; - gen_action_space(s); + done = false + gen_action_space(s) } } } if (done) { - view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept \u2014 done."; - gen_action_next(); + view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept \u2014 done." + gen_action_next() } else { - view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept."; + view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept." } }, space(s) { - place_indian(s, first_cherokee, last_cherokee); + place_indian(s, first_cherokee, last_cherokee) }, next() { - goto_restore_units("Cherokees", first_cherokee, last_cherokee); + goto_restore_units("Cherokees", first_cherokee, last_cherokee) }, } events.cherokee_uprising = { can_play() { if (game.events.cherokees) - return true; - return false; + return true + return false }, play() { - clear_undo(); - delete game.events.cherokees; - game.events.cherokee_uprising = 1; - set_active_enemy(); - game.state = 'cherokee_uprising'; + clear_undo() + delete game.events.cherokees + game.events.cherokee_uprising = 1 + set_active_enemy() + game.state = 'cherokee_uprising' game.uprising = { regular: 2, southern: 1 @@ -7369,41 +7369,41 @@ events.cherokee_uprising = { states.cherokee_uprising = { prompt() { - let done = true; + let done = true for (let p = first_british_unit; p <= last_british_unit; ++p) { if (is_piece_on_map(p) && is_piece_unbesieged(p)) { - let x = false; + let x = false if (game.uprising.regular > 0 && is_regular(p)) - x = true; + x = true if (game.uprising.southern > 0 && is_southern_provincial(p)) - x = true; + x = true if (is_cherokee(p)) - x = true; + x = true if (x) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } if (done) { - view.prompt = `Cherokee Uprising \u2014 done.`; - gen_action_next(); + view.prompt = `Cherokee Uprising \u2014 done.` + gen_action_next() } else { - view.prompt = `Cherokee Uprising: Eliminate ${game.uprising.regular} regulars, ${game.uprising.southern} southern provincials, and all Cherokee.`; + view.prompt = `Cherokee Uprising: Eliminate ${game.uprising.regular} regulars, ${game.uprising.southern} southern provincials, and all Cherokee.` } }, piece(p) { - push_undo(); + push_undo() if (is_regular(p)) - game.uprising.regular --; + game.uprising.regular -- if (is_southern_provincial(p)) - game.uprising.southern --; - eliminate_piece(p); + game.uprising.southern -- + eliminate_piece(p) }, next() { - delete game.uprising; - set_active_enemy(); - end_action_phase(); + delete game.uprising + set_active_enemy() + end_action_phase() }, } @@ -7411,117 +7411,117 @@ events.treaty_of_easton = { can_play() { for (let s of in_or_adjacent_to_ohio_forks) if (has_unbesieged_friendly_fortifications(s) && has_british_drilled_troops(s)) - return true; - return false; + return true + return false }, play() { - clear_undo(); - set_active_enemy(); - game.state = 'treaty_of_easton'; + clear_undo() + set_active_enemy() + game.state = 'treaty_of_easton' }, } states.treaty_of_easton = { prompt() { - let done = true; + let done = true for (let p = first_orange_indian; p <= last_orange_indian; ++p) { if (is_piece_on_map(p) && is_piece_unbesieged(p)) { - gen_action_piece(p); - done = false; + gen_action_piece(p) + done = false } } if (done) { - view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians \u2014 done."; - gen_action_next(); + view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians \u2014 done." + gen_action_next() } else { - view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians."; + view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians." } }, piece(p) { - eliminate_piece(p); + eliminate_piece(p) }, next() { - set_active_enemy(); - end_action_phase(); + set_active_enemy() + end_action_phase() } } events.indians_desert = { play() { - game.state = 'indians_desert'; - game.indians_desert = 0; - game.count = 2; + game.state = 'indians_desert' + game.indians_desert = 0 + game.count = 2 } } states.indians_desert = { prompt() { - let can_desert = false; + let can_desert = false if (game.count > 0) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) { if (is_indian(p) && is_piece_on_map(p) && is_piece_unbesieged(p)) { if (!game.indians_desert || is_piece_in_space(p, game.indians_desert)) { - can_desert = true; - gen_action_piece(p); + can_desert = true + gen_action_piece(p) } } } } if (can_desert) { - view.prompt = `Indians Desert: Eliminate two indians from one space (${game.count} left).`; + view.prompt = `Indians Desert: Eliminate two indians from one space (${game.count} left).` } else { - view.prompt = "Indians Desert: Eliminate two indians from one space \u2014 done."; - gen_action_next(); + view.prompt = "Indians Desert: Eliminate two indians from one space \u2014 done." + gen_action_next() } }, piece(p) { - push_undo(); + push_undo() if (!game.indians_desert) - game.indians_desert = piece_space(p); - eliminate_piece(p); - game.count --; + game.indians_desert = piece_space(p) + eliminate_piece(p) + game.count -- }, next() { - delete game.indians_desert; - end_action_phase(); + delete game.indians_desert + end_action_phase() }, } events.louisbourg_squadrons = { can_play() { - return is_friendly_controlled_space(LOUISBOURG); + return is_friendly_controlled_space(LOUISBOURG) }, play() { - game.events.no_amphib = 1; + game.events.no_amphib = 1 let roll = roll_die() - log("No amphibious landings this year."); + log("No amphibious landings this year.") if (roll <= 3) { - log("No French naval moves ever."); - log("British may play Quiberon."); - log("Card removed."); - game.events.no_fr_naval = 1; - remove_card(LOUISBOURG_SQUADRONS); + log("No French naval moves ever.") + log("British may play Quiberon.") + log("Card removed.") + game.events.no_fr_naval = 1 + remove_card(LOUISBOURG_SQUADRONS) } else { - log("No effect."); + log("No effect.") } - end_action_phase(); + end_action_phase() } } events.governor_vaudreuil_interferes = { can_play() { - let n = 0; + let n = 0 for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) { if (is_piece_unbesieged(p)) if (!game.events.no_fr_naval || piece_space(p) !== LOUISBOURG) - ++n; + ++n } - return n >= 2; + return n >= 2 }, play() { - game.state = 'governor_vaudreuil_interferes'; - game.count = 1; - game.swap = 0; + game.state = 'governor_vaudreuil_interferes' + game.count = 1 + game.swap = 0 }, } @@ -7530,41 +7530,41 @@ states.governor_vaudreuil_interferes = { prompt() { if (game.count > 0) { if (game.swap) { - view.prompt = `Governor Vaudreuil Interferes: Reverse location of ${piece_name(game.swap)} and another French leader.`; - view.who = game.swap; + view.prompt = `Governor Vaudreuil Interferes: Reverse location of ${piece_name(game.swap)} and another French leader.` + view.who = game.swap } else { - view.prompt = "Governor Vaudreuil Interferes: Reverse location of two French leaders."; + view.prompt = "Governor Vaudreuil Interferes: Reverse location of two French leaders." } for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) { if (is_piece_unbesieged(p)) if (!game.events.no_fr_naval || piece_space(p) !== LOUISBOURG) if (p !== game.swap) - gen_action_piece(p); + gen_action_piece(p) } } else { - view.prompt = "Governor Vaudreuil Interferes \u2014 done."; - gen_action_next(); + view.prompt = "Governor Vaudreuil Interferes \u2014 done." + gen_action_next() } }, piece(p) { if (game.swap) { - push_undo(); - let a = game.swap; - delete game.swap; - let a_loc = piece_space(a); - let p_loc = piece_space(p); - move_piece_to(a, p_loc); - move_piece_to(p, a_loc); - log(`${piece_name(a)} moved to ${space_name(p_loc)}.`); - log(`${piece_name(p)} moved to ${space_name(a_loc)}.`); - game.count = 0; + push_undo() + let a = game.swap + delete game.swap + let a_loc = piece_space(a) + let p_loc = piece_space(p) + move_piece_to(a, p_loc) + move_piece_to(p, a_loc) + log(`${piece_name(a)} moved to ${space_name(p_loc)}.`) + log(`${piece_name(p)} moved to ${space_name(a_loc)}.`) + game.count = 0 } else { - push_undo(); - game.swap = p; + push_undo() + game.swap = p } }, next() { - end_action_phase(); + end_action_phase() } } @@ -7572,160 +7572,160 @@ events.small_pox = { can_play() { for (let s = first_space; s <= last_space; ++s) if (count_enemy_units_in_space(s) > 4) - return true; - return false; + return true + return false }, play() { - game.state = 'small_pox'; + game.state = 'small_pox' }, } states.small_pox = { prompt() { - view.prompt = "Small Pox: Choose a space with more than 4 units."; + view.prompt = "Small Pox: Choose a space with more than 4 units." for (let s = first_space; s <= last_space; ++s) if (count_enemy_units_in_space(s) > 4) - gen_action_space(s); + gen_action_space(s) }, space(s) { - clear_undo(); // rolling die - log(`Small Pox at ${space_name(s)}.`); - let roll = roll_die(); + clear_undo() // rolling die + log(`Small Pox at ${space_name(s)}.`) + let roll = roll_die() if (count_enemy_units_in_space(s) > 8) { - game.count = roll; + game.count = roll } else { - game.count = Math.ceil(roll / 2); + game.count = Math.ceil(roll / 2) } - log(`Must eliminate ${game.count} steps.`); - clear_undo(); - game.state = 'small_pox_eliminate_steps'; - game.small_pox = s; - set_active_enemy(); + log(`Must eliminate ${game.count} steps.`) + clear_undo() + game.state = 'small_pox_eliminate_steps' + game.small_pox = s + set_active_enemy() }, } states.small_pox_eliminate_steps = { inactive() { - inactive_prompt("small pox", 0, game.small_pox); + inactive_prompt("small pox", 0, game.small_pox) }, prompt() { - let done = true; + let done = true if (game.count > 0) { for_each_friendly_unit_in_space(game.small_pox, p => { if (!is_unit_reduced(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } - }); + }) if (done) { for_each_friendly_unit_in_space(game.small_pox, p => { if (is_unit_reduced(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } - }); + }) } } if (done) { - view.prompt = `Small Pox at ${space_name(game.small_pox)} \u2014 done.