diff options
-rw-r--r-- | rules.js | 210 |
1 files changed, 121 insertions, 89 deletions
@@ -19,6 +19,8 @@ // TODO: move core of is_friendly/enemy to is_british/french and branch in is_friendly/enemy // TODO: update indian alliance markers when placing/eliminating indians +// TODO: only move pieces once per campaign + const { spaces, pieces, cards } = require("./data"); const BRITAIN = 'Britain'; @@ -900,10 +902,6 @@ function unit_strength(p) { return pieces[p].strength; } -function is_piece_activated(p) { - return game.pieces.activated.includes(p); -} - function is_unit_reduced(p) { return game.pieces.reduced.includes(p); } @@ -1543,6 +1541,38 @@ function add_raid(who) { game.raid.list.push(where); } +function is_vacant_of_besieging_units(space) { + if (has_french_fort(space) || has_french_fortress(space)) + return !has_french_units(space); + else + return !has_british_units(space); +} + +function lift_sieges_and_amphib() { + console.log("LIFT SIEGES AND AMPHIB"); + + for_each_siege(space => { + if (is_vacant_of_besieging_units(space)) { + log(`Siege in ${space_name(space)} lifted.`); + for (let p = 1; p < pieces.length; ++p) + if (is_piece_in_space(p, space)) + set_piece_outside(p); + delete game.sieges[space]; + } + }); + + let amphib = game.Britain.amphib; + for (let i = amphib.length-1; i >= 0; --i) { + let s = amphib[i]; + if (!has_british_units(s)) { + if (has_french_drilled_troops(s) || has_unbesieged_french_fortification()) { + log(`Amphib removed from ${space_name(s)}.`); + amphib.splice(i, 1); + } + } + } +} + // PATH FINDING function is_in_supply(space) { @@ -1930,7 +1960,6 @@ function end_action_phase() { lift_sieges_and_amphib(); console.log("END ACTION PHASE"); clear_undo(); - game.pieces.activated.length = 0; game.count = 0; // TODO: skip if next player has no cards or passed @@ -2038,8 +2067,12 @@ function goto_activate_individually(card) { push_undo(); player.did_construct = 0; discard_card(card, " to activate auxiliaries and leaders"); - game.count = cards[card].activation; game.state = 'activate_individually'; + game.count = cards[card].activation; + game.activation = { + type: 'individually', + list: [] + } } function goto_activate_force(card) { @@ -2048,6 +2081,21 @@ function goto_activate_force(card) { discard_card(card, " to activate a force"); game.state = 'activate_force'; game.count = cards[card].activation; + game.activation = { + type: 'force', + list: [] + } +} + +events.campaign = { + play() { + game.state = 'activate_campaign'; + game.count = 2; + game.activation = { + type: 'force', + list: [] + } + } } states.activate_individually = { @@ -2073,7 +2121,7 @@ states.activate_individually = { if (is_coureurs_unit(p)) gen_action_piece(p); if (is_drilled_troops(p)) - if (game.pieces.activated.length === 0) + if (game.activation.list.length === 0) gen_action_piece(p); } } @@ -2084,7 +2132,7 @@ states.activate_individually = { push_undo(); log(`Activate ${piece_name(piece)}.`); isolate_piece_from_force(piece); - game.pieces.activated.push(piece); + game.activation.list.push(piece); if (is_drilled_troops(piece)) game.count = 0; else if (is_indian_unit(piece)) @@ -2093,97 +2141,65 @@ states.activate_individually = { game.count -= 1.0; }, next() { + push_undo(); goto_pick_move(); }, } states.activate_force = { prompt() { - gen_action_pass(); - if (game.count > 0) { - 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.count) + 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.count) + if (!game.activation.list.includes(p)) gen_action_piece(p); - } - } else { - view.prompt = "Activate a Force \u2014 done."; - } + gen_action_pass(); }, - piece(leader) { + piece(p) { push_undo(); - log(`Activate force led by ${piece_name(leader)}.`); - game.pieces.activated.push(leader); + log(`Activate force led by ${piece_name(p)}.