diff options
-rw-r--r-- | rules.js | 540 |
1 files changed, 270 insertions, 270 deletions
@@ -503,8 +503,8 @@ for_each_exit(OHIO_FORKS, one => { in_or_adjacent_to_ohio_forks.push(one); }); -function has_amphibious_arrow(space) { - return space === HALIFAX || space === LOUISBOURG; +function has_amphibious_arrow(s) { + return s === HALIFAX || s === LOUISBOURG; } // Map spaces except militia boxes and leader boxes. @@ -654,30 +654,30 @@ function for_each_friendly_unit_in_node(node, fn) { } } -function for_each_friendly_piece_in_space(space, fn) { +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, space)) + if (is_piece_in_space(p, s)) fn(p); } } -function for_each_friendly_leader_in_space(space, fn) { +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, space)) + if (is_piece_in_space(p, s)) fn(p); } } -function for_each_friendly_unit_in_space(space, fn) { +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, space)) + if (is_piece_in_space(p, s)) fn(p); } } -function for_each_unbesieged_enemy_in_space(space, fn) { +function for_each_unbesieged_enemy_in_space(s, fn) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) { - if (is_piece_unbesieged(p) && is_piece_in_space(p, space)) + if (is_piece_unbesieged(p) && is_piece_in_space(p, s)) fn(p); } } @@ -724,12 +724,12 @@ function list_auxiliary_units_in_force(force) { // STATIC PROPERTIES -function department_militia(space) { - if (departments.st_lawrence.includes(space)) +function department_militia(s) { + if (departments.st_lawrence.includes(s)) return ST_LAWRENCE_CANADIAN_MILITIAS; - if (departments.northern.includes(space)) + if (departments.northern.includes(s)) return NORTHERN_COLONIAL_MILITIAS; - if (departments.southern.includes(space)) + if (departments.southern.includes(s)) return SOUTHERN_COLONIAL_MILITIAS; return 0; } @@ -746,29 +746,29 @@ function is_lake_connection(from, to) { return false; } -function is_wilderness_or_mountain(space) { - let type = spaces[space].type; +function is_wilderness_or_mountain(s) { + let type = spaces[s].type; return type === 'wilderness' || type === 'mountain'; } -function is_wilderness(space) { - return spaces[space].type === 'wilderness'; +function is_wilderness(s) { + return spaces[s].type === 'wilderness'; } -function is_mountain(space) { - return spaces[space].type === 'mountain'; +function is_mountain(s) { + return spaces[s].type === 'mountain'; } -function is_cultivated(space) { - return spaces[space].type === 'cultivated'; +function is_cultivated(s) { + return spaces[s].type === 'cultivated'; } -function is_militia_box(space) { - return spaces[space].type === 'militia-box'; +function is_militia_box(s) { + return spaces[s].type === 'militia-box'; } -function is_leader_box(space) { - return spaces[space].type === 'leader-box'; +function is_leader_box(s) { + return spaces[s].type === 'leader-box'; } function is_originally_friendly(s) { @@ -777,18 +777,18 @@ function is_originally_friendly(s) { return originally_friendly_british_spaces.includes(s); } -function is_originally_enemy(space) { +function is_originally_enemy(s) { if (game.active === BRITAIN) return originally_friendly_french_spaces.includes(s); return originally_friendly_british_spaces.includes(s); } -function is_fortress(space) { - return fortresses.includes(space); +function is_fortress(s) { + return fortresses.includes(s); } -function is_only_port_space(space) { - return space === HALIFAX || space === LOUISBOURG; +function is_only_port_space(s) { + return s === HALIFAX || s === LOUISBOURG; } function is_leader(p) { @@ -1049,24 +1049,24 @@ function is_piece_in_node(p, node) { return piece_node(p) === node; } -function is_piece_in_space(p, space) { - return piece_space(p) === space; +function is_piece_in_space(p, s) { + return piece_space(p) === s; } -function has_amphib(space) { - return game.amphib.includes(space); +function has_amphib(s) { + return