`; - gen_action_next(); + view.prompt = `Small Pox at ${space_name(game.small_pox)} \u2014 done.` + gen_action_next() } else { - view.prompt = `Small Pox at ${space_name(game.small_pox)}: Eliminate steps \u2014 ${game.count} left.`; + view.prompt = `Small Pox at ${space_name(game.small_pox)}: Eliminate steps \u2014 ${game.count} left.` } }, piece(p) { - push_undo(); - game.count --; - reduce_unit(p, false); + push_undo() + game.count -- + reduce_unit(p, false) }, next() { if (has_friendly_indians(game.small_pox)) { - clear_undo(); - game.state = 'small_pox_remove_indians'; + clear_undo() + game.state = 'small_pox_remove_indians' } else { - end_small_pox(); + end_small_pox() } }, } states.small_pox_remove_indians = { inactive() { - inactive_prompt("small pox", 0, game.small_pox); + inactive_prompt("small pox", 0, game.small_pox) }, prompt() { - view.prompt = `Small Pox at ${space_name(game.small_pox)}: Remove all indians.`; + view.prompt = `Small Pox at ${space_name(game.small_pox)}: Remove all indians.` for_each_friendly_unit_in_space(game.small_pox, p => { if (is_indian(p)) - gen_action_piece(p); - }); + gen_action_piece(p) + }) }, piece(p) { - eliminate_piece(p, false); + eliminate_piece(p, false) if (!has_friendly_indians(game.small_pox)) - end_small_pox(); + end_small_pox() }, } function end_small_pox() { - delete game.small_pox; - set_active_enemy(); - end_action_phase(); + delete game.small_pox + set_active_enemy() + end_action_phase() } events.courier_intercepted = { can_play() { - return enemy_player.hand.length > 0; + return enemy_player.hand.length > 0 }, play() { - let roll = roll_die(); + let roll = roll_die() if (roll >= 3) { - let i = random(enemy_player.hand.length); - let c = enemy_player.hand[i]; - enemy_player.hand.splice(i, 1); - player.hand.push(c); - log(`Stole ${card_name(c)}.`); + let i = random(enemy_player.hand.length) + let c = enemy_player.hand[i] + enemy_player.hand.splice(i, 1) + player.hand.push(c) + log(`Stole ${card_name(c)}.`) } else { - log("No effect."); + log("No effect.") } - end_action_phase(); + end_action_phase() }, } events.françois_bigot = { can_play() { - return enemy_player.hand.length > 0; + return enemy_player.hand.length > 0 }, play() { - let i = random(enemy_player.hand.length); - let c = enemy_player.hand[i]; - enemy_player.hand.splice(i, 1); - game.discard.push(c); - log(`France discarded ${card_name(c)}.`); - end_action_phase(); + let i = random(enemy_player.hand.length) + let c = enemy_player.hand[i] + enemy_player.hand.splice(i, 1) + game.discard.push(c) + log(`France discarded ${card_name(c)}.`) + end_action_phase() }, } -const british_ministerial_crisis_cards = [ 47, 48, 54, 57, 58, 59, 60, 61, 63, 64 ]; +const british_ministerial_crisis_cards = [ 47, 48, 54, 57, 58, 59, 60, 61, 63, 64 ] events.british_ministerial_crisis = { can_play() { - return enemy_player.hand.length > 0; + return enemy_player.hand.length > 0 }, play() { - clear_undo(); - let n = 0; + clear_undo() + let n = 0 for (let i = 0; i < enemy_player.hand.length; ++i) { - let c = enemy_player.hand[i]; + let c = enemy_player.hand[i] if (british_ministerial_crisis_cards.includes(c)) - ++n; + ++n } if (n > 0) { - set_active_enemy(); - game.state = 'british_ministerial_crisis'; - game.count = 1; + set_active_enemy() + game.state = 'british_ministerial_crisis' + game.count = 1 } else { - log("British player has none of the listed cards in hand."); - end_action_phase(); + log("British player has none of the listed cards in hand.") + end_action_phase() } }, } @@ -7733,488 +7733,488 @@ events.british_ministerial_crisis = { states.british_ministerial_crisis = { prompt() { if (game.count > 0) { - view.prompt = "British Ministerial Crisis: Discard a British Regulars, Highlanders, Light Infantry, Transports, or Victories card."; + view.prompt = "British Ministerial Crisis: Discard a British Regulars, Highlanders, Light Infantry, Transports, or Victories card." for (let i = 0; i < player.hand.length; ++i) { - let c = player.hand[i]; + let c = player.hand[i] if (british_ministerial_crisis_cards.includes(c)) - gen_action_discard(c); + gen_action_discard(c) } } else { - view.prompt = "British Ministerial Crisis \u2014 done."; - gen_action_next(); + view.prompt = "British Ministerial Crisis \u2014 done." + gen_action_next() } }, card(c) { - push_undo(); - game.count = 0; - discard_card(c); + push_undo() + game.count = 0 + discard_card(c) }, next() { - set_active_enemy(); - end_action_phase(); + set_active_enemy() + end_action_phase() } } function count_southern_provincials() { - let n = 0; + let n = 0 for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) if (is_piece_on_map(p)) - ++n; - return n; + ++n + return n } function count_northern_provincials() { - let n = 0; + let n = 0 for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) if (is_piece_on_map(p)) - ++n; - return n; + ++n + return n } function count_unbesieged_southern_provincials() { - let n = 0; + let n = 0 for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) if (is_piece_on_map(p) && is_piece_unbesieged(p)) - ++n; - return n; + ++n + return n } function count_unbesieged_northern_provincials() { - let n = 0; + let n = 0 for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) if (is_piece_on_map(p) && is_piece_unbesieged(p)) - ++n; - return n; + ++n + return n } function count_reduced_unbesieged_southern_provincials() { - let n = 0; + let n = 0 for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) if (is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p)) - ++n; - return n; + ++n + return n } function count_reduced_unbesieged_northern_provincials() { - let n = 0; + let n = 0 for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) if (is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p)) - ++n; - return n; + ++n + return n } events.stingy_provincial_assembly = { can_play() { if (game.pa === ENTHUSIASTIC) - return false; - let num_n = count_unbesieged_northern_provincials(); - let num_s = count_unbesieged_southern_provincials(); - return (num_n + num_s) > 0; + return false + let num_n = count_unbesieged_northern_provincials() + let num_s = count_unbesieged_southern_provincials() + return (num_n + num_s) > 0 }, play() { - let num_n = count_unbesieged_northern_provincials(); - let num_s = count_unbesieged_southern_provincials(); + let num_n = count_unbesieged_northern_provincials() + let num_s = count_unbesieged_southern_provincials() if (num_n > 0 && num_s === 0) { - goto_stingy_provincial_assembly('northern'); + goto_stingy_provincial_assembly('northern') } else if (num_n === 0 && num_s > 0) { - goto_stingy_provincial_assembly('southern'); + goto_stingy_provincial_assembly('southern') } else { - game.state = 'stingy_provincial_assembly_department'; - game.count = 1; + game.state = 'stingy_provincial_assembly_department' + game.count = 1 } } } states.stingy_provincial_assembly_department = { prompt() { - view.prompt = "Stingy Provincial Assembly: Choose a department."; - gen_action('northern'); - gen_action('southern'); + view.prompt = "Stingy Provincial Assembly: Choose a department." + gen_action('northern') + gen_action('southern') }, northern() { - goto_stingy_provincial_assembly('northern'); + goto_stingy_provincial_assembly('northern') }, southern() { - goto_stingy_provincial_assembly('southern'); + goto_stingy_provincial_assembly('southern') }, } function goto_stingy_provincial_assembly(dept) { - clear_undo(); - set_active_enemy(); - game.state = 'stingy_provincial_assembly'; - game.department = dept; - game.count = 1; + clear_undo() + set_active_enemy() + game.state = 'stingy_provincial_assembly' + game.department = dept + game.count = 1 } states.stingy_provincial_assembly = { prompt() { if (game.count > 0) { - view.prompt = `Stingy Provincial Assembly: Remove a ${game.department} provincial unit.`; + view.prompt = `Stingy Provincial Assembly: Remove a ${game.department} provincial unit.` if (game.department === 'northern') { for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) if (is_piece_unbesieged(p)) - gen_action_piece(p); + gen_action_piece(p) } else { for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) if (is_piece_unbesieged(p)) - gen_action_piece(p); + gen_action_piece(p) } } else { - view.prompt = `Stingy Provincial Assembly \u2014 done.`; - gen_action_next(); + view.prompt = `Stingy Provincial Assembly \u2014 done.` + gen_action_next() } }, piece(p) { - push_undo(); - game.count = 0; - eliminate_piece(p); + push_undo() + game.count = 0 + eliminate_piece(p) }, next() { - set_active_enemy(); - end_action_phase(); + set_active_enemy() + end_action_phase() }, } events.british_colonial_politics = { can_play() { if (game.active === FRANCE) - return game.pa > 0; - return game.pa < 2; + return game.pa > 0 + return game.pa < 2 }, play() { if (game.active === FRANCE) { - game.pa -= 1; - log(`Provincial Assemblies reduced to ${pa_name()}.`); - goto_british_colonial_politics(); + game.pa -= 1 + log(`Provincial Assemblies reduced to ${pa_name()}.`) + goto_british_colonial_politics() } else { - game.pa += 1; - log(`Provincial Assemblies increased to ${pa_name()}.`); - end_action_phase(); + game.pa += 1 + log(`Provincial Assemblies increased to ${pa_name()}.