diff options
-rw-r--r-- | rules.js | 233 |
1 files changed, 80 insertions, 153 deletions
@@ -2300,6 +2300,7 @@ function remove_card(card) { } states.action_phase = { + inactive: "to play a card", prompt() { view.prompt = "Action Phase: Play a card." for (let i = 0; i < player.hand.length; ++i) @@ -2373,6 +2374,7 @@ events.campaign = { } states.activate_individually = { + inactive: "activate units and leaders individually", prompt() { view.prompt = `Activate units and/or leaders individually${format_remain(game.count)}.` if (game.count > 0) @@ -2442,6 +2444,7 @@ function can_activate_force(who) { } states.activate_force = { + inactive: "activate force", prompt() { view.prompt = "Activate a Force." for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) @@ -2460,7 +2463,7 @@ states.activate_force = { } states.select_campaign_1 = { - inactive: "campaign", + inactive: "to campaign", prompt() { view.prompt = "Campaign: Select the first leader." for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { @@ -2481,7 +2484,7 @@ states.select_campaign_1 = { } states.select_campaign_2 = { - inactive: "campaign", + inactive: "to campaign", prompt() { view.prompt = "Campaign: Select the second leader." for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { @@ -2526,6 +2529,7 @@ function goto_pick_next_move() { } states.pick_move = { + inactive: "to move", prompt() { view.prompt = "Pick the next activated force, leader, or unit to move." game.activation.forEach(gen_action_piece) @@ -2575,9 +2579,7 @@ 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: "to designate force", prompt() { let commander = game.force.commander let where = piece_space(commander) @@ -2738,9 +2740,7 @@ function end_designate_force() { } states.designate_force_lone_ax = { - inactive() { - inactive_prompt("designate lone auxiliary force to intercept", game.force.commander, 0) - }, + inactive: "to designate force", prompt() { let commander = game.force.commander let where = piece_space(commander) @@ -2857,9 +2857,7 @@ function start_move() { } states.siege_or_move = { - inactive() { - inactive_prompt("siege or move", moving_piece(), 0) - }, + inactive: "to move", prompt() { let where = moving_piece_space() view.who = moving_piece() @@ -3309,9 +3307,7 @@ function apply_move(to) { } states.move = { - inactive() { - inactive_prompt("move", moving_piece(), 0) - }, + inactive: "to move", prompt() { let who = moving_piece() let from = moving_piece_space() @@ -3469,6 +3465,7 @@ states.move = { } states.lake_schooner_confirm = { + inactive: "to move", prompt() { view.prompt = "This move may be interrupted by Lake Schooner. Continue?" view.who = moving_piece() @@ -3484,9 +3481,7 @@ states.lake_schooner_confirm = { } states.drop_off = { - inactive() { - inactive_prompt("move", moving_piece(), 0) - }, + inactive: "to move", prompt() { let who = moving_piece() let where = moving_piece_space() @@ -3536,9 +3531,7 @@ function goto_retroactive_foul_weather() { } states.foul_weather = { - inactive() { - inactive_prompt("foul weather", moving_piece(), 0) - }, + inactive: "to play Foul Weather", prompt() { let p = moving_piece() view.who = p @@ -3595,7 +3588,8 @@ states.foul_weather = { states.lake_schooner = { inactive() { - inactive_prompt("lake schooner", moving_piece(), game.move.lake_schooner) + inactive_prompt("to play Lake Schooner") + view.where = game.move.lake_schooner }, prompt() { let who = moving_piece() @@ -3646,9 +3640,7 @@ states.lake_schooner = { } states.amphibious_landing = { - inactive() { - inactive_prompt("amphibious landing", moving_piece(), 0) - }, + inactive: "to move", prompt() { let who = moving_piece() let from = moving_piece_space() @@ -3857,6 +3849,7 @@ function goto_confirm_move(from, to) { } states.confirm_move = { + inactive: "to move", prompt() { let from = moving_piece_came_from() let to = moving_piece_space() @@ -3909,9 +3902,7 @@ function is_moving_piece_lone_ax_in_wilderness_or_mountain() { } states.intercept_who = { - inactive() { - inactive_prompt("intercept", moving_piece(), 0) - }, + inactive: "to intercept", prompt() { let where = moving_piece_space() view.where = where @@ -4018,9 +4009,7 @@ function goto_designate_inside() { } states.designate_inside = { - inactive() { - inactive_prompt("designate inside", moving_piece(), 0) - }, + inactive: "to designate inside", prompt() { let where = moving_piece_space() view.prompt = "You may withdraw leaders and units into the fortification." @@ -4078,9 +4067,7 @@ function did_piece_intercept(p) { } states.avoid_who = { - inactive() { - inactive_prompt("avoid battle", moving_piece(), 0) - }, + inactive: "to avoid battle", prompt() { let from = moving_piece_space() view.where = from @@ -4163,9 +4150,7 @@ function can_enemy_avoid_battle(from) { } states.avoid_to = { - inactive() { - inactive_prompt("avoid battle", moving_piece(), 0) - }, + inactive: "to avoid battle", prompt() { let from = moving_piece_space() view.prompt = `Avoid battle from ${space_name(from)} \u2014 select where to.` @@ -4442,9 +4427,7 @@ function goto_battle_militia() { } states.militia_in_battle = { - inactive() { - inactive_prompt("deploy militia in battle", 0, game.battle.where) - }, + inactive: "to deploy militia", prompt() { view.prompt = `You may deploy militia at ${space_name(game.battle.where)}.` let box = department_militia(game.battle.where) @@ -4502,9 +4485,7 @@ function sortie_with_piece(p) { } states.sortie = { - inactive() { - inactive_prompt("sortie with besieged units", 0, game.battle.where) - }, + inactive: "to sortie", prompt() { view.prompt = `You may sortie with besieged units at ${space_name(game.battle.where)}.` view.where = game.battle.where @@ -4662,9 +4643,7 @@ function goto_battle_defender_events() { } states.attacker_events = { - inactive() { - inactive_prompt("attacker events", 0, game.battle.where) - }, + inactive: "to play response cards", prompt() { let have = [] let dont_have = [] @@ -4739,9 +4718,7 @@ states.attacker_events = { } states.defender_events = { - inactive() { - inactive_prompt("defender events", 0, game.battle.where) - }, + inactive: "to play response cards", prompt() { let have = [] let dont_have = [] @@ -5064,12 +5041,7 @@ function goto_def_step_losses() { } states.step_losses = { - inactive() { - if (game.active === game.battle.defender) - inactive_prompt("defender step losses", 0, game.battle.where) - else - inactive_prompt("attacker step losses", 0, game.battle.where) - }, + inactive: "to take step losses", prompt() { let done = true if (game.battle.step_loss > 0) { @@ -5150,9 +5122,7 @@ function goto_raid_step_losses() { } states.raid_step_losses = { - inactive() { - inactive_prompt("raid step losses", 0, game.raid.where) - }, + inactive: "to take step losses", prompt() { view.prompt = `Apply step losses (${game.raid.step_loss}).` let can_reduce = false @@ -5223,12 +5193,7 @@ function goto_def_leader_check() { } states.leader_check = { - inactive() { - if (game.active === game.battle.defender) - inactive_prompt("defender leader check", 0, game.battle.where) - else - inactive_prompt("attacker leader check", 0, game.battle.where) - }, + inactive: "to roll for leader losses", prompt() { view.prompt = "Roll for leader losses." for (let i = 0; i < game.battle.leader_check.length; ++i) @@ -5266,9 +5231,7 @@ function goto_raid_leader_check() { } states.raid_leader_check = { - inactive() { - inactive_prompt("raider leader check", 0, game.raid.where) - }, + inactive: "to roll for leader losses", prompt() { view.prompt = "Roll for leader losses." for (let i = 0; i < game.raid.leader_check.length; ++i) @@ -5488,9 +5451,7 @@ function