"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 // TODO: summary of step losses in log (brief/verbose) const { spaces, pieces, cards } = require("./data"); 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; // 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; // 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; // Patch up leader/box associations. const box_from_leader = []; const leader_from_box = []; for (let p = 0; p <= last_piece; ++p) 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; } // 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 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 // 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; function abs(x) { return x < 0 ? -x : x; } function random(n) { return ((game.seed = game.seed * 69621 % 0x7fffffff) / 0x7fffffff) * n | 0; } function roll_die(reason) { let die = random(6) + 1; if (reason) log(`Rolled ${die} ${reason}.`); else log(`Rolled ${die}.`); return die; } function modify(die, drm, why) { if (drm >= 0) log(`+${drm} ${why}.`); else if (drm < 0) log(`${drm} ${why}.`); return die + drm; } function clamp(x, min, max) { return Math.min(Math.max(x, min), max); } function remove_from_array(array, item) { let i = array.indexOf(item); if (i >= 0) array.splice(i, 1); } function log(...args) { let s = Array.from(args).join(" "); game.log.push(s); } function enemy() { return game.active === FRANCE ? BRITAIN : FRANCE; } function set_active_enemy() { game.active = (game.active === FRANCE) ? BRITAIN : FRANCE; update_active_aliases(); } function set_active(new_active) { game.active = new_active; update_active_aliases(); } function update_active_aliases() { 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; } else { 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_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 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); if (ix < 0) 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); } 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; } else { for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) if (is_piece_unused(p)) return p; } 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; } else { for (let p = first_british_militia; p <= last_british_militia; ++p) if (is_piece_unused(p)) return p; } return 0; } function find_unused_coureurs() { for (let p = first_coureurs; p <= last_coureurs; ++p) if (is_piece_unused(p)) 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; } 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; } function find_unused_french_regular() { for (let p = first_french_regular; p <= last_french_regular; ++p) if (is_piece_unused(p)) 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; } 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; } 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; } const ports = [ ALEXANDRIA, BALTIMORE, BOSTON, HALIFAX, LOUISBOURG, NEW_HAVEN, NEW_YORK, PHILADELPHIA, QUEBEC, ] const fortresses = [ ALBANY, ALEXANDRIA, BALTIMORE, BOSTON, HALIFAX, LOUISBOURG, MONTREAL, NEW_HAVEN, NEW_YORK, PHILADELPHIA, QUEBEC, ] const originally_french_fortresses = [ LOUISBOURG, MONTREAL, QUEBEC, ]; const originally_british_fortresses = [ ALBANY, ALEXANDRIA, BALTIMORE, BOSTON, HALIFAX, NEW_HAVEN, NEW_YORK, PHILADELPHIA, ]; const originally_british_fortresses_and_all_ports = [ ALBANY, ALEXANDRIA, BALTIMORE, BOSTON, HALIFAX, LOUISBOURG, NEW_HAVEN, NEW_YORK, PHILADELPHIA, QUEBEC, ]; function is_friendly_indian(p) { if (game.active === FRANCE) return is_french_indian(p); return is_british_indian(p); } const indians = { spaces_from_color: {}, pieces_from_color: {}, 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] = []; if (!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); } if (!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"; else 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; } } } 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("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("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 ]; 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 = []; indians.spaces_from_color.gray.forEach(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); 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); }); // CARD DECK function reshuffle_deck() { 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; } function deal_cards() { let fn = 8; if (game.events.diplo) fn = 9; if (game.events.quiberon) fn = 7; let bn = 8; if (game.events.pitt) bn = 9; if (game.discard.includes(SURRENDER)) { 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); } 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); } } fn = fn - game.french.hand.length; bn = bn - game.british.hand.length; 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; } if (bn > 0) { 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]; // 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; if (n >= 2) { log(`Returned ${piece_name(p)} to pool.