`) + end_action_phase() } }, } function pa_name() { switch (game.pa) { - case RELUCTANT: return "Reluctant"; - case SUPPORTIVE: return "Supportive"; - case ENTHUSIASTIC: return "Enthusiastic"; + case RELUCTANT: return "Reluctant" + case SUPPORTIVE: return "Supportive" + case ENTHUSIASTIC: return "Enthusiastic" } } -const southern_provincial_limit = [ 2, 4, 6 ]; -const northern_provincial_limit = [ 6, 10, 18 ]; +const southern_provincial_limit = [ 2, 4, 6 ] +const northern_provincial_limit = [ 6, 10, 18 ] function goto_british_colonial_politics() { if (game.pa < ENTHUSIASTIC) { - let num_s = count_southern_provincials(); - let num_n = count_northern_provincials(); - let max_n = northern_provincial_limit[game.pa]; - let max_s = southern_provincial_limit[game.pa]; + let num_s = count_southern_provincials() + let num_n = count_northern_provincials() + let max_n = northern_provincial_limit[game.pa] + let max_s = southern_provincial_limit[game.pa] if (num_s > max_s || num_n > max_n) { - clear_undo(); - set_active_enemy(); - game.state = 'british_colonial_politics'; - return; + clear_undo() + set_active_enemy() + game.state = 'british_colonial_politics' + return } } - end_action_phase(); + end_action_phase() } states.british_colonial_politics = { prompt() { - let num_s = count_southern_provincials(); - let num_n = count_northern_provincials(); - let max_n = northern_provincial_limit[game.pa]; - let max_s = southern_provincial_limit[game.pa]; - let done = true; + let num_s = count_southern_provincials() + let num_n = count_northern_provincials() + let max_n = northern_provincial_limit[game.pa] + let max_s = southern_provincial_limit[game.pa] + let done = true if (num_s > max_s) { for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) { if (is_piece_unbesieged(p)) { - gen_action_piece(p); - done = false; + gen_action_piece(p) + done = false } } } if (num_n > max_n) { for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) { if (is_piece_unbesieged(p)) { - gen_action_piece(p); - done = false; + gen_action_piece(p) + done = false } } } if (done) { - view.prompt = `British Colonial Politics \u2014 done.`; - gen_action_next(); + view.prompt = `British Colonial Politics \u2014 done.` + gen_action_next() } else { - view.prompt = `British Colonial Politics: Remove provincials over limit \u2014 ${num_s}/${max_s} southern, ${num_n}/${max_n} northern.`; + view.prompt = `British Colonial Politics: Remove provincials over limit \u2014 ${num_s}/${max_s} southern, ${num_n}/${max_n} northern.` } }, piece(p) { - push_undo(); - eliminate_piece(p); + push_undo() + eliminate_piece(p) }, next() { - set_active_enemy(); - end_action_phase(); + set_active_enemy() + end_action_phase() }, } function can_raise_southern_provincial_regiments() { - let num = count_southern_provincials(); - let max = southern_provincial_limit[game.pa]; - return num < max; + let num = count_southern_provincials() + let max = southern_provincial_limit[game.pa] + return num < max } function can_raise_northern_provincial_regiments() { - let num = count_northern_provincials(); - let max = northern_provincial_limit[game.pa]; - return num < max; + let num = count_northern_provincials() + let max = northern_provincial_limit[game.pa] + return num < max } function can_restore_southern_provincial_regiments() { - return count_reduced_unbesieged_southern_provincials() > 0; + return count_reduced_unbesieged_southern_provincials() > 0 } function can_restore_northern_provincial_regiments() { - return count_reduced_unbesieged_northern_provincials() > 0; + return count_reduced_unbesieged_northern_provincials() > 0 } events.raise_provincial_regiments = { can_play() { if (game.pa === RELUCTANT) - return false; + return false if (can_raise_northern_provincial_regiments() || can_restore_northern_provincial_regiments()) - return true; + return true if (can_raise_southern_provincial_regiments() || can_restore_southern_provincial_regiments()) - return true; - return false; + return true + return false }, play() { - game.state = 'raise_provincial_regiments_where'; + game.state = 'raise_provincial_regiments_where' }, } states.raise_provincial_regiments_where = { prompt() { - view.prompt = "Raise Provincial Regiments in which department?"; + view.prompt = "Raise Provincial Regiments in which department?" if (can_raise_northern_provincial_regiments() || can_restore_northern_provincial_regiments()) - gen_action('northern'); + gen_action('northern') if (can_raise_southern_provincial_regiments() || can_restore_southern_provincial_regiments()) - gen_action('southern'); + gen_action('southern') }, northern() { - push_undo(); - let num = count_northern_provincials(); - let max = northern_provincial_limit[game.pa]; - game.state = 'raise_provincial_regiments'; - game.count = clamp(max - num, 0, 4); - game.department = 'northern'; - game.did_raise = 0; + push_undo() + let num = count_northern_provincials() + let max = northern_provincial_limit[game.pa] + game.state = 'raise_provincial_regiments' + game.count = clamp(max - num, 0, 4) + game.department = 'northern' + game.did_raise = 0 if (game.count === 0) - goto_restore_provincial_regiments(); + goto_restore_provincial_regiments() }, southern() { - push_undo(); - let num = count_southern_provincials(); - let max = southern_provincial_limit[game.pa]; - game.state = 'raise_provincial_regiments'; - game.count = clamp(max - num, 0, 2); - game.department = 'southern'; - game.did_raise = 0; + push_undo() + let num = count_southern_provincials() + let max = southern_provincial_limit[game.pa] + game.state = 'raise_provincial_regiments' + game.count = clamp(max - num, 0, 2) + game.department = 'southern' + game.did_raise = 0 if (game.count === 0) - goto_restore_provincial_regiments(); + goto_restore_provincial_regiments() }, } states.raise_provincial_regiments = { prompt() { - let done = true; + let done = true if (!game.did_raise) { if (game.department === 'northern' && can_restore_northern_provincial_regiments()) { - done = false; - gen_action('restore'); + done = false + gen_action('restore') } if (game.department === 'southern' && can_restore_southern_provincial_regiments()) { - done = false; - gen_action('restore'); + done = false + gen_action('restore') } } if (game.count > 0) { if (game.department === 'northern') { for (let s = first_northern_department; s <= last_northern_department; ++s) { if (has_unbesieged_friendly_fortifications(s)) { - done = false; - gen_action_space(s); + done = false + gen_action_space(s) } } } if (game.department === 'southern') { for (let s = first_southern_department; s <= last_southern_department; ++s) { if (has_unbesieged_friendly_fortifications(s)) { - done = false; - gen_action_space(s); + done = false + gen_action_space(s) } } } } if (done) { - view.prompt = `Raise Provincial Regiments \u2014 done.`; - gen_action_next(); + view.prompt = `Raise Provincial Regiments \u2014 done.` + gen_action_next() } else { if (game.did_raise) - view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left).`; + view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left).` else - view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left) or restore all to full.`; + view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left) or restore all to full.` } }, restore() { - push_undo(); - goto_restore_provincial_regiments(); + push_undo() + goto_restore_provincial_regiments() }, space(s) { - push_undo(); - let p = find_unused_provincial(game.department); - place_piece(p, s); - game.count --; - game.did_raise = 1; + push_undo() + let p = find_unused_provincial(game.department) + place_piece(p, s) + game.count -- + game.did_raise = 1 }, next() { - delete game.did_raise; - delete game.department; - end_action_phase(); + delete game.did_raise + delete game.department + end_action_phase() } } function goto_restore_provincial_regiments() { - game.count = 0; - delete game.did_raise; + game.count = 0 + delete game.did_raise if (game.department === 'northern') { - delete game.department; - goto_restore_units("Northern Provincials", first_northern_provincial, last_northern_provincial); + delete game.department + goto_restore_units("Northern Provincials", first_northern_provincial, last_northern_provincial) } else { - delete game.department; - goto_restore_units("Southern Provincials", first_southern_provincial, last_southern_provincial); + delete game.department + goto_restore_units("Southern Provincials", first_southern_provincial, last_southern_provincial) } } function is_card_removed(card) { - return game.removed.includes(card); + return game.removed.includes(card) } events.quiberon_bay = { can_play() { if (is_card_removed(LOUISBOURG_SQUADRONS)) - return true; + return true if (is_friendly_controlled_space(LOUISBOURG)) - return true; + return true if (game.year > 1759) - return true; - return false; + return true + return false }, play() { - game.events.quiberon = 1; - delete game.events.diplo; - end_action_phase(); + game.events.quiberon = 1 + delete game.events.diplo + end_action_phase() }, } function is_friendly_siege(space) { if (has_friendly_fort(space)) - return true; + return true if (is_fortress(space)) - return has_unbesieged_enemy_units(space); - return false; + return has_unbesieged_enemy_units(space) + return false } events.bastions_repaired = { can_play() { - let result = false; + let result = false for_each_siege((space, level) => { if (level > 0 && is_friendly_siege(space)) - result = true; - }); - return result; + result = true + }) + return result }, play() { - game.state = 'bastions_repaired'; - game.count = 1; + game.state = 'bastions_repaired' + game.count = 1 }, } states.bastions_repaired = { prompt() { if (game.count > 0) { - view.prompt = "Bastions Repaired: Replace a siege 1 or siege 2 marker on the map with siege 0."; + view.prompt = "Bastions Repaired: Replace a siege 1 or siege 2 marker on the map with siege 0." for_each_siege((space, level) => { if (level > 0 && is_friendly_siege(space)) - gen_action_space(space); - }); + gen_action_space(space) + }) } else { - view.prompt = "Bastions Repaired \u2014 done."; - gen_action_next(); + view.prompt = "Bastions Repaired \u2014 done." + gen_action_next() } }, space(s) { - push_undo(); - log(`Replaced siege marker at ${space_name(s)} with siege 0.