retreat_attacker(from, to) { } states.retreat_attacker = { - inactive() { - inactive_prompt("attacker retreat", 0, game.retreat.from) - }, + inactive: "to retreat", prompt() { let from = game.retreat.from let to = game.retreat.to @@ -5625,9 +5586,7 @@ function can_any_defenders_retreat_inside(from) { } states.retreat_defender = { - inactive() { - inactive_prompt("defender retreat", 0, game.battle.where) - }, + inactive: "to retreat", prompt() { let from = game.battle.where view.prompt = "Retreat losing leaders and units \u2014" @@ -5671,9 +5630,7 @@ states.retreat_defender = { } states.retreat_defender_to = { - inactive() { - inactive_prompt("defender retreat", 0, game.battle.where) - }, + inactive: "to retreat", prompt() { let from = game.battle.where let who = game.battle.who @@ -5708,9 +5665,7 @@ states.retreat_defender_to = { } states.retreat_all_defenders_to = { - inactive() { - inactive_prompt("defender retreat", 0, game.battle.where) - }, + inactive: "to retreat", prompt() { let from = game.battle.where view.prompt = "Retreat all losing leaders and units \u2014 select where to." @@ -5785,9 +5740,7 @@ function pick_unbesieged_leader(s) { } states.retreat_lone_leader = { - inactive() { - inactive_prompt("retreat lone leader", game.move ? moving_piece() : 0, game.retreat.where) - }, + inactive: "to retreat lone leader", prompt() { let from = game.retreat.from let who = pick_unbesieged_leader(from) @@ -5912,9 +5865,7 @@ function goto_siege(space) { } states.siege_coehorns_attacker = { - inactive() { - inactive_prompt("attacker siege coehorns", 0, game.siege_where) - }, + inactive: "to play Coehorns & Howitzvers", prompt() { if (player.hand.includes(COEHORNS)) { view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".` @@ -5943,9 +5894,7 @@ function end_siege_coehorns_attacker() { } states.siege_coehorns_defender = { - inactive() { - inactive_prompt("defender siege coehorns", 0, game.siege_where) - }, + inactive: "to play Coehorns & Howitzvers", prompt() { if (player.hand.includes(COEHORNS)) { view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".` @@ -5978,9 +5927,7 @@ function end_siege_coehorns_defender() { } states.siege_surrender = { - inactive() { - inactive_prompt("siege surrender", 0, game.siege_where) - }, + inactive: "to play Surrender", prompt() { if (player.hand.includes(SURRENDER)) { view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Surrender!"` @@ -6031,9 +5978,7 @@ function goto_surrender_place() { } states.surrender = { - inactive() { - inactive_prompt("surrender", 0, game.siege_where) - }, + inactive: "to play Surrender", prompt() { view.prompt = "Surrender! Place defenders at the closest unbesieged fortification." view.where = game.siege_where @@ -6115,9 +6060,7 @@ function goto_assault_possible(where) { } states.assault_possible = { - inactive() { - inactive_prompt("assault is possible", 0, game.assault_possible) - }, + inactive: "to assault", prompt() { view.prompt = `You may assault at ${space_name(game.assault_possible)}.` gen_action_space(game.assault_possible) @@ -6160,7 +6103,7 @@ function goto_pick_raid() { } states.pick_raid = { - inactive: "pick raid", + inactive: "to raid", prompt() { view.prompt = "Pick the next raid space." for (let i=0; i < game.raid.list.length; ++i) @@ -6192,9 +6135,7 @@ function goto_raid_militia() { } states.militia_against_raid = { - inactive() { - inactive_prompt("deploy militia against raid", 0, game.raid.where) - }, + inactive: "to deploy militia", prompt() { view.prompt = `You may deploy one militia against the raid at ${space_name(game.raid.where)}.` view.where = game.raid.where @@ -6242,9 +6183,7 @@ function goto_raid_events() { } states.raid_blockhouses = { - inactive() { - inactive_prompt("raid blockhouses", 0, game.raid.where) - }, + inactive: "to play Blockhouses", prompt() { if (player.hand.includes(BLOCKHOUSES)) { view.prompt = `Raid at ${space_name(game.raid.where)}. You may play "Blockhouses".