`); return 0; } } game.british.pool.splice(i, 1); game.location[p] = box_from_leader[p]; return p; } return 0; } function is_card_available(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); } function is_friendly_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; } function is_card_available_for_attacker(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); } // ITERATORS function for_each_siege(fn) { for (let sid in game.sieges) 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); } function for_each_exit(s, fn) { for (let n of spaces[s].exits) 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); } } 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); } } 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); } } 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); } } 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); } } 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); } } 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); } } 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); } } 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); } 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); } 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); } 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]); } 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); } function list_auxiliary_units_in_force(force) { let list = []; for_each_unit_in_force(force, p => { if (is_auxiliary(p)) list.push(p); }); return list; } // STATIC PROPERTIES function department_militia(s) { if (is_st_lawrence_department(s)) return ST_LAWRENCE_CANADIAN_MILITIAS; if (is_northern_department(s)) return NORTHERN_COLONIAL_MILITIAS; if (is_southern_department(s)) return SOUTHERN_COLONIAL_MILITIAS; return 0; } function space_name(s) { return spaces[s].name; } function is_lake_connection(from, to) { let exits = spaces[from].lakeshore; for (let i = 0; i < exits.length; ++i) if (exits[i] === to) return true; return false; } function has_amphibious_arrow(s) { return s === HALIFAX || s === LOUISBOURG; } function is_originally_friendly(s) { if (game.active === FRANCE) 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); } function piece_name(p) { if (is_unit_reduced(p)) return pieces[p].rdesc; return pieces[p].desc; } function piece_name_and_place(p) { return piece_name(p) + " (" + space_name(piece_space(p)) + ")"; } function piece_movement(p) { return pieces[p].movement; } function leader_box(p) { return box_from_leader[p]; } function leader_initiative(p) { return pieces[p].initiative; } function leader_command(p) { return pieces[p].command; } function force_command(force) { let n = 0; for_each_leader_in_force(force, p => { n += leader_command(p); }); return n; } function leader_tactics(p) { return pieces[p].tactics; } // DYNAMIC PROPERTIES function piece_node(p) { return abs(game.location[p]); } function piece_space(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; } // is piece commanded by a leader (or self) function is_piece_in_force(p, force) { if (p === force) return true; if (is_leader(force)) return piece_node(p) === leader_box(force); return false; } function count_non_british_iroquois_and_mohawk_units_in_force(leader) { let n = 0; for_each_friendly_unit_in_node(leader_box(leader), p => { if (!is_british_iroquois_or_mohawk(p)) ++n; }); return n; } function count_pieces_in_force(force) { let n = 0; for_each_piece_in_force(force, () => { ++n; }); return n; } function count_units_in_force(force) { let n = 0; for_each_unit_in_force(force, () => { ++n; }); return n; } function count_friendly_units_inside(where) { let n = 0; for_each_friendly_unit_in_space(where, p => { if (is_piece_inside(p)) ++n; }); return n; } function count_friendly_units_in_space(where) { let n = 0; for_each_friendly_unit_in_space(where, () => { ++n; }); return n; } function count_unbesieged_enemy_units_in_space(where) { let n = 0; for_each_unbesieged_enemy_in_space(where, () => { ++n; }); return n; } function unit_strength(p) { if (is_unit_reduced(p)) return pieces[p].reduced_strength; return pieces[p].strength; } function is_unit_reduced(p) { return game.reduced.includes(p); } function set_unit_reduced(p, v) { if (v) { if (!game.reduced.includes(p)) game.reduced.push(p); } else { remove_from_array(game.reduced, p); } } function is_piece_inside(p) { return game.location[p] < 0; } function is_piece_unbesieged(p) { return game.location[p] > 0; } function set_piece_inside(p) { if (game.location[p] > 0) game.location[p] = -game.location[p]; } function set_piece_outside(p) { if (game.location[p] < 0) game.location[p] = -game.location[p]; } function is_piece_on_map(p) { return game.location[p] !== 0; } function is_piece_unused(p) { return game.location[p] === 0; } function is_piece_in_node(p, node) { return piece_node(p) === node; } function is_piece_in_space(p, s) { return piece_space(p) === s; } function is_piece_unbesieged_in_space(p, s) { return game.location[p] === s; } function is_piece_besieged_in_space(p, s) { return game.location[p] === -s; } function has_amphib(s) { return game.amphib.includes(s); } function has_friendly_amphib(s) { return game.active === BRITAIN && game.amphib.includes(s); } function has_enemy_amphib(s) { return game.active === FRANCE && game.amphib.includes(s); } function has_fieldworks(s) { return game.fieldworks.includes(s); } function place_fieldworks(s) { log(`Placed fieldworks at ${space_name(s)}.