`); - game.sieges[s] = 0; - game.count = 0; + push_undo() + log(`Replaced siege marker at ${space_name(s)} with siege 0.`) + game.sieges[s] = 0 + game.count = 0 }, next() { - end_action_phase(); + end_action_phase() }, } function is_colonial_recruit(p) { - return is_coureurs(p) || is_ranger(p) || is_light_infantry(p) || is_provincial(p); + return is_coureurs(p) || is_ranger(p) || is_light_infantry(p) || is_provincial(p) } events.colonial_recruits = { can_play() { - let n = 0; + let n = 0 for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_colonial_recruit(p) && is_piece_unbesieged(p) && is_unit_reduced(p)) - ++n; - return n > 0; + ++n + return n > 0 }, play() { - clear_undo(); // rolling die - let roll = roll_die(); - game.state = 'colonial_recruits'; - game.count = roll; + clear_undo() // rolling die + let roll = roll_die() + game.state = 'colonial_recruits' + game.count = roll }, } states.colonial_recruits = { prompt() { - let done = true; + let done = true if (game.count > 0) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_colonial_recruit(p)) { if (can_restore_unit(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } } if (done) { - view.prompt = `Colonial Recruits \u2014 done.`; - gen_action_next(); + view.prompt = `Colonial Recruits \u2014 done.` + gen_action_next() } else { - view.prompt = `Colonial Recruits: Restore ${game.count} reduced colonial recruits.`; + view.prompt = `Colonial Recruits: Restore ${game.count} reduced colonial recruits.` } }, piece(p) { - push_undo(); - restore_unit(p); - game.count --; + push_undo() + restore_unit(p) + game.count -- }, next() { - end_action_phase(); + end_action_phase() }, } @@ -8222,75 +8222,75 @@ function has_unbesieged_reduced_regular_or_light_infantry_units() { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_regular(p) || is_light_infantry(p)) if (is_piece_unbesieged(p) && is_unit_reduced(p)) - return true; - return false; + return true + return false } events.troop_transports_and_local_enlistments = { can_play() { if (game.active === FRANCE) { if (game.events.quiberon) - return false; + return false if (is_british_controlled_space(QUEBEC)) - return false; + return false } - return has_unbesieged_reduced_regular_or_light_infantry_units(); + return has_unbesieged_reduced_regular_or_light_infantry_units() }, play() { - game.state = 'restore_regular_or_light_infantry_units'; + game.state = 'restore_regular_or_light_infantry_units' if (game.active === FRANCE) - game.count = 3; + game.count = 3 else - game.count = 6; + game.count = 6 }, } events.victories_in_germany_release_troops_and_finances_for_new_world = { can_play() { if (game.year <= 1755) - return false; + return false if (game.active === FRANCE) { if (game.events.quiberon) - return false; + return false if (is_british_controlled_space(QUEBEC)) - return false; + return false } - return has_unbesieged_reduced_regular_or_light_infantry_units(); + return has_unbesieged_reduced_regular_or_light_infantry_units() }, play() { - clear_undo(); - game.state = 'restore_regular_or_light_infantry_units'; - game.count = roll_die(); + clear_undo() + game.state = 'restore_regular_or_light_infantry_units' + game.count = roll_die() }, } states.restore_regular_or_light_infantry_units = { prompt() { - let done = true; + let done = true if (game.count > 0) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_regular(p) || is_light_infantry(p)) { if (can_restore_unit(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } } if (done) { - view.prompt = `Restore reduced regular or light infantry \u2014 done.`; - gen_action_next(); + view.prompt = `Restore reduced regular or light infantry \u2014 done.` + gen_action_next() } else { - view.prompt = `Restore ${game.count} reduced regular or light infantry.`; + view.prompt = `Restore ${game.count} reduced regular or light infantry.` } }, piece(p) { - push_undo(); - restore_unit(p); - game.count --; + push_undo() + restore_unit(p) + game.count -- }, next() { - end_action_phase(); + end_action_phase() }, } @@ -8299,34 +8299,34 @@ events.call_out_militias = { if (game.active === FRANCE) { for (let p = first_french_militia; p <= last_french_militia; ++p) if (is_piece_unused(p) || is_unit_reduced(p)) - return true; + return true } else { for (let p = first_british_militia; p <= last_british_militia; ++p) if (is_piece_unused(p) || is_unit_reduced(p)) - return true; + return true } - return false; + return false }, play() { - game.state = 'call_out_militias'; - game.count = 2; + game.state = 'call_out_militias' + game.count = 2 } } states.call_out_militias = { prompt() { - let done = true; + let done = true if (game.count === 2) { if (game.active === BRITAIN) { if (find_unused_friendly_militia()) { - done = false; - gen_action_space(SOUTHERN_COLONIAL_MILITIAS); - gen_action_space(NORTHERN_COLONIAL_MILITIAS); + done = false + gen_action_space(SOUTHERN_COLONIAL_MILITIAS) + gen_action_space(NORTHERN_COLONIAL_MILITIAS) } } else { if (find_unused_friendly_militia()) { - done = false; - gen_action_space(ST_LAWRENCE_CANADIAN_MILITIAS); + done = false + gen_action_space(ST_LAWRENCE_CANADIAN_MILITIAS) } } } @@ -8334,61 +8334,61 @@ states.call_out_militias = { if (game.active === BRITAIN) { for (let p = first_british_militia; p <= last_british_militia; ++p) { if (is_piece_on_map(p) && is_unit_reduced(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } else { for (let p = first_french_militia; p <= last_french_militia; ++p) { if (is_piece_on_map(p) && is_unit_reduced(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } } if (done) { - view.prompt = `Call Out Militias \u2014 done.`; - gen_action_next(); + view.prompt = `Call Out Militias \u2014 done.` + gen_action_next() } else { if (game.count < 2) - view.prompt = `Call Out Militias: Restore another militia to full strength.`; + view.prompt = `Call Out Militias: Restore another militia to full strength.` else - view.prompt = `Call Out Militias: Place one militia into a militia box, or restore 2 to full strength.`; + view.prompt = `Call Out Militias: Place one militia into a militia box, or restore 2 to full strength.` } }, space(s) { - push_undo(); - let p = find_unused_friendly_militia(); - place_piece(p, s); - game.count -= 2; + push_undo() + let p = find_unused_friendly_militia() + place_piece(p, s) + game.count -= 2 }, piece(p) { - push_undo(); - restore_unit(p); - game.count -= 1; + push_undo() + restore_unit(p) + game.count -= 1 }, next() { - end_action_phase(); + end_action_phase() }, } events.rangers = { play() { - game.state = 'rangers'; - game.count = 2; + game.state = 'rangers' + game.count = 2 } } states.rangers = { prompt() { - let done = true; + let done = true if (game.count === 2) { if (find_unused_ranger()) { for (let s = first_space; s <= last_space; ++s) { if (has_unbesieged_friendly_fortifications(s)) { - done = false; - gen_action_space(s); + done = false + gen_action_space(s) } } @@ -8398,62 +8398,62 @@ states.rangers = { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_ranger(p)) { if (can_restore_unit(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } } } if (done) { - view.prompt = `Rangers \u2014 done.`; - gen_action_next(); + view.prompt = `Rangers \u2014 done.` + gen_action_next() } else { if (game.count < 2) - view.prompt = `Rangers: Restore another ranger to full strength.`; + view.prompt = `Rangers: Restore another ranger to full strength.` else - view.prompt = `Rangers: Place a ranger at a fortification, or restore 2 to full strength.`; + view.prompt = `Rangers: Place a ranger at a fortification, or restore 2 to full strength.` } }, space(s) { - push_undo(); - let p = find_unused_ranger(); - place_piece(p, s); - game.count -= 2; + push_undo() + let p = find_unused_ranger() + place_piece(p, s) + game.count -= 2 }, piece(p) { - push_undo(); - restore_unit(p); - game.count -= 1; + push_undo() + restore_unit(p) + game.count -= 1 }, next() { - end_action_phase(); + end_action_phase() }, } events.french_regulars = { can_play() { if (game.events.french_regulars) - return false; + return false if (game.events.quiberon) - return false; + return false if (!has_british_units(QUEBEC)) - return true; + return true if (!has_british_units(LOUISBOURG) && !has_amphib(LOUISBOURG)) - return true; - return false; + return true + return false }, play() { - game.state = 'french_regulars'; + game.state = 'french_regulars' if (game.events.once_french_regulars) { - game.leader = 1; - move_piece_to(MONTCALM, leader_box(MONTCALM)); - move_piece_to(LEVIS, leader_box(LEVIS)); - move_piece_to(BOUGAINVILLE, leader_box(BOUGAINVILLE)); - delete game.events.once_french_regulars; + game.leader = 1 + move_piece_to(MONTCALM, leader_box(MONTCALM)) + move_piece_to(LEVIS, leader_box(LEVIS)) + move_piece_to(BOUGAINVILLE, leader_box(BOUGAINVILLE)) + delete game.events.once_french_regulars } - game.count = 2; + game.count = 2 if (game.options.regulars_vp && game.year <= 1756) - award_vp(-1); + award_vp(-1) } } @@ -8461,180 +8461,180 @@ states.french_regulars = { prompt() { if (game.count > 0) { if (game.leader) - view.prompt = `French Regulars: Place Montcalm, Lévis, Bougainville and two regulars at either Québec or Louisbourg.`; + view.prompt = `French Regulars: Place Montcalm, Lévis, Bougainville and two regulars at either Québec or Louisbourg.` else - view.prompt = `French Regulars: Place two regulars at either Québec or Louisbourg.