` @@ -6404,9 +6343,7 @@ function end_indians_and_leaders_go_home() { } states.raiders_go_home = { - inactive() { - inactive_prompt("raiders go home", 0, game.raid.where) - }, + inactive: "to go home", prompt() { let from = game.raid.where let done = true @@ -6454,7 +6391,7 @@ states.raiders_go_home = { } states.indians_and_leaders_go_home = { - inactive: "indians and leaders go home", + inactive: "to go home with indians and leaders", prompt() { let done = true for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) { @@ -6497,12 +6434,7 @@ states.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) - else - inactive_prompt("raiders go home", 0, game.raid.where) - }, + inactive: "to go home", prompt() { let who = game.go_home.who let from = game.go_home.from @@ -6590,12 +6522,7 @@ states.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) - else - inactive_prompt("raiders go home", 0, game.raid.where) - }, + inactive: "to go home", prompt() { let from = game.go_home.from let to = game.go_home.to @@ -6739,7 +6666,7 @@ function end_winter_attrition() { } states.winter_attrition = { - inactive: "winter attrition", + inactive: "to take winter attrition", prompt() { let done = true for (let s in game.winter_attrition) { @@ -6927,7 +6854,7 @@ function end_demolish() { } states.demolish_fort = { - inactive: "demolish fort", + inactive: "to demolish fort", prompt() { view.prompt = "Demolish an unbesieged friendly fort." for (let s of player.forts) @@ -6954,7 +6881,7 @@ states.demolish_fort = { } states.demolish_stockade = { - inactive: "demolish stockade", + inactive: "to demolish stockade", prompt() { view.prompt = "Demolish a friendly stockade." for (let s of player.stockades) @@ -6971,7 +6898,7 @@ states.demolish_stockade = { } states.demolish_fieldworks = { - inactive: "demolish fieldworks", + inactive: "to demolish fieldworks", prompt() { view.prompt = "Demolish friendly fieldworks." for (let s of game.fieldworks) @@ -7001,7 +6928,7 @@ function goto_construct_stockades(card) { } states.construct_stockades = { - inactive: "construct stockades", + inactive: "to construct stockades", prompt() { view.prompt = `Construct Stockades${format_remain(game.count)}.` gen_action("end_construction") @@ -7052,7 +6979,7 @@ function goto_construct_forts(card) { } states.construct_forts = { - inactive: "construct forts", + inactive: "to construct forts", prompt() { view.prompt = `Construct Forts${format_remain(game.count)}.` gen_action("end_construction") @@ -7122,7 +7049,6 @@ function end_british_reinforcement() { } 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.` @@ -7180,9 +7106,7 @@ function end_massacre() { } states.massacre_1 = { - inactive() { - inactive_prompt("massacre", moving_piece(), 0) - }, + inactive: "to play Massacre", prompt() { if (player.hand.includes(MASSACRE)) { view.prompt = `You may play "Massacre!"` @@ -7205,9 +7129,7 @@ states.massacre_1 = { } states.massacre_2 = { - inactive() { - inactive_prompt("massacre", moving_piece(), 0) - }, + inactive: "to play Massacre", prompt() { let s = moving_piece_space() let done = true @@ -7784,7 +7706,6 @@ events.governor_vaudreuil_interferes = { } states.governor_vaudreuil_interferes = { - inactive: "governor Vaudreuil interferes", prompt() { if (game.count > 0) { if (game.swap) { @@ -7871,9 +7792,6 @@ states.small_pox_roll = { } states.small_pox_eliminate_steps = { - inactive() { - inactive_prompt("small pox", 0, game.small_pox) - }, prompt() { let done = true if (game.count > 0) { @@ -7912,9 +7830,6 @@ states.small_pox_eliminate_steps = { } states.small_pox_remove_indians = { - inactive() { - inactive_prompt("small pox", 0, game.small_pox) - }, prompt() { view.prompt = `Small Pox at ${space_name(game.small_pox)}: Remove all indians.