`); game.fieldworks.push(s); } function remove_fieldworks(s) { if (game.fieldworks.includes(s)) { 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); } function has_friendly_raided_marker(s) { return player.raids.includes(s); } function has_enemy_raided_marker(s) { return enemy_player.raids.includes(s); } function is_space_besieged(s) { return s in game.sieges; } function is_space_unbesieged(s) { return !is_space_besieged(s); } function has_enemy_allied_settlement(s) { return enemy_player.allied.includes(s); } function has_friendly_allied_settlement(s) { return player.allied.includes(s); } function has_enemy_stockade(s) { return enemy_player.stockades.includes(s); } function has_friendly_stockade(s) { return player.stockades.includes(s); } function has_enemy_fortress(s) { return enemy_player.fortresses.includes(s); } function has_friendly_fortress(s) { return player.fortresses.includes(s); } function has_enemy_fort(s) { return enemy_player.forts.includes(s); } function has_friendly_fort(s) { return player.forts.includes(s); } function has_enemy_fort_uc(s) { return enemy_player.forts_uc.includes(s); } function has_friendly_fort_uc(s) { return player.forts_uc.includes(s); } function has_enemy_fort_or_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); } function has_friendly_fort_or_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); } function has_unbesieged_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); } 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; } 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; } 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; } 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; } 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; } 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; } 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; } function is_french_controlled_space(s) { if (game.active === FRANCE) return is_friendly_controlled_space(s); return is_enemy_controlled_space(s); } function has_french_stockade(s) { return game.french.stockades.includes(s); } function has_british_stockade(s) { return game.british.stockades.includes(s); } function has_french_fort(s) { return game.french.forts.includes(s); } function has_british_fort(s) { return game.british.forts.includes(s); } function is_french_fortress(s) { return originally_french_fortresses.includes(s); } function is_british_fortress(s) { return originally_british_fortresses.includes(s); } function has_french_fortifications(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); } function has_unbesieged_french_fortification(s) { return is_space_unbesieged(s) && has_french_fortifications(s); } 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, s)) ++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; } 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; } 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; } 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; } 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; } 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(s)) return true; } else if (is_originally_friendly(s)) { return !has_enemy_amphib(s); } else { if (has_friendly_units(s) || has_friendly_stockade(s) || has_friendly_fort(s)) return true; } } 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; if (has_enemy_amphib(s)) return true; } else if (is_originally_enemy(s)) { return !has_friendly_amphib(s); } else { if (has_enemy_units(s) || has_enemy_stockade(s) || has_enemy_fort(s)) return true; } } return false; } function is_british_controlled_space(s) { if (game.active === BRITAIN) 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; } 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; } 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; } 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; } 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; } 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; } function has_unbesieged_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); } 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(s) { 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 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; } 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; } function count_militia_in_department(box) { if (box === ST_LAWRENCE_CANADIAN_MILITIAS) { for (let p = first_french_militia; p <= last_french_militia; ++p) { if (piece_node(p) === box) return true; } } else { for (let p = first_british_militia; p <= last_british_militia; ++p) { if (piece_node(p) === box) return true; } } return false; } function enemy_department_has_at_least_n_militia(where, n) { let box = department_militia(where); if (box) { if (game.active === BRITAIN && box === ST_LAWRENCE_CANADIAN_MILITIAS) 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 false; } // Is a leader moving alone without a force. function is_lone_leader(who) { 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; for_each_unit_in_force(who, p => { if (is_auxiliary(p)) ++ax_count; else only_ax = false; }); return only_ax && ax_count === 1; } return is_auxiliary(who); } function force_has_drilled_troops(who) { if (is_leader(who)) { let has_dt = false; for_each_unit_in_force(who, p => { if (is_drilled_troops(p)) has_dt = true; }); return has_dt; } 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; } function force_has_auxiliary(who) { if (is_leader(who)) { let has_ax = false; for_each_unit_in_force(who, p => { if (is_auxiliary(p)) has_ax = true; }); return has_ax; } return is_auxiliary(who); } function