`; + view.prompt = `French Regulars: Place two regulars at either Québec or Louisbourg.` } else { - view.prompt = `French Regulars \u2014 done.`; + view.prompt = `French Regulars \u2014 done.` } if (game.count > 0) { if (!has_british_units(QUEBEC)) - gen_action_space(QUEBEC); + gen_action_space(QUEBEC) if (!has_british_units(LOUISBOURG) && !has_amphib(LOUISBOURG)) - gen_action_space(LOUISBOURG); + gen_action_space(LOUISBOURG) } else { - gen_action_next(); + gen_action_next() } }, space(s) { - push_undo(); + push_undo() if (game.leader) { - place_piece(MONTCALM, s); - place_piece(LEVIS, s); - place_piece(BOUGAINVILLE, s); + place_piece(MONTCALM, s) + place_piece(LEVIS, s) + place_piece(BOUGAINVILLE, s) } for (let p = first_french_regular; p <= last_french_regular && game.count > 0; ++p) { if (is_piece_unused(p)) { - place_piece(p, s); - --game.count; + place_piece(p, s) + --game.count } } - game.count = 0; + game.count = 0 }, next() { - game.events.french_regulars = 1; - delete game.leader; - end_action_phase(); + game.events.french_regulars = 1 + delete game.leader + end_action_phase() }, } events.light_infantry = { play() { - clear_undo(); // drawing leader from pool - game.state = 'light_infantry'; - game.count = 2; - game.leader = draw_leader_from_pool(); + clear_undo() // drawing leader from pool + game.state = 'light_infantry' + game.count = 2 + game.leader = draw_leader_from_pool() } } states.light_infantry = { prompt() { if (game.leader) { - view.prompt = `Light Infantry: Place ${piece_name(game.leader)} at any fortress.`; - view.who = game.leader; + view.prompt = `Light Infantry: Place ${piece_name(game.leader)} at any fortress.` + view.who = game.leader } else { if (game.count > 0) - view.prompt = `Light Infantry: Place ${game.count} light infantry at any fortresses.`; + view.prompt = `Light Infantry: Place ${game.count} light infantry at any fortresses.` else - view.prompt = `Light Infantry \u2014 done.`; + view.prompt = `Light Infantry \u2014 done.` } if (game.count > 0) { for (let s = first_space; s <= last_space; ++s) { if (has_unbesieged_friendly_fortress(s)) { - gen_action_space(s); + gen_action_space(s) } } } if (game.count === 0) - gen_action_next(); + gen_action_next() }, space(s) { - push_undo(); + push_undo() if (game.leader) { - place_piece(game.leader, s); - game.leader = 0; + place_piece(game.leader, s) + game.leader = 0 } else { - let p = find_unused_light_infantry(); + let p = find_unused_light_infantry() if (p) { - place_piece(p, s); - game.count --; + place_piece(p, s) + game.count -- } else { - log("No more Light Infantry units available."); - game.count = 0; + log("No more Light Infantry units available.") + game.count = 0 } } }, next() { - end_british_reinforcement(); + end_british_reinforcement() }, } function can_place_in_british_ports() { for (let i = 0; i < ports.length; ++i) if (is_british_controlled_space(ports[i])) - return true; - return game.amphib.length > 0; + return true + return game.amphib.length > 0 } events.british_regulars = { can_play() { if (game.events.british_regulars) - return false; - return can_place_in_british_ports(); + return false + return can_place_in_british_ports() }, play() { - clear_undo(); // drawing leader from pool - game.state = 'british_regulars'; - game.count = 3; - game.leader = draw_leader_from_pool(); + clear_undo() // drawing leader from pool + game.state = 'british_regulars' + game.count = 3 + game.leader = draw_leader_from_pool() if (game.options.regulars_vp && game.year <= 1756) - award_vp(-1); + award_vp(-1) } } states.british_regulars = { prompt() { if (game.leader) { - view.prompt = `British Regulars: Place ${piece_name(game.leader)} at any port.`; - view.who = game.leader; + view.prompt = `British Regulars: Place ${piece_name(game.leader)} at any port.` + view.who = game.leader } else { if (game.count > 0) - view.prompt = `British Regulars: Place ${game.count} regulars at any ports.`; + view.prompt = `British Regulars: Place ${game.count} regulars at any ports.` else - view.prompt = `British Regulars \u2014 done.`; + view.prompt = `British Regulars \u2014 done.` } if (game.count > 0) { for_each_british_controlled_port_and_amphib(s => { if (can_place_in_space(s)) - gen_action_space(s); - }); + gen_action_space(s) + }) } else { - gen_action_next(); + gen_action_next() } }, space(s) { - push_undo(); + push_undo() if (game.leader) { - place_piece(game.leader, s); - game.leader = 0; + place_piece(game.leader, s) + game.leader = 0 } else { - let p = find_unused_british_regular(); + let p = find_unused_british_regular() if (p) { - place_piece(p, s); - game.count --; + place_piece(p, s) + game.count -- } else { - game.count = 0; + game.count = 0 } } }, next() { - game.events.british_regulars = 1; - end_british_reinforcement(); + game.events.british_regulars = 1 + end_british_reinforcement() }, } events.highlanders = { can_play() { if (game.events.pitt || game.year > 1758) - return can_place_in_british_ports(); - return false; + return can_place_in_british_ports() + return false }, play(card) { - clear_undo(); // drawing leader from pool - game.state = 'highlanders'; - game.leader = []; + clear_undo() // drawing leader from pool + game.state = 'highlanders' + game.leader = [] if (card === 60) { - game.count = 4; + game.count = 4 for (let i = 0; i < 2; ++i) { - let p = draw_leader_from_pool(); + let p = draw_leader_from_pool() if (p) - game.leader.push(p); + game.leader.push(p) } } else { - game.count = 1; - let p = draw_leader_from_pool(); + game.count = 1 + let p = draw_leader_from_pool() if (p) - game.leader.push(p); + game.leader.push(p) } } } @@ -8642,41 +8642,41 @@ events.highlanders = { states.highlanders = { prompt() { if (game.leader.length > 0) { - let p = game.leader[0]; - view.prompt = `Highlanders: Place ${piece_name(p)} at any port.`; - view.who = p; + let p = game.leader[0] + view.prompt = `Highlanders: Place ${piece_name(p)} at any port.` + view.who = p } else { if (game.count > 0) - view.prompt = `Highlanders: Place ${game.count} highlanders at any ports.`; + view.prompt = `Highlanders: Place ${game.count} highlanders at any ports.` else - view.prompt = `Highlanders \u2014 done.`; + view.prompt = `Highlanders \u2014 done.` } if (game.count > 0) { for_each_british_controlled_port_and_amphib(s => { if (can_place_in_space(s)) - gen_action_space(s); - }); + gen_action_space(s) + }) } else { - gen_action_next(); + gen_action_next() } }, space(s) { - push_undo(); + push_undo() if (game.leader.length > 0) { - let p = game.leader.shift(); - place_piece(p, s); + let p = game.leader.shift() + place_piece(p, s) } else { - let p = find_unused_highland(); + let p = find_unused_highland() if (p) { - place_piece(p, s); - game.count --; + place_piece(p, s) + game.count -- } else { - game.count = 0; + game.count = 0 } } }, next() { - end_british_reinforcement(); + end_british_reinforcement() }, } @@ -8684,147 +8684,147 @@ events.royal_americans = { can_play() { for (let s = first_northern_department; s <= last_northern_department; ++s) if (has_unbesieged_friendly_fortress(s)) - return true; + return true for (let s = first_southern_department; s <= last_southern_department; ++s) if (has_unbesieged_friendly_fortress(s)) - return true; - return false; + return true + return false }, play() { - clear_undo(); // drawing leader from pool - game.state = 'royal_americans'; - game.count = 4; - game.leader = draw_leader_from_pool(); + clear_undo() // drawing leader from pool + game.state = 'royal_americans' + game.count = 4 + game.leader = draw_leader_from_pool() } } states.royal_americans = { prompt() { if (game.leader) { - let p = game.leader; - view.prompt = `Royal Americans: Place ${piece_name(p)} at any fortress in the departments.`; - view.who = p; + let p = game.leader + view.prompt = `Royal Americans: Place ${piece_name(p)} at any fortress in the departments.` + view.who = p } else { if (game.count > 0) - view.prompt = `Royal Americans: Place ${game.count} royal americans at any fortress in the departments.`; + view.prompt = `Royal Americans: Place ${game.count} royal americans at any fortress in the departments.` else - view.prompt = `Royal Americans \u2014 done.`; + view.prompt = `Royal Americans \u2014 done.` } if (game.count > 0) { for (let s = first_northern_department; s <= last_northern_department; ++s) if (has_unbesieged_friendly_fortress(s)) - gen_action_space(s); + gen_action_space(s) for (let s = first_southern_department; s <= last_southern_department; ++s) if (has_unbesieged_friendly_fortress(s)) - gen_action_space(s); + gen_action_space(s) } else { - gen_action_next(); + gen_action_next() } }, space(s) { - push_undo(); + push_undo() if (game.leader) { - place_piece(game.leader, s); - game.leader = 0; + place_piece(game.leader, s) + game.leader = 0 } else { - let p = find_unused_royal_american(); + let p = find_unused_royal_american() if (p) { - place_piece(p, s); - game.count --; + place_piece(p, s) + game.count -- } else { - game.count = 0; + game.count = 0 } } }, next() { - end_british_reinforcement(); + end_british_reinforcement() }, } events.acadians_expelled = { can_play() { if (game.options.acadians) - return true; - return game.active === BRITAIN; + return true + return game.active === BRITAIN }, play() { - game.state = 'acadians_expelled_place_regulars'; + game.state = 'acadians_expelled_place_regulars' }, } states.acadians_expelled_place_regulars = { inactive: 'Acadians expelled (place regulars)', prompt() { - view.prompt = "Acadians Expelled: Place two Regulars at Halifax."; - gen_action_space(HALIFAX); + view.prompt = "Acadians Expelled: Place two Regulars at Halifax." + gen_action_space(HALIFAX) }, space() { for (let i = 0; i < 2; ++i) { - let p = find_unused_british_regular(); - place_piece(p, HALIFAX); + let