game.amphib.includes(s); } -function has_friendly_amphib(space) { - return game.active === BRITAIN && game.amphib.includes(space); +function has_friendly_amphib(s) { + return game.active === BRITAIN && game.amphib.includes(s); } -function has_enemy_amphib(space) { - return game.active === FRANCE && game.amphib.includes(space); +function has_enemy_amphib(s) { + return game.active === FRANCE && game.amphib.includes(s); } -function has_fieldworks(space) { - return game.fieldworks.includes(space); +function has_fieldworks(s) { + return game.fieldworks.includes(s); } function place_fieldworks(s) { @@ -1081,303 +1081,303 @@ function remove_fieldworks(s) { } } -function place_friendly_raided_marker(space) { - log(`Placed raided marker at $(space_name(space)}.`); - player.raids.push(space); +function place_friendly_raided_marker(s) { + log(`Placed raided marker at $(space_name(s)}.`); + player.raids.push(s); } -function has_friendly_raided_marker(space) { - return player.raids.includes(space); +function has_friendly_raided_marker(s) { + return player.raids.includes(s); } -function has_enemy_raided_marker(space) { - return enemy_player.raids.includes(space); +function has_enemy_raided_marker(s) { + return enemy_player.raids.includes(s); } -function is_space_besieged(space) { - return space in game.sieges; +function is_space_besieged(s) { + return s in game.sieges; } -function is_space_unbesieged(space) { - return !is_space_besieged(space); +function is_space_unbesieged(s) { + return !is_space_besieged(s); } -function has_enemy_allied_settlement(space) { - return enemy_player.allied.includes(space); +function has_enemy_allied_settlement(s) { + return enemy_player.allied.includes(s); } -function has_friendly_allied_settlement(space) { - return player.allied.includes(space); +function has_friendly_allied_settlement(s) { + return player.allied.includes(s); } -function has_enemy_stockade(space) { - return enemy_player.stockades.includes(space); +function has_enemy_stockade(s) { + return enemy_player.stockades.includes(s); } -function has_friendly_stockade(space) { - return player.stockades.includes(space); +function has_friendly_stockade(s) { + return player.stockades.includes(s); } -function has_enemy_fortress(space) { - return enemy_player.fortresses.includes(space); +function has_enemy_fortress(s) { + return enemy_player.fortresses.includes(s); } -function has_friendly_fortress(space) { - return player.fortresses.includes(space); +function has_friendly_fortress(s) { + return player.fortresses.includes(s); } -function has_enemy_fort(space) { - return enemy_player.forts.includes(space); +function has_enemy_fort(s) { + return enemy_player.forts.includes(s); } -function has_friendly_fort(space) { - return player.forts.includes(space); +function has_friendly_fort(s) { + return player.forts.includes(s); } -function has_enemy_fort_uc(space) { - return enemy_player.forts_uc.includes(space); +function has_enemy_fort_uc(s) { + return enemy_player.forts_uc.includes(s); } -function has_friendly_fort_uc(space) { - return player.forts_uc.includes(space); +function has_friendly_fort_uc(s) { + return player.forts_uc.includes(s); } -function has_enemy_fort_or_fortress(space) { - return has_enemy_fort(space) || has_enemy_fortress(space); +function has_enemy_fort_or_fortress(s) { + return has_enemy_fort(s) || has_enemy_fortress(s); } -function has_enemy_fortifications(space) { - return has_enemy_stockade(space) || has_enemy_fort(space) || has_enemy_fortress(space); +function has_enemy_fortifications(s) { + return has_enemy_stockade(s) || has_enemy_fort(s) || has_enemy_fortress(s); } -function has_friendly_fort_or_fortress(space) { - return has_friendly_fort(space) || has_friendly_fortress(space); +function has_friendly_fort_or_fortress(s) { + return has_friendly_fort(s) || has_friendly_fortress(s); } -function has_friendly_fortifications(space) { - return