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-rw-r--r--rules.js175
1 files changed, 87 insertions, 88 deletions
diff --git a/rules.js b/rules.js
index 5f23c3a..0401169 100644
--- a/rules.js
+++ b/rules.js
@@ -397,6 +397,40 @@ const last_amphib_card = 20;
const SURRENDER = 6;
const LOUISBOURG_SQUADRONS = 21;
+const within_two_of_canajoharie = [ CANAJOHARIE ];
+for_each_exit(CANAJOHARIE, one => {
+ if (!within_two_of_canajoharie.includes(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);
+ }
+ });
+ }
+});
+
+const within_two_of_gray_settlement = [];
+indian_spaces.iroquois.forEach(zero => {
+ within_two_of_gray_settlement.push(zero);
+});
+indian_spaces.iroquois.forEach(zero => {
+ for_each_exit(zero, one => {
+ if (!within_two_of_gray_settlement.includes(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);
+ }
+ });
+ }
+ });
+});
+
+const in_or_adjacent_to_ohio_forks = [ OHIO_FORKS ];
+for_each_exit(OHIO_FORKS, one => {
+ in_or_adjacent_to_ohio_forks.push(one);
+});
+
function has_amphibious_arrow(space) {
return space === HALIFAX || space === LOUISBOURG;
}
@@ -1421,6 +1455,12 @@ function isolate_piece_from_force(p) {
move_piece_to(p, where);
}
+function restore_unit(p) {
+ let s = piece_space(p);
+ log(`${piece_name(p)} restored at ${space_name(s)}.`);
+ set_unit_reduced(p, 0);
+}
+
function reduce_unit(p) {
if (is_unit_reduced(p)) {
eliminate_piece(p);
@@ -4047,6 +4087,19 @@ states.construct_forts = {
// EVENTS
+function can_place_in_space(s) {
+ if (has_enemy_units(s))
+ return false;
+ if (has_enemy_fortifications(s))
+ return false;
+ return true;
+}
+
+function can_restore_unit(p) {
+ // TODO: out-of-supply drilled troops
+ return is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p);
+}
+
const TODO = { can_play() { return false } };
events.campaign = TODO;
@@ -4140,9 +4193,9 @@ states.indian_alliance = {
for (let a of game.alliance) {
if (game.count >= 1) {
for (let s of indian_spaces[a]) {
- if (!has_enemy_units(s) && !has_enemy_fortifications(s) && !has_enemy_allied_settlement(s)) {
+ if (!has_enemy_allied_settlement(s)) {
let p = find_unused_indian(indian_tribe[s]);
- if (p) {
+ if (p && can_place_in_space(s)) {
can_place = true;
gen_action_space(s);
}
@@ -4152,7 +4205,7 @@ states.indian_alliance = {
if (game.count >= 0.5) {
for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
if (is_indian_alliance(p, a)) {
- if (is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p)) {
+ if (can_restore_unit(p)) {
can_place = true;
gen_action_piece(p);
}
@@ -4173,8 +4226,7 @@ states.indian_alliance = {
},
piece(p) {
push_undo();
- log(`${piece_name(p)} restored.`);
- set_unit_reduced(p, 0);
+ restore_unit(p);
game.count -= 0.5;
},
next() {
@@ -4192,48 +4244,16 @@ function place_and_restore_british_indian_tribe(s, tribe) {
// TODO: use mohawks piece list
for (let p = first_british_unit; p <= last_british_unit; ++p) {
if (is_indian_tribe(p, tribe)) {
- if (is_piece_unused(p)) {
+ if (is_piece_unused(p))
place_piece(p, s);
- }
- if (is_unit_reduced(p) && is_piece_unbesieged(p)) {
- log(`${piece_name(p)} restored.`);
- set_unit_reduced(p, 0);
- }
+ if (can_restore_unit(p))
+ restore_unit(p);
}
}
game.count = 0;
}
-const within_two_of_canajoharie = [ CANAJOHARIE ];
-for_each_exit(CANAJOHARIE, one => {
- if (!within_two_of_canajoharie.includes(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);
- }
- });
- }
-});
-
-const within_two_of_gray_settlement = [];
-indian_spaces.iroquois.forEach(zero => {
- within_two_of_gray_settlement.push(zero);
-});
-indian_spaces.iroquois.forEach(zero => {
- for_each_exit(zero, one => {
- if (!within_two_of_gray_settlement.includes(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);
- }
- });
- }
- });
-});
-
events.mohawks = {
can_play() {
let s = piece_space(JOHNSON);
@@ -4253,9 +4273,10 @@ states.mohawks = {
view.prompt = "Place all Mohawk units not on the map with Johnson.";
let can_place = false;
if (game.count > 0) {
- if (is_piece_on_map(JOHNSON) && is_piece_unbesieged(JOHNSON)) {
+ let s = piece_space(JOHNSON);
+ if (can_place_in_space(s)) {
can_place = true;
- gen_action_space(piece_space(JOHNSON));
+ gen_action_space(s);
}
}
if (!can_place)
@@ -4362,11 +4383,6 @@ states.cherokee_uprising = {
},
}
-const in_or_adjacent_to_ohio_forks = [ OHIO_FORKS ];
-for_each_exit(OHIO_FORKS, one => {
- in_or_adjacent_to_ohio_forks.push(one);
-});
-
events.treaty_of_easton = {
can_play() {
for (let s of in_or_adjacent_to_ohio_forks)
@@ -4438,14 +4454,13 @@ events.louisbourg_squadrons = {
log("No amphibious landings this year.");
let roll = roll_die()
if (roll <= 3) {
- log("Roll " + roll + ".");
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("Roll " + roll + ": no effect.");
+ log("No effect.");
}
end_action_phase();
}
@@ -4521,7 +4536,6 @@ states.small_pox = {
clear_undo(); // rolling die
log(`Small Pox in ${space_name(s)}.`);
let roll = roll_die();
- log("Roll " + roll + ".");
if (count_enemy_units_in_space(s) > 8) {
game.count = roll;
} else {
@@ -4579,7 +4593,6 @@ events.courier_intercepted = {
},
play() {
let roll = roll_die();
- log("Roll " + roll + ".");
if (roll >= 3) {
let i = random(enemy_player.hand.length);
let c = enemy_player.hand[i];
@@ -4934,13 +4947,10 @@ states.raise_provincial_regiments = {
restore() {
// TODO: restore_provincial_regiments state for manual restoring?