p = find_unused_british_regular() + place_piece(p, HALIFAX) } - clear_undo(); - game.acadians = game.active; - set_active(FRANCE); - game.state = 'acadians_expelled_place_coureurs'; + clear_undo() + game.acadians = game.active + set_active(FRANCE) + game.state = 'acadians_expelled_place_coureurs' }, } states.acadians_expelled_place_coureurs = { inactive: 'Acadians expelled (place coureurs)', prompt() { - view.prompt = "Acadians Expelled: Place a Coureurs unit at Québec or Louisbourg."; + view.prompt = "Acadians Expelled: Place a Coureurs unit at Québec or Louisbourg." if (!has_british_units(QUEBEC)) - gen_action_space(QUEBEC); + gen_action_space(QUEBEC) if (!has_british_units(LOUISBOURG)) - gen_action_space(LOUISBOURG); + gen_action_space(LOUISBOURG) if (has_british_units(QUEBEC) && has_british_units(LOUISBOURG)) - gen_action_pass(); + gen_action_pass() }, space(s) { - push_undo(); - let p = find_unused_coureurs(); + push_undo() + let p = find_unused_coureurs() if (p) - place_piece(p, s); - game.state = 'acadians_expelled_restore_coureurs_and_militia'; + place_piece(p, s) + game.state = 'acadians_expelled_restore_coureurs_and_militia' }, pass() { - set_active(game.acadians); - delete game.acadians; - end_action_phase(); + set_active(game.acadians) + delete game.acadians + end_action_phase() }, } states.acadians_expelled_restore_coureurs_and_militia = { inactive: 'Acadians expelled (restore coureurs and militia)', prompt() { - let done = true; + let done = true for (let p = first_french_militia; p <= last_french_militia; ++p) { if (can_restore_unit(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } for (let p = first_coureurs; p <= last_coureurs; ++p) { if (can_restore_unit(p)) { - done = false; - gen_action_piece(p); + done = false + gen_action_piece(p) } } if (done) { - view.prompt = "Acadians Expelled: Restore all Coureurs and Militia \u2014 done."; - gen_action_next(); + view.prompt = "Acadians Expelled: Restore all Coureurs and Militia \u2014 done." + gen_action_next() } else { - view.prompt = "Acadians Expelled: Restore all Coureurs and Militia."; + view.prompt = "Acadians Expelled: Restore all Coureurs and Militia." } }, piece(p) { - restore_unit(p); + restore_unit(p) }, next() { - set_active(game.acadians); - delete game.acadians; - end_action_phase(); + set_active(game.acadians) + delete game.acadians + end_action_phase() }, } @@ -8833,141 +8833,141 @@ const william_pitt_cards = [ 'british_regulars', 'light_infantry', 'troop_transports_and_local_enlistments' -]; +] events.william_pitt = { play() { - game.events.pitt = 1; - game.state = 'william_pitt'; - game.count = 1; - place_amherst_forbes_and_wolfe_in_pool(); + game.events.pitt = 1 + game.state = 'william_pitt' + game.count = 1 + place_amherst_forbes_and_wolfe_in_pool() } } states.william_pitt = { prompt() { if (game.count > 0) { - view.prompt = "William Pitt: Draw Highlanders, British Regulars, Light Infantry or Troop Transports from discard."; - view.hand = game.discard; + view.prompt = "William Pitt: Draw Highlanders, British Regulars, Light Infantry or Troop Transports from discard." + view.hand = game.discard for (let c of game.discard) { if (william_pitt_cards.includes(cards[c].event)) - gen_action('card', c); + gen_action('card', c) } } else { - view.prompt = "William Pitt \u2014 done."; + view.prompt = "William Pitt \u2014 done." } - gen_action_next(); + gen_action_next() }, card(c) { - push_undo(); - log(`Drew ${card_name(c)} from discard.`); - remove_from_array(game.discard, c); - player.hand.push(c); - game.count = 0; + push_undo() + log(`Drew ${card_name(c)} from discard.`) + remove_from_array(game.discard, c) + player.hand.push(c) + game.count = 0 }, next() { - end_action_phase(); + end_action_phase() } } const diplomatic_revolution_cards = [ 'french_regulars', 'troop_transports_and_local_enlistments' -]; +] events.diplomatic_revolution = { can_play() { - return !game.events.quiberon; + return !game.events.quiberon }, play() { - game.events.diplo = 1; - game.state = 'diplomatic_revolution'; - game.count = 1; + game.events.diplo = 1 + game.state = 'diplomatic_revolution' + game.count = 1 } } states.diplomatic_revolution = { prompt() { if (game.count > 0) { - view.prompt = "Diplomatic Revolution: Draw French Regulars or Troop Transports from discard."; - view.hand = game.discard; + view.prompt = "Diplomatic Revolution: Draw French Regulars or Troop Transports from discard." + view.hand = game.discard for (let c of game.discard) { if (diplomatic_revolution_cards.includes(cards[c].event)) - gen_action('card', c); + gen_action('card', c) } } else { - view.prompt = "Diplomatic Revolution \u2014 done."; + view.prompt = "Diplomatic Revolution \u2014 done." } - gen_action_next(); + gen_action_next() }, card(c) { - push_undo(); - log(`Drew ${card_name(c)} from discard.`); - remove_from_array(game.discard, c); - player.hand.push(c); - game.count = 0; + push_undo() + log(`Drew ${card_name(c)} from discard.`) + remove_from_array(game.discard, c) + player.hand.push(c) + game.count = 0 }, next() { - end_action_phase(); + end_action_phase() } } states.discard_to_draw_regulars = { prompt() { - view.prompt = `Exchange random card with British Regulars or Highlanders from discard?`; - gen_action('exchange'); - gen_action('pass'); + view.prompt = `Exchange random card with British Regulars or Highlanders from discard?` + gen_action('exchange') + gen_action('pass') }, exchange() { - push_undo(); - game.state = 'draw_regulars'; + push_undo() + game.state = 'draw_regulars' }, pass() { - start_action_phase(); + start_action_phase() }, } states.draw_regulars = { prompt() { - view.prompt = `Draw one British Regulars or Highlanders from the discard.`; - view.hand = game.discard; + view.prompt = `Draw one British Regulars or Highlanders from the discard.` + view.hand = game.discard for (let c of game.discard) { if (cards[c].event === 'british_regulars' || cards[c].event === 'highlanders') - gen_action('card', c); + gen_action('card', c) } }, card(c) { - clear_undo(); + clear_undo() - let x = player.hand[random(player.hand.length)]; - remove_from_array(player.hand, x); - game.discard.push(x); - remove_from_array(game.discard, c); - player.hand.push(c); + let x = player.hand[random(player.hand.length)] + remove_from_array(player.hand, x) + game.discard.push(x) + remove_from_array(game.discard, c) + player.hand.push(c) - log(`Exchanged ${card_name(x)} for ${card_name(c)} in discard.`); + log(`Exchanged ${card_name(x)} for ${card_name(c)} in discard.`) - start_action_phase(); + start_action_phase() }, } events.intrigues_against_shirley = { can_play() { - return game.vp >= 1 && is_piece_on_map(SHIRLEY) && is_piece_unbesieged(SHIRLEY); + return game.vp >= 1 && is_piece_on_map(SHIRLEY) && is_piece_unbesieged(SHIRLEY) }, play() { - game.state = 'intrigues_against_shirley'; + game.state = 'intrigues_against_shirley' } } states.intrigues_against_shirley = { prompt() { - view.prompt = "Intrigues Against Shirley: Eliminate Shirley."; - gen_action_piece(SHIRLEY); + view.prompt = "Intrigues Against Shirley: Eliminate Shirley." + gen_action_piece(SHIRLEY) }, piece() { - eliminate_piece(SHIRLEY); - end_action_phase(); + eliminate_piece(SHIRLEY) + end_action_phase() }, } @@ -8978,58 +8978,58 @@ exports.scenarios = [ "Early War Campaign", "Late War Campaign", "The Full Campaign", -]; +] exports.roles = [ FRANCE, BRITAIN, -]; +] exports.ready = function (scenario, options, players) { - return players.length === 2; + return players.length === 2 } function setup_markers(m, list) { - list.forEach(name => m.push(find_space(name))); + list.forEach(name => m.push(find_space(name))) } function setup_leader(where, who) { - who = find_unused_piece(who); - where = find_space(where); - game.location[who] = where; + who = find_unused_piece(who) + where = find_space(where) + game.location[who] = where } function setup_unit(where, who) { - who = find_unused_piece(who); - where = find_space(where); - game.location[who] = where; + who = find_unused_piece(who) + where = find_space(where) + game.location[who] = where } function setup_1757(end_year, start_vp) { - game.year = 1757; - game.end_year = end_year; - game.season = EARLY; - game.vp = start_vp; - game.pa = SUPPORTIVE; + game.year = 1757 + game.end_year = end_year + game.season = EARLY + game.vp = start_vp + game.pa = SUPPORTIVE for (let i = 1; i <= 62; ++i) - game.deck.push(i); + game.deck.push(i) for (let i = 63; i <= 70; ++i) - game.removed.push(i); + game.removed.push(i) setup_markers(game.french.allied, [ "Mingo Town", "Logstown", "Pays d'en Haut", "Mississauga", - ]); + ]) setup_markers(game.french.forts, [ "Ticonderoga", "Crown Point", "Niagara", "Ohio Forks", - ]); + ]) setup_markers(game.french.stockades, [ "Île-aux-Noix", @@ -9040,71 +9040,71 @@ function setup_1757(end_year, start_vp) { "Presqu'île", "French Creek", "Venango", - ]); - - setup_leader("Louisbourg", "Drucour"); - setup_unit("Louisbourg", "Marine"); - setup_unit("Louisbourg", "Artois"); - setup_unit("Louisbourg", "Bourgogne"); - setup_unit("Louisbourg", "Boishébert Acadian"); - - setup_leader("Québec", "Lévis"); - setup_unit("Québec", "Marine"); - setup_unit("Québec", "Guyenne"); - setup_unit("Québec", "La Reine"); - - setup_leader("Montréal", "Montcalm"); - setup_leader("Montréal", "Vaudreuil"); - setup_unit("Montréal", "Béarn"); - setup_unit("Montréal", "La Sarre"); - setup_unit("Montréal", "Repentigny"); - setup_unit("Montréal", "Huron"); - setup_unit("Montréal", "Potawatomi"); - setup_unit("Montréal", "Ojibwa"); - setup_unit("Montréal", "Mississauga"); - - setup_unit("Crown Point", "Marine Detachment"); - setup_unit("Crown