`); + game.activation.list.push(p); game.count = 0; - goto_pick_force(); + goto_pick_move(); }, pass() { end_action_phase(); }, } -function is_vacant_of_besieging_units(space) { - if (has_french_fort(space) || has_french_fortress(space)) - return !has_french_units(space); - else - return !has_british_units(space); -} - -function lift_sieges_and_amphib() { - console.log("LIFT SIEGES AND AMPHIB"); - - for_each_siege(space => { - if (is_vacant_of_besieging_units(space)) { - log(`Siege in ${space_name(space)} lifted.`); - for (let p = 1; p < pieces.length; ++p) - if (is_piece_in_space(p, space)) - set_piece_outside(p); - delete game.sieges[space]; - } - }); - - let amphib = game.Britain.amphib; - for (let i = amphib.length-1; i >= 0; --i) { - let s = amphib[i]; - if (!has_british_units(s)) { - if (has_french_drilled_troops(s) || has_unbesieged_french_fortification()) { - log(`Amphib removed from ${space_name(s)}.`); - amphib.splice(i, 1); +states.activate_campaign = { + prompt() { + if (game.count > 0) { + view.prompt = "Activate two leaders and their forces."; + for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { + if (is_piece_on_map(p)) + if (!game.activation.list.includes(p)) + gen_action_piece(p); } + } else { + view.prompt = "Activate two leaders and their forces \u2014 done."; + gen_action_next(); } - } -} - -function end_activation() { - lift_sieges_and_amphib(); - clear_undo(); - // TODO: goto_pick_force for campaign event - goto_pick_move(); -} - -function goto_pick_force() { - if (game.pieces.activated.length === 0) { - end_action_phase(); - } else if (game.pieces.activated.length === 1) { - let leader = game.pieces.activated.pop(); - game.force = { - leader: leader, - selected: leader, - reason: 'move', - }; - game.state = 'define_force'; - } else { - // TODO: for campaign event - game.state = 'pick_force'; - } + }, + piece(leader) { + push_undo(); + log(`Activate force led by ${piece_name(leader)}.`); + game.activation.list.push(leader); + game.count--; + }, + next() { + push_undo(); + goto_pick_move(); + }, } function goto_pick_move() { - if (game.pieces.activated.length === 0) + if (game.activation.list.length === 0) { + delete game.activation; end_action_phase(); - else if (game.pieces.activated.length === 1) - goto_move_piece(game.pieces.activated[0]) - else { + } else if (game.activation.list.length === 1) { + pick_move(game.activation.list.pop()); + } else { game.state = 'pick_move'; } } @@ -2191,18 +2207,38 @@ function goto_pick_move() { states.pick_move = { prompt() { view.prompt = "Select an activated force, leader, or unit to move." - gen_action_next(); - game.pieces.activated.forEach(gen_action_piece); + gen_action_pass(); + game.activation.list.forEach(gen_action_piece); }, - piece(piece) { + piece(p) { push_undo(); - goto_move_piece(piece); + remove_from_array(game.activation.list, p); + pick_move(p); }, - next() { + pass() { end_action_phase(); }, } +function pick_move(p) { + if (game.activation.type === 'force') { + game.force = { + leader: p, + selected: p, + reason: 'move', + }; + game.state = 'define_force'; + } else { + goto_move_piece(p); + } +} + +function end_activation() { + lift_sieges_and_amphib(); + clear_undo(); + goto_pick_move(); +} + // DEFINE FORCE (for various actions) states.define_force = { @@ -2326,10 +2362,9 @@ states.define_force = { // MOVE function goto_move_piece(who) { +console.log("GOTO_MOVE_PIECE", piece_name(who)); log(`Move ${piece_name(who)}.`); - remove_from_array(game.pieces.activated, who); let from = piece_space(who); -console.log("GOTO_MOVE_PIECE", who); game.state = 'move'; game.move = { moving: who, @@ -4100,10 +4135,6 @@ function can_restore_unit(p) { return is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p); } -const TODO = { can_play() { return false } }; - -events.campaign = TODO; - function count_french_raids_in_dept(dept) { let n = 0; for (let i = 0; i < game.France.raids.length; ++i) { @@ -6177,7 +6208,6 @@ exports.setup = function (seed, scenario, options) { location: pieces.map(x => 0), reduced: [], inside: [], - activated: [], pool: [], }, sieges: {}, @@ -6358,6 +6388,8 @@ exports.view = function(state, current) { log: game.log, }; + if (game.activation) + view.activation = game.activation; if (game.move) view.move = game.move; if (game.force) |