force_has_only_auxiliary_units(who) { if (is_leader(who)) { let only_ax = true; for_each_unit_in_force(who, p => { if (!is_auxiliary(p)) only_ax = false; }); return only_ax; } return is_auxiliary(who); } function is_raid_space(s) { if (has_friendly_fort(s)) return false; if (has_friendly_fortress(s)) return false; if (has_friendly_stockade(s)) return false; if (has_friendly_drilled_troops(s)) return false; if (is_originally_enemy(s)) return true; if (has_enemy_stockade(s)) return true; if (has_enemy_allied_settlement(s)) return true; return false; } function movement_allowance(who) { let m = piece_movement(who); for_each_unit_in_force(who, p => { let pm = piece_movement(p); if (pm < m) m = pm; }); return m; } function potential_movement_allowance(who) { let m = piece_movement(who); for_each_unit_in_force(who, p => { let pm = piece_movement(p); if (pm > m) m = pm; }); return m; } function moving_piece() { return game.move.moving; } function moving_piece_space() { return game.move.where; } function intercepting_piece() { return game.move.intercepting; } function avoiding_piece() { return game.move.avoiding; } function moving_piece_came_from() { return game.move.came_from; } 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, s)) if (!commander || leader_command(p) > leader_command(commander)) commander = p; return commander; } 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, s)) if (!commander || leader_command(p) > leader_command(commander)) commander = p; return commander; } // GAME STATE CHANGE HELPERS function log_vp(n) { if (game.active === FRANCE) { if (n < 0) log(`France lost ${-n} VP.`); else log(`France gained ${n} VP.`); } else { if (n < 0) log(`Britain gained ${-n} VP.`); else log(`Britain lost ${n} VP.`); } } function award_vp(n) { if (game.active === FRANCE) { log_vp(n); game.vp += n; } else { log_vp(-n); game.vp -= n; } } function award_french_vp(n) { log_vp(n); game.vp += n; } function award_british_vp(n) { log_vp(-n); game.vp -= n; } function remove_friendly_stockade(s) { remove_from_array(player.stockades, s); } function remove_friendly_fort_uc(s) { remove_from_array(player.forts_uc, s); } function remove_friendly_fort(s) { remove_from_array(player.forts, s); } function remove_enemy_fort_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); } function place_friendly_fort_uc(s) { player.forts_uc.push(s); } // Isolate piece from any forces it may be involved in. function unstack_force(p) { let s = piece_space(p); if (is_leader(p)) move_pieces_from_node_to_node(leader_box(p), s); } function unstack_piece_from_force(p) { move_piece_to(p, piece_space(p)); } function restore_unit(p) { log(`Restored ${piece_name_and_place(p)}.`); set_unit_reduced(p, 0); } function reduce_unit(p, verbose=true) { if (is_unit_reduced(p)) { eliminate_piece(p, verbose); return true; } if (verbose) log(`Reduced ${piece_name_and_place(p)}.`); else log(`Reduced ${piece_name(p)}.`); set_unit_reduced(p, 1); return false; } function eliminate_piece(p, verbose=true) { if (verbose) log(`Eliminated ${piece_name_and_place(p)}.`); else log(`Eliminated ${piece_name(p)}.`); unstack_force(p); set_unit_reduced(p, 0); game.location[p] = 0; if (is_indian(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.`); if (is_british_indian(p)) remove_from_array(game.british.allied, home); else remove_from_array(game.french.allied, home); } } } } function eliminate_indian_tribe(s) { for (let p of indians.pieces_from_space[s]) if (is_piece_unbesieged(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; } function move_piece_to(who, to) { game.location[who] = to; } function is_seven_command_leader(who) { return who === ABERCROMBY || who === AMHERST || who === BRADDOCK || who === LOUDOUN; } function place_piece(who, to) { game.location[who] = to; log(`Placed ${piece_name_and_place(who)}.`); // 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); else game.seven = [ who ]; } } if (is_indian(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); } } else { if (!game.french.allied.includes(home)) { log(`Placed ${indians.tribe_from_space[home]} allied marker.`); game.french.allied.push(home); } } } } } function move_pieces_from_node_to_node(from, to) { for (let p = 1; p <= last_piece; ++p) { if (piece_node(p) === from) move_piece_to(p, 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); } 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); } 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); } 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); } 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); } 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); } function destroy_enemy_stockade_after_battle(s) { 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); } function add_raid(who) { let where = piece_space(who); if (where && !game.raid.list.includes(where) && is_raid_space(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); else return !has_french_units(s); } function lift_sieges_and_amphib() { console.log("LIFT"); 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, s)) set_piece_outside(p); delete game.sieges[s]; } }); for (let i = game.amphib.length-1; i >= 0; --i) { let s = game.amphib[i]; if (!has_british_units(s)) { if (s !== LOUISBOURG && (has_french_drilled_troops(s) || has_unbesieged_french_fortification(s))) { log(`Removed Amphib at ${space_name(s)}.