Point", "Perière"); - - setup_leader("Ticonderoga", "Rigaud"); - setup_leader("Ticonderoga", "Bougainville"); - setup_unit("Ticonderoga", "Languedoc"); - setup_unit("Ticonderoga", "Royal Roussillon"); - setup_unit("Ticonderoga", "Marin"); - - setup_leader("Cataraqui", "Villiers"); - setup_unit("Cataraqui", "Marine Detachment"); - setup_unit("Cataraqui", "Léry"); - - setup_unit("Niagara", "Marine Detachment"); - setup_unit("Niagara", "Joncaire"); - - setup_unit("Presqu'île", "Marine Detachment"); - setup_unit("French Creek", "Marine Detachment"); - setup_unit("Venango", "Langlade"); - - setup_leader("Ohio Forks", "Dumas"); - setup_unit("Ohio Forks", "Marine Detachment"); - setup_unit("Ohio Forks", "Marine Detachment"); - setup_unit("Ohio Forks", "Ligneris"); - - setup_unit("Logstown", "Shawnee"); - setup_unit("Mingo Town", "Mingo"); - - setup_leader("eliminated", "Dieskau"); - setup_leader("eliminated", "Beaujeu"); + ]) + + setup_leader("Louisbourg", "Drucour") + setup_unit("Louisbourg", "Marine") + setup_unit("Louisbourg", "Artois") + setup_unit("Louisbourg", "Bourgogne") + setup_unit("Louisbourg", "Boishébert Acadian") + + setup_leader("Québec", "Lévis") + setup_unit("Québec", "Marine") + setup_unit("Québec", "Guyenne") + setup_unit("Québec", "La Reine") + + setup_leader("Montréal", "Montcalm") + setup_leader("Montréal", "Vaudreuil") + setup_unit("Montréal", "Béarn") + setup_unit("Montréal", "La Sarre") + setup_unit("Montréal", "Repentigny") + setup_unit("Montréal", "Huron") + setup_unit("Montréal", "Potawatomi") + setup_unit("Montréal", "Ojibwa") + setup_unit("Montréal", "Mississauga") + + setup_unit("Crown Point", "Marine Detachment") + setup_unit("Crown Point", "Perière") + + setup_leader("Ticonderoga", "Rigaud") + setup_leader("Ticonderoga", "Bougainville") + setup_unit("Ticonderoga", "Languedoc") + setup_unit("Ticonderoga", "Royal Roussillon") + setup_unit("Ticonderoga", "Marin") + + setup_leader("Cataraqui", "Villiers") + setup_unit("Cataraqui", "Marine Detachment") + setup_unit("Cataraqui", "Léry") + + setup_unit("Niagara", "Marine Detachment") + setup_unit("Niagara", "Joncaire") + + setup_unit("Presqu'île", "Marine Detachment") + setup_unit("French Creek", "Marine Detachment") + setup_unit("Venango", "Langlade") + + setup_leader("Ohio Forks", "Dumas") + setup_unit("Ohio Forks", "Marine Detachment") + setup_unit("Ohio Forks", "Marine Detachment") + setup_unit("Ohio Forks", "Ligneris") + + setup_unit("Logstown", "Shawnee") + setup_unit("Mingo Town", "Mingo") + + setup_leader("eliminated", "Dieskau") + setup_leader("eliminated", "Beaujeu") setup_markers(game.british.forts, [ "Hudson Carry South", "Hudson Carry North", "Will's Creek", "Shamokin", - ]); + ]) setup_markers(game.british.forts_uc, [ "Winchester", "Shepherd's Ferry", - ]); + ]) setup_markers(game.british.stockades, [ "Schenectady", @@ -9117,84 +9117,84 @@ function setup_1757(end_year, start_vp) { "Lancaster", "Reading", "Easton", - ]); + ]) - setup_unit("Winchester", "Virginia"); - setup_unit("Shepherd's Ferry", "Maryland"); - setup_unit("Carlisle", "Pennsylvania"); - setup_unit("Shamokin", "Pennsylvania"); - setup_unit("Philadelphia", "1/60th"); + setup_unit("Winchester", "Virginia") + setup_unit("Shepherd's Ferry", "Maryland") + setup_unit("Carlisle", "Pennsylvania") + setup_unit("Shamokin", "Pennsylvania") + setup_unit("Philadelphia", "1/60th") - setup_leader("New York", "Loudoun"); - setup_leader("New York", "Abercromby"); - setup_unit("New York", "22nd"); - setup_unit("New York", "27th"); - setup_unit("New York", "35th"); - setup_unit("New York", "2/60th"); - setup_unit("New York", "3/60th"); - setup_unit("New York", "4/60th"); + setup_leader("New York", "Loudoun") + setup_leader("New York", "Abercromby") + setup_unit("New York", "22nd") + setup_unit("New York", "27th") + setup_unit("New York", "35th") + setup_unit("New York", "2/60th") + setup_unit("New York", "3/60th") + setup_unit("New York", "4/60th") - setup_leader("Albany", "Dunbar"); - setup_unit("Albany", "44th"); - setup_unit("Albany", "48th"); + setup_leader("Albany", "Dunbar") + setup_unit("Albany", "44th") + setup_unit("Albany", "48th") - setup_leader("Hudson Carry South", "Webb"); - setup_unit("Hudson Carry South", "Rogers"); - setup_unit("Hudson Carry South", "Massachusetts"); - setup_unit("Hudson Carry South", "Connecticut"); - setup_unit("Hudson Carry South", "Rhode Island"); + setup_leader("Hudson Carry South", "Webb") + setup_unit("Hudson Carry South", "Rogers") + setup_unit("Hudson Carry South", "Massachusetts") + setup_unit("Hudson Carry South", "Connecticut") + setup_unit("Hudson Carry South", "Rhode Island") - setup_unit("Hudson Carry North", "New Hampshire"); - setup_unit("Hudson Carry North", "New Jersey"); + setup_unit("Hudson Carry North", "New Hampshire") + setup_unit("Hudson Carry North", "New Jersey") - setup_leader("Schenectady", "Johnson"); - setup_unit("Schenectady", "New York"); - setup_unit("Schenectady", "1/42nd"); + setup_leader("Schenectady", "Johnson") + setup_unit("Schenectady", "New York") + setup_unit("Schenectady", "1/42nd") - setup_leader("Halifax", "Monckton"); - setup_unit("Halifax", "40th"); - setup_unit("Halifax", "45th"); - setup_unit("Halifax", "47th"); + setup_leader("Halifax", "Monckton") + setup_unit("Halifax", "40th") + setup_unit("Halifax", "45th") + setup_unit("Halifax", "47th") - setup_unit("Southern Colonial Militias", "Colonial Militia"); + setup_unit("Southern Colonial Militias", "Colonial Militia") - game.british.pool.push(find_unused_piece("Amherst")); - game.british.pool.push(find_unused_piece("Bradstreet")); - game.british.pool.push(find_unused_piece("Forbes")); - game.british.pool.push(find_unused_piece("Murray")); - game.british.pool.push(find_unused_piece("Wolfe")); + game.british.pool.push(find_unused_piece("Amherst")) + game.british.pool.push(find_unused_piece("Bradstreet")) + game.british.pool.push(find_unused_piece("Forbes")) + game.british.pool.push(find_unused_piece("Murray")) + game.british.pool.push(find_unused_piece("Wolfe")) - setup_leader("eliminated", "Braddock"); - setup_leader("eliminated", "Shirley"); + setup_leader("eliminated", "Braddock") + setup_leader("eliminated", "Shirley") - game.events.pitt = 1; - game.events.diplo = 1; + game.events.pitt = 1 + game.events.diplo = 1 } function setup_1755(end_year) { - game.year = 1755; - game.end_year = end_year; - game.season = EARLY; - game.vp = 0; - game.pa = SUPPORTIVE; + game.year = 1755 + game.end_year = end_year + game.season = EARLY + game.vp = 0 + game.pa = SUPPORTIVE for (let i = 1; i <= 70; ++i) - game.deck.push(i); + game.deck.push(i) setup_markers(game.french.allied, [ "Pays d'en Haut", "Kahnawake", "St-François", - ]); + ]) setup_markers(game.british.allied, [ "Canajoharie", - ]); + ]) setup_markers(game.french.forts, [ "Crown Point", "Niagara", "Ohio Forks", - ]); + ]) setup_markers(game.french.stockades, [ "Île-aux-Noix", "St-Jean", @@ -9204,95 +9204,95 @@ function setup_1755(end_year) { "Presqu'île", "French Creek", "Venango", - ]); + ]) - setup_leader("Louisbourg", "Drucour"); - setup_unit("Louisbourg", "Marine"); - setup_unit("Louisbourg", "Artois"); - setup_unit("Louisbourg", "Bourgogne"); + setup_leader("Louisbourg", "Drucour") + setup_unit("Louisbourg", "Marine") + setup_unit("Louisbourg", "Artois") + setup_unit("Louisbourg", "Bourgogne") - setup_leader("Québec", "Dieskau"); - setup_leader("Québec", "Vaudreuil"); - setup_unit("Québec", "Béarn"); - setup_unit("Québec", "Guyenne"); - setup_unit("Québec", "La Reine"); - setup_unit("Québec", "Languedoc"); + setup_leader("Québec", "Dieskau") + setup_leader("Québec", "Vaudreuil") + setup_unit("Québec", "Béarn") + setup_unit("Québec", "Guyenne") + setup_unit("Québec", "La Reine") + setup_unit("Québec", "Languedoc") - setup_leader("Montréal", "Rigaud"); - setup_unit("Montréal", "Marine"); - setup_unit("Montréal", "Repentigny"); - setup_unit("Montréal", "Perière"); - setup_unit("Montréal", "Caughnawaga"); - setup_unit("Montréal", "Abenaki"); + setup_leader("Montréal", "Rigaud") + setup_unit("Montréal", "Marine") + setup_unit("Montréal", "Repentigny") + setup_unit("Montréal", "Perière") + setup_unit("Montréal", "Caughnawaga") + setup_unit("Montréal", "Abenaki") - setup_unit("Île-aux-Noix", "Marine Detachment"); + setup_unit("Île-aux-Noix", "Marine Detachment") - setup_unit("Crown Point", "Marine Detachment"); - setup_unit("Crown Point", "Marin"); + setup_unit("Crown Point", "Marine Detachment") + setup_unit("Crown Point", "Marin") - setup_leader("Cataraqui", "Villiers"); - setup_unit("Cataraqui", "Marine Detachment"); - setup_unit("Cataraqui", "Léry"); + setup_leader("Cataraqui", "Villiers") + setup_unit("Cataraqui", "Marine Detachment") + setup_unit("Cataraqui", "Léry") - setup_unit("Niagara", "Marine Detachment"); - setup_unit("Niagara", "Joncaire"); + setup_unit("Niagara", "Marine Detachment") + setup_unit("Niagara", "Joncaire") - setup_unit("Presqu'île", "Marine Detachment"); + setup_unit("Presqu'île", "Marine Detachment") - setup_unit("French Creek", "Marine Detachment"); + setup_unit("French Creek", "Marine Detachment") - setup_unit("Venango", "Langlade"); + setup_unit("Venango", "Langlade") - setup_leader("Ohio Forks", "Beaujeu"); - setup_leader("Ohio Forks", "Dumas"); - setup_unit("Ohio Forks", "Marine Detachment"); - setup_unit("Ohio Forks", "Ligneris"); - setup_unit("Ohio Forks", "Ottawa"); - setup_unit("Ohio Forks", "Potawatomi"); + setup_leader("Ohio Forks", "Beaujeu") + setup_leader("Ohio Forks", "Dumas") + setup_unit("Ohio Forks", "Marine Detachment") + setup_unit("Ohio Forks", "Ligneris") + setup_unit("Ohio Forks", "Ottawa") + setup_unit("Ohio Forks", "Potawatomi") setup_markers(game.british.forts, [ "Hudson Carry South", "Will's