has_friendly_stockade(space) || has_friendly_fort(space) || has_friendly_fortress(space); +function has_friendly_fortifications(s) { + return has_friendly_stockade(s) || has_friendly_fort(s) || has_friendly_fortress(s); } -function has_unbesieged_friendly_fortifications(space) { - return is_space_unbesieged(space) && has_friendly_fortifications(space); +function has_unbesieged_friendly_fortifications(s) { + return is_space_unbesieged(s) && has_friendly_fortifications(s); } -function has_unbesieged_friendly_fortress(space) { - return is_space_unbesieged(space) && has_friendly_fortress(space); +function has_unbesieged_friendly_fortress(s) { + return is_space_unbesieged(s) && has_friendly_fortress(s); } -function has_friendly_pieces(space) { +function has_friendly_pieces(s) { for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) return true; return false; } -function has_friendly_units(space) { +function has_friendly_units(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) return true; return false; } -function has_enemy_units(space) { +function has_enemy_units(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) return true; return false; } -function has_french_units(space) { +function has_french_units(s) { for (let p = first_french_unit; p <= last_french_unit; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) return true; return false; } -function has_british_units(space) { +function has_british_units(s) { for (let p = first_british_unit; p <= last_british_unit; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) return true; return false; } -function has_french_drilled_troops(space) { +function has_french_drilled_troops(s) { for (let p = first_french_unit; p <= last_french_unit; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) if (is_drilled_troops(p)) return true; return false; } -function has_british_drilled_troops(space) { +function has_british_drilled_troops(s) { for (let p = first_british_unit; p <= last_british_unit; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) if (is_drilled_troops(p)) return true; return false; } -function is_french_controlled_space(space) { +function is_french_controlled_space(s) { if (game.active === FRANCE) - return is_friendly_controlled_space(space); - return is_enemy_controlled_space(space); + return is_friendly_controlled_space(s); + return is_enemy_controlled_space(s); } -function has_french_stockade(space) { - return game.french.stockades.includes(space); +function has_french_stockade(s) { + return game.french.stockades.includes(s); } -function has_french_fort(space) { - return game.french.forts.includes(space); +function has_french_fort(s) { + return game.french.forts.includes(s); } -function is_french_fortress(space) { - return originally_french_fortresses.includes(space); +function is_french_fortress(s) { + return originally_french_fortresses.includes(s); } -function has_french_fortifications(space) { - return has_french_stockade(space) || has_french_fort(space) || is_french_fortress(space); +function has_french_fortifications(s) { + return has_french_stockade(s) || has_french_fort(s) || is_french_fortress(s); } -function has_unbesieged_french_fortification(space) { - return is_space_unbesieged(space) && has_french_fortifications(space); +function has_unbesieged_french_fortification(s) { + return is_space_unbesieged(s) && has_french_fortifications(s); } -function count_enemy_units_in_space(space) { +function count_enemy_units_in_space(s) { let n = 0; for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) ++n; return n; } -function has_unbesieged_friendly_leader(space) { +function has_unbesieged_friendly_leader(s) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) - if (is_piece_in_space(p, space) && !is_piece_inside(p)) + if (is_piece_in_space(p, s) && !is_piece_inside(p)) return true; return false; } -function has_unbesieged_enemy_leader(space) { +function