` for_each_unit_in_space(game.small_pox, p => { @@ -8214,7 +8129,6 @@ events.british_colonial_politics = { } states.british_colonial_politics_1f = { - inactive: "British colonial politics", prompt() { view.prompt = `British Colonial Politics: Slide Provincial Assemblies marker to ${pa_name(game.pa-1)}.` if (game.pa === 2) @@ -8235,7 +8149,6 @@ states.british_colonial_politics_1f = { } states.british_colonial_politics_1b = { - inactive: "British colonial politics", prompt() { view.prompt = `British Colonial Politics: Slide Provincial Assemblies marker to ${pa_name(game.pa+1)}.` if (game.pa === 0) @@ -8274,7 +8187,6 @@ function goto_british_colonial_politics() { } states.british_colonial_politics = { - inactive: "British colonial politics", prompt() { let num_s = count_southern_provincials() let num_n = count_northern_provincials() @@ -9178,7 +9090,6 @@ events.acadians_expelled = { } states.acadians_expelled_place_regulars = { - inactive: 'Acadians expelled (place regulars)', prompt() { view.prompt = "Acadians Expelled: Place two Regulars at Halifax." gen_action_space(HALIFAX) @@ -9195,7 +9106,6 @@ states.acadians_expelled_place_regulars = { } states.acadians_expelled_place_coureurs = { - inactive: 'Acadians expelled (place coureurs)', prompt() { view.prompt = "Acadians Expelled: Place a Coureurs unit at Québec or Louisbourg." let quebec = has_british_units(QUEBEC) || has_amphib(QUEBEC) @@ -9222,7 +9132,6 @@ states.acadians_expelled_place_coureurs = { } states.acadians_expelled_restore_coureurs_and_militia = { - inactive: 'Acadians expelled (restore coureurs and militia)', prompt() { let done = true for (let p = first_french_militia; p <= last_french_militia; ++p) { @@ -9339,6 +9248,7 @@ states.diplomatic_revolution = { } states.discard_to_draw_regulars = { + inactive: "to exchange random card for regulars", prompt() { view.prompt = `Exchange random card with British Regulars or Highlanders from discard?` view.actions.exchange = 1 @@ -9354,6 +9264,7 @@ states.discard_to_draw_regulars = { } states.draw_regulars = { + inactive: "to exchange random card for regulars", prompt() { view.prompt = `Draw one British Regulars or Highlanders from the discard.` view.hand = game.discard @@ -9980,12 +9891,8 @@ exports.query = function (state, current, q) { return null } -function inactive_prompt(name, who, where) { - view.prompt = `Waiting for ${game.active} \u2014 ${name}...` - if (who) - view.who = who - if (where) - view.where = where +function inactive_prompt(text) { + view.prompt = `Waiting for ${game.active} ${text}.` } exports.view = function(state, current) { @@ -10054,11 +9961,27 @@ exports.view = function(state, current) { if (current === 'Observer' || game.active !== current) { let inactive = states[game.state].inactive if (typeof inactive === 'function') - states[game.state].inactive() + inactive() else if (typeof inactive === 'string') inactive_prompt(inactive) else - inactive_prompt(game.state.replace(/_/g, " ")) + inactive_prompt("to execute event") + + // hacks to set who/where for inactive player + if (game.move) + view.who = game.move.moving + else if (game.battle) + view.where = game.battle.where + else if (game.raid) + view.where = game.raid.where + else if (game.retreat) + view.where = game.retreat.from + else if (game.siege_where) + view.where = game.siege_where + else if (game.assault_possible) + view.where = game.assault_possible + else if (game.small_pox) + view.where = game.small_pox } else { view.actions = {} states[game.state].prompt() @@ -10164,3 +10087,7 @@ function object_copy(original) { return copy } } + +/* ASSERTS */ + +// for (let s in states) if (states[s].inactive === undefined) console.log("STATE MISSING INACTIVE: " + s) |