Creek", "Oswego", - ]); + ]) setup_markers(game.british.stockades, [ "Oneida Carry West", "Oneida Carry East", "Schenectady", "Hoosic", "Charlestown", - ]); + ]) - setup_unit("Oswego", "New York"); + setup_unit("Oswego", "New York") - setup_leader("Albany", "Shirley"); - setup_leader("Albany", "Johnson"); - setup_unit("Albany", "Rhode Island"); - setup_unit("Albany", "Connecticut"); - setup_unit("Albany", "New Hampshire"); - setup_unit("Albany", "Massachusetts"); - setup_unit("Albany", "Massachusetts"); - setup_unit("Albany", "Mohawk"); - setup_unit("Albany", "Mohawk"); + setup_leader("Albany", "Shirley") + setup_leader("Albany", "Johnson") + setup_unit("Albany", "Rhode Island") + setup_unit("Albany", "Connecticut") + setup_unit("Albany", "New Hampshire") + setup_unit("Albany", "Massachusetts") + setup_unit("Albany", "Massachusetts") + setup_unit("Albany", "Mohawk") + setup_unit("Albany", "Mohawk") - setup_leader("Halifax", "Monckton"); - setup_unit("Halifax", "47th"); + setup_leader("Halifax", "Monckton") + setup_unit("Halifax", "47th") - setup_leader("Alexandria", "Braddock"); - setup_leader("Alexandria", "Dunbar"); - setup_unit("Alexandria", "44th"); - setup_unit("Alexandria", "48th"); + setup_leader("Alexandria", "Braddock") + setup_leader("Alexandria", "Dunbar") + setup_unit("Alexandria", "44th") + setup_unit("Alexandria", "48th") - setup_unit("Will's Creek", "Virginia"); - setup_unit("Will's Creek", "Maryland"); + setup_unit("Will's Creek", "Virginia") + setup_unit("Will's Creek", "Maryland") - game.british.pool.push(find_unused_piece("Abercromby")); - game.british.pool.push(find_unused_piece("Bradstreet")); - game.british.pool.push(find_unused_piece("Loudoun")); - game.british.pool.push(find_unused_piece("Murray")); - game.british.pool.push(find_unused_piece("Webb")); + game.british.pool.push(find_unused_piece("Abercromby")) + game.british.pool.push(find_unused_piece("Bradstreet")) + game.british.pool.push(find_unused_piece("Loudoun")) + game.british.pool.push(find_unused_piece("Murray")) + game.british.pool.push(find_unused_piece("Webb")) - game.events.once_french_regulars = 1; + game.events.once_french_regulars = 1 } exports.setup = function (seed, scenario, options) { @@ -9370,99 +9370,107 @@ exports.setup = function (seed, scenario, options) { undo: [], log: [], - }); + }) if (false) - delete game.summary; + delete game.summary switch (scenario) { default: - // Start at 2VP for balance. - // See https://boardgamegeek.com/thread/1366550/article/19163465#19163465 - // fallthrough - case "Annus Mirabilis": setup_1757(1759, 2); break; - case "Early War Campaign": setup_1755(1759); break; - case "Late War Campaign": setup_1757(1762, 4); break; - case "The Full Campaign": setup_1755(1762); break; - } - - log(".h1 " + scenario); - logbr(); + // fallthrough + case "Annus Mirabilis": + // Start at 2VP for balance. + // See https://boardgamegeek.com/thread/1366550/article/19163465#19163465 + setup_1757(1759, 2) + break + case "Early War Campaign": + setup_1755(1759) + break + case "Late War Campaign": + setup_1757(1762, 4) + break + case "The Full Campaign": + setup_1755(1762) + break + } + + log(".h1 " + scenario) + logbr() if (game.options.retroactive) { - log(`Retroactive "Foul Weather".`); + log(`Retroactive "Foul Weather".`) } if (game.options.no_foul_weather) { - log(`"Foul Weather" removed.`); - remove_from_array(game.deck, FOUL_WEATHER); - game.removed.push(FOUL_WEATHER); + log(`"Foul Weather" removed.`) + remove_from_array(game.deck, FOUL_WEATHER) + game.removed.push(FOUL_WEATHER) } if (game.options.pitt_dip_rev) { - log(`William Pitt and Diplomatic Revolution are linked.`); + log(`William Pitt and Diplomatic Revolution are linked.`) } if (game.options.raid_militia) { // TODO - log(`Enemy raid in a department cause a militia step loss.`); - log("NOT IMPLEMENTED"); + log(`Enemy raid in a department cause a militia step loss.`) + log("NOT IMPLEMENTED") } if (game.options.regulars_vp) { - log(`Regulars cost 1 VP before 1757.`); + log(`Regulars cost 1 VP before 1757.`) } if (game.options.surrender) { // TODO - log(`Surrender! playable by either side.`); - log("NOT IMPLEMENTED"); + log(`Surrender! playable by either side.`) + log("NOT IMPLEMENTED") } if (game.options.acadians) { - log(`Acadians Expelled playable by either side.`); + log(`Acadians Expelled playable by either side.`) } if (game.options.regulars_from_discard) { - log(`After 1756 Britain may exchange a random card for a discarded Regulars or Highlanders.`); + log(`After 1756 Britain may exchange a random card for a discarded Regulars or Highlanders.`) } - start_year(); + start_year() - return game; + return game } // ACTION HANDLERS function clear_undo() { - game.undo = []; + game.undo = [] } function push_undo() { game.undo.push(JSON.stringify(game, (k,v) => { - if (k === 'undo') return 0; - if (k === 'log') return v.length; - return v; - })); + if (k === 'undo') return 0 + if (k === 'log') return v.length + return v + })) } function pop_undo() { - let save_undo = game.undo; - let save_log = game.log; - game = JSON.parse(save_undo.pop()); - game.undo = save_undo; - save_log.length = game.log; - game.log = save_log; - update_active_aliases(); + let save_undo = game.undo + let save_log = game.log + game = JSON.parse(save_undo.pop()) + game.undo = save_undo + save_log.length = game.log + game.log = save_log + update_active_aliases() } 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_action(action, argument) { @@ -9470,100 +9478,100 @@ function gen_action(action, argument) { view.actions = {} if (argument !== undefined) { if (!(action in view.actions)) { - view.actions[action] = [ argument ]; + view.actions[action] = [ argument ] } else { if (!view.actions[action].includes(argument)) - view.actions[action].push(argument); + view.actions[action].push(argument) } } else { - view.actions[action] = 1; + view.actions[action] = 1 } } function gen_action_next(prompt) { if (!view.actions) view.actions = {} - view.actions.next = prompt || 1; + view.actions.next = prompt || 1 } function gen_action_pass() { - gen_action('pass'); + gen_action('pass') } function gen_action_space(s) { - gen_action('space', s); + gen_action('space', s) } function gen_action_piece(p) { - gen_action('piece', p); + gen_action('piece', p) } function gen_action_discard(c) { - gen_action('card', c); + gen_action('card', c) } function load_game_state(state) { - game = state; - update_active_aliases(); + game = state + update_active_aliases() } exports.resign = function (state, current) { - load_game_state(state); + load_game_state(state) if (game.state !== 'game_over') - goto_game_over(current === FRANCE ? BRITAIN : FRANCE, current + " resigned."); - return game; + goto_game_over(current === FRANCE ? BRITAIN : FRANCE, current + " resigned.") + return game } exports.action = function (state, current, action, arg) { - load_game_state(state); - let S = states[game.state]; + load_game_state(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) } - return game; + return game } exports.query = function (state, current, q) { if (q === 'supply') { - load_game_state(state, current); - return query_supply(); + load_game_state(state, current) + return query_supply() } if (q === 'discard') { - load_game_state(state, current); - return game.discard; + load_game_state(state, current) + return game.discard } if (q === 'removed') { - load_game_state(state, current); - return game.removed; + load_game_state(state, current) + return game.removed } - return null; + return null } exports.is_checkpoint = function (a, b) { - let x = b.log[b.log.length-2]; - if (x === ".h2 Britain") return true; - if (x === ".h2 France") return true; - return false; + let x = b.log[b.log.length-2] + if (x === ".h2 Britain") return true + if (x === ".h2 France") return true + return false } function inactive_prompt(name, who, where) { - view.prompt = `Waiting for ${game.active} \u2014 ${name}...`; + view.prompt = `Waiting for ${game.active} \u2014 ${name}...` if (who) - view.who = who; + view.who = who if (where) - view.where = where; + view.where = where } exports.view = function(state, current) { - load_game_state(state); + load_game_state(state) if (game.retro_foul_weather && game.state !== 'foul_weather' && current !== game.active) { - load_game_state(JSON.parse(game.retro_foul_weather)); + load_game_state(JSON.parse(game.retro_foul_weather)) } view = { @@ -9599,39 +9607,39 @@ exports.view = function(state, current) { prompt: null, actions: null, log: game.log, - }; + } if (game.activation) - view.activation = game.activation; + view.activation = game.activation if (game.british.held) - view.british.held = 1; + view.british.held = 1 if (game.french.held) - view.french.held = 1; + view.french.held = 1 if (current === FRANCE) - view.hand = game.french.hand; + view.hand = game.french.hand else if (current === BRITAIN) - view.hand = game.british.hand; + view.hand = game.british.hand else - view.hand = []; + view.hand = [] if (!states[game.state]) { - view.prompt = "Invalid game state: " + game.state; - return view; + view.prompt = "Invalid game state: " + game.state + return view } if (current === 'Observer' || game.active !== current) { - let inactive = states[game.state].inactive; + let inactive = states[game.state].inactive if (typeof inactive === 'function') - states[game.state].inactive(); + states[game.state].inactive() else if (typeof inactive === 'string') - inactive_prompt(inactive); + inactive_prompt(inactive) else - inactive_prompt(game.state.replace(/_/g, " ")); + inactive_prompt(game.state.replace(/_/g, " ")) } else { - states[game.state].prompt(); - gen_action_undo(); + states[game.state].prompt() + gen_action_undo() } - return view; + return view } |