has_unbesieged_enemy_leader(s) { for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) - if (is_piece_in_space(p, space) && !is_piece_inside(p)) + if (is_piece_in_space(p, s) && !is_piece_inside(p)) return true; return false; } -function has_unbesieged_enemy_units(space) { +function has_unbesieged_enemy_units(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) - if (is_piece_in_space(p, space) && !is_piece_inside(p)) + if (is_piece_in_space(p, s) && !is_piece_inside(p)) return true; return false; } -function has_unbesieged_enemy_units_that_did_not_intercept(space) { +function has_unbesieged_enemy_units_that_did_not_intercept(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) - if (is_piece_in_space(p, space) && !is_piece_inside(p) && !did_piece_intercept(p)) + if (is_piece_in_space(p, s) && !is_piece_inside(p) && !did_piece_intercept(p)) return true; return false; } -function is_friendly_controlled_space(space) { - if (is_space_unbesieged(space) && !has_enemy_units(space)) { - if (is_originally_enemy(space)) { - if (has_friendly_units(space) || has_friendly_stockade(space) || has_friendly_fort(space)) +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; - if (has_friendly_amphib(space)) + if (has_friendly_amphib(s)) return true; - } else if (is_originally_friendly(space)) { + } else if (is_originally_friendly(s)) { return true; } else { - if (has_friendly_units(space) || has_friendly_stockade(space) || has_friendly_fort(space)) + if (has_friendly_units(s) || has_friendly_stockade(s) || has_friendly_fort(s)) return true; } } return false; } -function is_enemy_controlled_space(space) { - if (is_space_unbesieged(space) && !has_friendly_units(space)) { - if (is_originally_friendly(space)) { - if (has_enemy_units(space) || has_enemy_stockade(space) || has_enemy_fort(space)) +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; - if (has_enemy_amphib(space)) + if (has_enemy_amphib(s)) return true; - } else if (is_originally_enemy(space)) { + } else if (is_originally_enemy(s)) { return true; } else { - if (has_enemy_units(space) || has_enemy_stockade(space) || has_enemy_fort(space)) + if (has_enemy_units(s) || has_enemy_stockade(s) || has_enemy_fort(s)) return true; } } return false; } -function is_british_controlled_space(space) { +function is_british_controlled_space(s) { if (game.active === BRITAIN) - return is_friendly_controlled_space(space); - return is_enemy_controlled_space(space); + return is_friendly_controlled_space(s); + return is_enemy_controlled_space(s); } -function has_friendly_supplied_drilled_troops(space) { +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, space) && is_in_supply(space)) + if (is_drilled_troops(p) && is_piece_in_space(p, s) && is_in_supply(s)) return true; return false; } -function has_friendly_drilled_troops(space) { +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, space)) + if (is_drilled_troops(p) && is_piece_in_space(p, s)) return true; return false; } -function has_friendly_regulars(space) { +function has_friendly_regulars(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_regular_unit(p) && is_piece_in_space(p, space)) + if (is_regular_unit(p) && is_piece_in_space(p, s)) return true; return false; } -function has_friendly_rangers(space) { +function has_friendly_rangers(s) { if (game.active === BRITAIN) for (let p = first_british_unit; p <= last_british_unit; ++p) - if (is_ranger_unit(p) && is_piece_in_space(p, space)) + if (is_ranger_unit(p) && is_piece_in_space(p, s)) return true; return false; } -function has_friendly_indians(space) { +function has_friendly_indians(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_indian_unit(p) && is_piece_in_space(p, space)) + if (is_indian_unit(p) && is_piece_in_space(p, s)) return true; return false; } -function has_unbesieged_enemy_auxiliary(space) { +function has_unbesieged_enemy_auxiliary(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) - if (is_auxiliary_unit(p) && is_piece_in_space(p, space) && !is_piece_inside(p)) + if (is_auxiliary_unit(p) && is_piece_in_space(p, s) && !is_piece_inside(p)) return true; return false; } -function has_unbesieged_enemy_fortifications(space) { - return is_space_unbesieged(space) && has_enemy_fortifications(space); +function has_unbesieged_enemy_fortifications(s) { + return is_space_unbesieged(s) && has_enemy_fortifications(s); } -function has_besieged_enemy_fortifications(space) { - return is_space_besieged(space) && has_enemy_fortifications(space); +function has_besieged_enemy_fortifications(s) { + return is_space_besieged(s) && has_enemy_fortifications(s); } -function has_unbesieged_enemy_fort_or_fortress(space) { - return is_space_unbesieged(space) && has_enemy_fort_or_fortress(space); +function has_unbesieged_enemy_fort_or_fortress(s) { + return is_space_unbesieged(s) && has_enemy_fort_or_fortress(s); } -function has_non_moving_unbesieged_friendly_units(space) { +function has_non_moving_unbesieged_friendly_units(s) { let force = moving_piece(); for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { - if (is_piece_in_space(p, space) && is_piece_unbesieged(p)) { + if (is_piece_in_space(p, s) && is_piece_unbesieged(p)) { if (!is_piece_in_force(p, force)) return true; } @@ -1385,16 +1385,16 @@ function has_non_moving_unbesieged_friendly_units(space) { return false; } -function has_unbesieged_friendly_units(space) { +function has_unbesieged_friendly_units(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_piece_in_space(p, space) && is_piece_unbesieged(p)) + if (is_piece_in_space(p, s) && is_piece_unbesieged(p)) return true; return false; } -function has_besieged_friendly_units(space) { +function has_besieged_friendly_units(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_piece_in_space(p, space) && is_piece_inside(p)) + if (is_piece_in_space(p, s) && is_piece_inside(p)) return true; return false; } @@ -1481,21 +1481,21 @@ function force_has_only_auxiliary_units(who) { return is_auxiliary_unit(who); } -function is_raid_space(space) { - if (has_friendly_fort(space)) +function is_raid_space(s) { + if (has_friendly_fort(s)) return false; - if (has_friendly_fortress(space)) + if (has_friendly_fortress(s)) return false; - if (has_friendly_stockade(space)) + if (has_friendly_stockade(s)) return false; - if (has_friendly_drilled_troops(space)) + if (has_friendly_drilled_troops(s)) return false; - if (is_originally_enemy(space)) + if (is_originally_enemy(s)) return true; - if (has_enemy_stockade(space)) + if (has_enemy_stockade(s)) return true; - if (has_enemy_allied_settlement(space)) + if (has_enemy_allied_settlement(s)) return true; return false; @@ -1535,20 +1535,20 @@ function battle_space() { return game.battle.where; } -function find_friendly_commanding_leader_in_space(space) { +function find_friendly_commanding_leader_in_space(s) { let commander = 0; for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) if (!commander || leader_command(p) > leader_command(commander)) // TODO: prefer commander with higher tactics rating if same command rating commander = p; return commander; } -function find_enemy_commanding_leader_in_space(space) { +function find_enemy_commanding_leader_in_space(s) { let commander = 0; for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) if (!commander || leader_command(p) > leader_command(commander)) commander = p; return commander; @@ -1590,30 +1590,30 @@ function award_british_vp(n) { game.vp -= n; } -function remove_friendly_stockade(space) { - remove_from_array(player.stockades, space); +function remove_friendly_stockade(s) { + remove_from_array(player.stockades, s); } -function remove_friendly_fort_uc(space) { - remove_from_array(player.forts_uc, space); +function remove_friendly_fort_uc(s) { + remove_from_array(player.forts_uc, s); } -function