push_undo();
- log(`Restores all provincials of ${game.department} department.`);
for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
- if (is_provincial_unit_from(p, game.department) && is_piece_unbesieged(p) && is_unit_reduced(p)) {
- log(`Restores ${piece_name(p)}.`);
- // TODO: drilled troops must be in supply!
- set_unit_reduced(p, 0);
- }
+ if (is_provincial_unit_from(p, game.department))
+ if (can_restore_unit(p))
+ restore_unit(p);
}
game.count = 0;
},
@@ -5042,7 +5052,6 @@ events.colonial_recruits = {
play() {
clear_undo(); // rolling die
let roll = roll_die();
- log("Roll " + roll + ".");
game.state = 'colonial_recruits';
game.count = roll;
},
@@ -5053,10 +5062,11 @@ states.colonial_recruits = {
let can_restore = false;
if (game.count > 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)) {
- // TODO: drilled troops must be in supply!
- can_restore = true;
- gen_action_piece(p);
+ if (is_colonial_recruit(p)) {
+ if (can_restore_unit(p)) {
+ can_restore = true;
+ gen_action_piece(p);
+ }
}
}
}
@@ -5069,8 +5079,7 @@ states.colonial_recruits = {
},
piece(p) {
push_undo();
- log(`Restores ${piece_name(p)}.`);
- set_unit_reduced(p, 0);
+ restore_unit(p);
game.count --;
},
next() {
@@ -5131,9 +5140,8 @@ states.restore_regular_or_light_infantry_units = {
if (game.count > 0) {
for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
if (is_regulars_unit(p) || is_light_infantry_unit(p)) {
- if (is_piece_unbesieged(p) && is_unit_reduced(p)) {
+ if (can_restore_unit(p)) {
can_restore = true;
- // TODO: drilled troops must be in supply!
gen_action_piece(p);
}
}
@@ -5148,8 +5156,7 @@ states.restore_regular_or_light_infantry_units = {
},
piece(p) {
push_undo();
- log(`Restores ${piece_name(p)}.`);
- set_unit_reduced(p, 0);
+ restore_unit(p);
game.count --;
},
next() {
@@ -5208,9 +5215,7 @@ states.call_out_militias = {
},
piece(p) {
push_undo();
- let s = piece_space(p);
- log(`Restores militia in ${space_name(s)}.`);
- set_unit_reduced(p, 0);
+ restore_unit(p);
game.count -= 1;
},
next() {
@@ -5249,8 +5254,8 @@ states.rangers = {
}
if (game.count > 0) {
for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
- if (is_rangers_unit(p) && is_unit_reduced(p) && is_piece_on_map(p)) {
- if (is_piece_unbesieged(p)) {
+ if (is_rangers_unit(p)) {
+ if (can_restore_unit(p)) {
can_place = true;
gen_action_piece(p);
}
@@ -5268,9 +5273,7 @@ states.rangers = {
},
piece(p) {
push_undo();
- let s = piece_space(p);
- log(`Restores rangers in ${space_name(s)}.`);
- set_unit_reduced(p, 0);
+ restore_unit(p);
game.count -= 1;
},
next() {
@@ -5444,7 +5447,7 @@ states.british_regulars = {
}
if (game.count > 0) {
for_each_british_controlled_port(s => {
- if (is_space_unbesieged(s))
+ if (can_place_in_space(s))
gen_action_space(s);
});
} else {
@@ -5518,7 +5521,7 @@ states.highlanders = {
}
if (game.count > 0) {
for_each_british_controlled_port(s => {
- if (is_space_unbesieged(s))
+ if (can_place_in_space(s))
gen_action_space(s);
});
} else {
@@ -5627,12 +5630,9 @@ events.acadians_expelled = {
// TODO: restore_acadians_expelled state for manual restoring?
for (let p = first_french_unit; p <= last_french_unit; ++p) {
- if (is_militia_unit(p) || is_coureurs_unit(p)) {
- if (is_unit_reduced(p) && is_piece_unbesieged(p)) {
- log(`${piece_name(p)} restored.`);
- set_unit_reduced(p, 0);
- }
- }
+ if (is_militia_unit(p) || is_coureurs_unit(p))
+ if (can_restore_unit(p))
+ restore_unit(p);
}
set_active(enemy());
@@ -5645,9 +5645,9 @@ states.acadians_expelled = {
prompt() {
view.prompt = "Place a Coureurs unit at Québec or Louisbourg.";
if (game.count > 0) {
- if (has_unbesieged_friendly_fortress(QUEBEC))
+ if (!has_british_units(QUEBEC))
gen_action_space(QUEBEC);
- if (has_unbesieged_friendly_fortress(LOUISBOURG))
+ if (!has_british_units(LOUISBOURG))
gen_action_space(LOUISBOURG);
} else {
gen_action_next();
@@ -5656,9 +5656,8 @@ states.acadians_expelled = {
space(s) {
push_undo();
let p = find_unused_coureurs_unit();
- if (p) {
+ if (p)
place_piece(p, s);
- }
game.count = 0;
},
next() {