`); game.amphib.splice(i, 1); } } } // 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); for (let s of originally_british_fortresses) if (game.french.fortresses.includes(s) && is_british_controlled_space(s)) recapture_british_fortress(s); // Check ownership of other VP locations: 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); if (fr && !br) { if (game[name] < 0) { award_french_vp(1); game[name] = 1; } } else if (br && !fr) { if (game[name] > 0) { award_british_vp(1); game[name] = -1; } } } // SUPPLY LINES function search_supply_spaces_imp(queue) { // console.log("======"); let reached = queue.slice(); while (queue.length > 0) { 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); for_each_exit_with_type(current, (next, type) => { if (reached.includes(next)) return; // continue if (has_unbesieged_enemy_units(next) || has_unbesieged_enemy_fortifications(next)) 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); } } 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("====\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); } else { let list = originally_british_fortresses_and_all_ports.filter(is_friendly_controlled_space); for (let s of game.amphib) if (!list.includes(s) && is_space_unbesieged(s)) list.push(s); supply_cache = search_supply_spaces_imp(list); } } function is_in_supply(from) { if (game.active === BRITAIN && has_amphib(from)) return true; if (!supply_cache) search_supply_spaces(); if (supply_cache.includes(from)) return true; let x = false; for_each_exit(from, next => { if (supply_cache.includes(next)) x = true; }) 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; } // CLOSEST PATH SEARCH function find_closest_friendly_unbesieged_fortification(start) { let queue = []; let seen = {}; let stop = 1000; let result = []; queue.push([start, 0]); while (queue.length > 0) { let [ here, dist ] = queue.shift(); if (dist > stop) break; if (has_unbesieged_friendly_fortifications(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; }); } } 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); } function start_year() { if (game.year === 1759 && !game.events.pitt) place_amherst_forbes_and_wolfe_in_pool(); game.season = EARLY; start_season(); } function start_season() { switch (game.season) { case EARLY: log(""); log(`.h1 Early Season of ${game.year}`); log(""); break; case LATE: log(""); log(`.h1 Late Season of ${game.year}`); log(""); break; } deal_cards(); if (game.options.regulars_from_discard && game.year >= 1757) { let found = false; for (let c of game.discard) { if (cards[c].event === 'british_regulars' || cards[c].event === 'highlanders') { found = true; break; } } if (found) { set_active(BRITAIN); game.state = 'discard_to_draw_regulars'; return; } } start_action_phase(); } function start_action_phase() { if (game.events.quiberon) set_active(BRITAIN); else set_active(FRANCE); resume_action_phase(); } function end_season() { if (game.british.hand.length > 0) game.british.held = 1; else game.british.held = 0; if (game.french.hand.length > 0) game.french.held = 1; else game.french.held = 0; 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(); } else { end_late_season(); } } function end_late_season() { log(""); log(".h2 End Late Season"); log(""); delete game.events.no_amphib; delete game.events.blockhouses; goto_indians_and_leaders_go_home(); } function resume_action_phase() { game.state = 'action_phase'; log(""); log(`.h2 ${game.active}`); log(""); } function end_action_phase() { lift_sieges_and_amphib(); clear_undo(); game.count = 0; if (!enemy_player.passed && enemy_player.hand.length > 0) { console.log("END ACTION PHASE - NEXT PLAYER"); set_active_enemy(); resume_action_phase(); return; } if (!player.passed && player.hand.length > 0) { console.log("END ACTION PHASE - SAME PLAYER"); resume_action_phase(); return; } console.log("END ACTION PHASE - END SEASON"); end_season(); } function can_play_event(card) { let symbol = cards[card].symbol; if (game.active === FRANCE && symbol === 'red') return false; if (game.active === BRITAIN && symbol === 'blue') return false; let event = events[cards[card].event]; if (event !== undefined) { if (event.can_play) return event.can_play(card); return true; } return false; } function gen_card_menu(card) { if (can_play_event(card)) gen_action('play_event', card); gen_action('activate_force', card); gen_action('activate_individually', card); if (!player.did_construct) { gen_action('construct_stockades', card); gen_action('construct_forts', card); } gen_action('discard', card); } function card_name(card) { return `#${card} ${cards[card].name} [${cards[card].activation}]`; } function play_card(card) { log(`${game.active} played ${card_name(card)}.`); remove_from_array(player.hand, card); game.last_card = card; if (cards[card].special === 'remove') game.removed.push(card); else game.discard.push(card); } function discard_card(card, reason) { log(`Discarded ${card_name(card)}${reason}.