remove_friendly_fort(space) { - remove_from_array(player.forts, space); +function remove_friendly_fort(s) { + remove_from_array(player.forts, s); } -function remove_enemy_fort_uc(space) { - remove_from_array(enemy_player.forts_uc, space); +function remove_enemy_fort_uc(s) { + remove_from_array(enemy_player.forts_uc, s); } -function place_friendly_fort(space) { - remove_friendly_stockade(space); - remove_friendly_fort_uc(space); - player.forts.push(space); +function place_friendly_fort(s) { + remove_friendly_stockade(s); + remove_friendly_fort_uc(s); + player.forts.push(s); } -function place_friendly_fort_uc(space) { - player.forts_uc.push(space); +function place_friendly_fort_uc(s) { + player.forts_uc.push(s); } // Isolate piece from any forces it may be involved in. @@ -1807,13 +1807,13 @@ function is_fort_or_fortress_vacant_of_besieging_units(s) { function lift_sieges_and_amphib() { console.log("LIFT SIEGES AND AMPHIB AND RECAPTURE FORTRESSES"); - for_each_siege(space => { - if (is_fort_or_fortress_vacant_of_besieging_units(space)) { - log(`Lifted siege at ${space_name(space)}.`); + for_each_siege(s => { + if (is_fort_or_fortress_vacant_of_besieging_units(s)) { + log(`Lifted siege at ${space_name(s)}.`); for (let p = 1; p <= last_piece; ++p) - if (is_piece_in_space(p, space)) + if (is_piece_in_space(p, s)) set_piece_outside(p); - delete game.sieges[space]; + delete game.sieges[s]; } }); @@ -1920,16 +1920,16 @@ states.debug_supply = { space: pop_undo } -function is_in_supply(space) { - if (game.active === BRITAIN && has_amphib(space)) +function is_in_supply(from) { + if (game.active === BRITAIN && has_amphib(from)) return true; if (!supply_cache) search_supply_spaces(); - if (supply_cache.includes(space)) + if (supply_cache.includes(from)) return true; let x = false; - for_each_exit(space, s => { - if (supply_cache.includes(s)) + for_each_exit(from, next => { + if (supply_cache.includes(next)) x = true; }) return x; @@ -2381,19 +2381,19 @@ function can_drop_off_leader(commander, subordinate) { states.define_force = { prompt() { let commander = game.force.commander; - let space = piece_space(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); - view.prompt = `Define the force to ${game.force.reason} with ${piece_name(commander)} from ${space_name(space)} (${cmd_use}/${cmd_cap}).`; + view.prompt = `Define the force to ${game.force.reason} with ${piece_name(commander)} from ${space_name(where)} (${cmd_use}/${cmd_cap}).`; view.who = commander; let can_pick_up = false; // pick up sub-commanders - for_each_friendly_leader_in_node(space, p => { + for_each_friendly_leader_in_node(where, p => { if (game.force.reason === 'avoid' && is_piece_inside(p)) return; // continue if (p !== commander && leader_command(p) <= leader_command(commander)) { @@ -2403,7 +2403,7 @@ states.define_force = { }); // pick up units - for_each_friendly_unit_in_node(space, p => { + for_each_friendly_unit_in_node(where, p => { if (game.force.reason === 'avoid' && is_piece_inside(p)) return; // continue if (is_british_iroquois_or_mohawk(p)) { @@ -2442,11 +2442,11 @@ states.define_force = { push_undo(); let commander = game.force.commander; - let space = piece_space(commander); + let where = piece_space(commander); let box = leader_box(commander); // pick up all sub-commanders - for_each_friendly_leader_in_node(space, p => { + for_each_friendly_leader_in_node(where, p => { if (game.force.reason === 'avoid' && is_piece_inside(p)) return; // continue if (p !== commander && leader_command(p) <= leader_command(commander)) @@ -2454,7 +2454,7 @@ states.define_force = { }); // pick up as many units as possible - for_each_friendly_unit_in_node(space, p => { + for_each_friendly_unit_in_node(where, p => { if (game.force.reason === 'avoid' && is_piece_inside(p)) return; // continue if (is_british_iroquois_or_mohawk(p)) { @@ -2471,9 +2471,9 @@ states.define_force = { piece(p) { push_undo(); let commander = game.force.commander; - let space = piece_space(commander); + let where = piece_space(commander); if (piece_node(p) === leader_box(commander)) - move_piece_to(p, space); + move_piece_to(p, where); else move_piece_to(p, leader_box(commander)); }, @@ -2511,21 +2511,21 @@ states.define_force = { states.define_force_lone_ax = { prompt() { let commander = game.force.commander; - let space = piece_space(commander); + let where = piece_space(commander); let n = count_units_in_force(commander); - view.prompt = `Define lone auxiliary force to intercept with ${piece_name(commander)} from ${space_name(space)}.`; + view.prompt = `Define 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(space, p => { + for_each_friendly_leader_in_node(where, p => { if (p !== commander && leader_command(p) <= leader_command(commander)) gen_action_piece(p); }); // pick up units (max 1 auxiliary) if (n === 0) { - for_each_friendly_unit_in_node(space, p => { + for_each_friendly_unit_in_node(where, p => { if (is_auxiliary_unit(p)) { if (is_british_iroquois_or_mohawk(p)) { // 5.534 Only Johnson can command British Iroquois and Mohawk (and for free) @@ -2556,9 +2556,9 @@ states.define_force_lone_ax = { piece(p) { push_undo(); let commander = game.force.commander; - let space = piece_space(commander); + let where = piece_space(commander); if (piece_node(p) === leader_box(commander)) - move_piece_to(p, space); + move_piece_to(p, where); else move_piece_to(p, leader_box(commander)); }, @@ -3449,18 +3449,18 @@ states.declare_inside = { // AVOID BATTLE function goto_avoid_battle() { - let space = moving_piece_space(); - if (has_unbesieged_enemy_units(space)) { + let from = moving_piece_space(); + if (has_unbesieged_enemy_units(from)) { if (!game.move.did_attempt_intercept) { - if (can_enemy_avoid_battle(space)) { - console.log("AVOID BATTLE " + space_name(space)); + if (can_enemy_avoid_battle(from)) { + console.log("AVOID BATTLE " + space_name(from)); set_active_enemy(); game.state = 'avoid_who'; return; } } } - goto_battle_check(space); + goto_battle_check(); } function did_piece_intercept(p) { @@ -4988,9 +4988,9 @@ const SIEGE_TABLE = [ 0, 0, 0, 1, 1, 1, 2, 2 ]; function can_moving_force_siege_or_assault() { let leader = moving_piece(); - let space = moving_piece_space(); - if (has_besieged_enemy_fortifications(space)) { - let commanding = find_friendly_commanding_leader_in_space(space); + let where = moving_piece_space(); + if (has_besieged_enemy_fortifications(where)) { + let commanding = find_friendly_commanding_leader_in_space(where); if (leader === commanding && force_has_supplied_drilled_troops(leader)) { return true; } @@ -4998,8 +4998,8 @@ function can_moving_force_siege_or_assault() { return false; } -function can_play_coehorns_in_siege(space) { - return is_friendly_card_available(COEHORNS) && has_friendly_regulars(space); +function can_play_coehorns_in_siege(s) { + return is_friendly_card_available(COEHORNS) && has_friendly_regulars(s); } function goto_siege(space) { @@ -5149,40 +5149,40 @@ function end_surrender() { } function resolve_siege() { - let space = game.siege_where; - log("Resolve siege in " + space_name(space)); - let att_leader = find_friendly_commanding_leader_in_space(space); - let def_leader = find_enemy_commanding_leader_in_space(space); + let where = game.siege_where; + log("Resolve siege in " + space_name(where)); + 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 (def_leader) die = modify(die, -leader_tactics(def_leader), "defending leader"); - if (space === LOUISBOURG) + if (where === LOUISBOURG) die = modify(die, -1, "for Louisbourg"); let result = SIEGE_TABLE[clamp(die, 0, 7)]; log(`Result(${die}): ${result}`); if (result > 0) { - let level = change_siege_marker(space, result); + let level = change_siege_marker(where, result); log("Siege level " + level + "."); } - goto_assault_possible(space); + goto_assault_possible(where); } // ASSAULT -function is_assault_possible(space) { - let siege_level = game.sieges[space] | 0; - if (has_enemy_fort(space) && siege_level >= 1) +function is_assault_possible(where) { + let siege_level = game.sieges[where] | 0; + if (has_enemy_fort(where) && siege_level >= 1) return true; - if (has_enemy_fortress(space) && siege_level >= 2) + if (has_enemy_fortress(where) && siege_level >= 2) return true; return false; } -function goto_assault_possible(space) { - if (is_assault_possible(space)) { +function goto_assault_possible(where) { + if (is_assault_possible(where)) { game.state = 'assault_possible'; - game.assault_possible = space; + game.assault_possible = where; } else { end_move_step(true); } @@ -6008,27 +6008,27 @@ states.construct_stockades = { view.prompt = `Construct stockades \u2014 ${format_remain(game.count)}.`; gen_action_next(); if (game.count > 0) { - for (let space = first_space; space <= last_space; ++space) { - if (has_friendly_supplied_drilled_troops(space) || is_originally_friendly(space)) { - if (has_enemy_units(space)) + 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; - if (has_enemy_fortifications(space)) + if (has_enemy_fortifications(s)) continue; - if (has_friendly_fortifications(space)) + if (has_friendly_fortifications(s)) continue; - if (is_space_besieged(space)) + if (is_space_besieged(s)) continue; - if (is_fortress(space)) + if (is_fortress(s)) continue; - gen_action_space(space); + gen_action_space(s); } } } }, - space(space) { + space(s) { push_undo(); - log(`Built stockade in ${space_name(space)}.`); - player.stockades.push(space); + log(`Built stockade in ${space_name(s)}.`); + player.stockades.push(s); game.count --; }, next() { @@ -6050,30 +6050,30 @@ states.construct_forts = { view.prompt = `Construct forts \u2014 ${format_remain(game.count)}.`; gen_action_next(); if (game.count > 0) { - for (let space = first_space; space <= last_space; ++space) { - if (has_friendly_supplied_drilled_troops(space)) { - if (game.list.includes(space)) + for (let s = first_space; s <= last_space; ++s) { + if (has_friendly_supplied_drilled_troops(s)) { + if (game.list.includes(s)) continue; - if (has_friendly_fort(space)) + if (has_friendly_fort(s)) continue; - if (is_space_besieged(space)) + if (is_space_besieged(s)) continue; - if (is_fortress(space)) + if (is_fortress(s)) continue; - gen_action_space(space); + gen_action_space(s); } } } }, - space(space) { + space(s) { push_undo(); - if (has_friendly_fort_uc(space)) { - log(`Finished building fort in ${space_name(space)}.`); - place_friendly_fort(space); + if (has_friendly_fort_uc(s)) { + log(`Finished building fort in ${space_name(s)}.`); + place_friendly_fort(s); } else { - log(`Started building fort in ${space_name(space)}.`); - place_friendly_fort_uc(space); - game.list.push(space); // don't finish it in the same action phase + log(`Started building fort in ${space_name(s)}.`); + place_friendly_fort_uc(s); + game.list.push(s); // don't finish it in the same action phase } game.count --; }, @@ -8254,7 +8254,7 @@ exports.setup = function (seed, scenario, options) { fieldworks: [], niagara: 1, ohio_forks: 1, - France: { + french: { hand: [], held: 0, did_construct: 0, @@ -8265,7 +8265,7 @@ exports.setup = function (seed, scenario, options) { fortresses: originally_french_fortresses.slice(), raids: [], }, - Britain: { + british: { hand: [], held: 0, did_construct: 0, @@ -8390,16 +8390,16 @@ function gen_action_next() { gen_action('next'); } -function gen_action_space(space) { - gen_action('space', space); +function gen_action_space(s) { + gen_action('space', s); } -function gen_action_piece(piece) { - gen_action('piece', piece); +function gen_action_piece(p) { + gen_action('piece', p); } -function gen_action_discard(card) { - gen_action('card', card); +function gen_action_discard(c) { + gen_action('card', c); } function load_game_state(state) { |