`); 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); } states.action_phase = { prompt() { view.prompt = "Action Phase: Play a card."; for (let i = 0; i < player.hand.length; ++i) gen_card_menu(player.hand[i]); if (player.hand.length === 1 && !player.held) 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; play_card(card); events[cards[card].event].play(card); }, activate_force(card) { goto_activate_force(card); }, activate_individually(card) { goto_activate_individually(card); }, construct_stockades(card) { goto_construct_stockades(card); }, construct_forts(card) { goto_construct_forts(card); }, discard(card) { player.did_construct = 0; discard_card(card, ""); end_action_phase(); }, pass() { 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 = []; } 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; } events.campaign = { play() { 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(); 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); } } } if (game.count > 0) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_piece_on_map(p) && !game.activation.includes(p)) { if (game.count >= 0.5) { if (is_indian(p)) gen_action_piece(p); } if (game.count >= 1) { if (is_ranger(p)) gen_action_piece(p); if (is_coureurs(p)) gen_action_piece(p); if (is_drilled_troops(p)) if (game.activation.length === 0) gen_action_piece(p); } } } } }, piece(p) { push_undo(); game.activation.push(p); if (is_drilled_troops(p)) game.count = 0; else if (is_indian(p)) game.count -= 0.5; else game.count -= 1.0; }, next() { push_undo(); goto_pick_first_move(); }, } states.activate_force = { prompt() { 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); }, piece(p) { push_undo(); game.force = { commander: p, reason: 'move', }; game.state = 'designate_force'; }, } states.select_campaign_1 = { inactive: "campaign", prompt() { 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); } }, piece(p) { push_undo(); game.force = { commander: p, reason: 'campaign_1', }; game.state = 'designate_force'; }, } states.select_campaign_2 = { inactive: "campaign", prompt() { 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); } }, piece(p) { push_undo(); game.force = { commander: p, reason: 'campaign_2', }; game.state = 'designate_force'; }, } function goto_pick_first_move() { if (game.activation.length > 1) { log(""); log("Selected:\n" + game.activation.map(piece_name_and_place).join("\n")); game.state = 'pick_move'; } else { goto_move_piece(game.activation.pop()); } } function goto_pick_next_move() { if (game.activation && game.activation.length > 0) { game.state = 'pick_move'; } else { 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); }, 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; 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; 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; } 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); } const designate_force_reason_prompt = { 'campaign_1': "for first campaign", 'campaign_2': "for second campaign", 'move': "to move", 'intercept': "to intercept", 'avoid': "to avoid battle", } states.designate_force = { get inactive() { return "designate force " + designate_force_reason_prompt[game.force.reason]; }, prompt() { 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); 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; // pick up sub-commanders 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)) { 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 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); } } else { if (cmd_use < cmd_cap) { 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); }); // drop off units for_each_friendly_unit_in_node(leader_box(commander), p => { gen_action_piece(p); }); if (can_pick_up) gen_action('pick_up_all'); // Must be a force to proceed (leader + at least one unit) if (count_units_in_force(commander) > 0) gen_action_next(); }, pick_up_all() { push_undo(); 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 if (p !== commander && leader_command(p) <= leader_command(commander)) 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 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); } else { if (count_non_british_iroquois_and_mohawk_units_in_force(commander) <= force_command(commander)) move_piece_to(p, box); } }); }, piece(p) { push_undo(); let commander = game.force.commander; let where = piece_space(commander); if (piece_node(p) === leader_box(commander)) move_piece_to(p, where); else move_piece_to(p, leader_box(commander)); }, next() { push_undo(); 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; case 'campaign_2': game.activation.push(commander); goto_pick_first_move(); break; case 'move': goto_move_piece(commander); break; case 'intercept': attempt_intercept(); break; case 'avoid': attempt_avoid_battle(); break; default: throw Error("unknown reason state: " + game.reason); } }, } // TODO: merge with designate_force using reason=intercept_lone_ax states.designate_force_lone_ax = { inactive: "designate lone auxiliary force to intercept", prompt() { 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; // 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); }); // pick up units (max 1 auxiliary) if (n === 0) { for_each_friendly_unit_in_node(where, p => { if (is_auxiliary(p)) { 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); } else { 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); }); // drop off units for_each_friendly_unit_in_node(leader_box(commander), p => { gen_action_piece(p); }); if (n === 1) gen_action_next(); }, piece(p) { push_undo(); let commander = game.force.commander; let where = piece_space(commander); if (piece_node(p) === leader_box(commander)) move_piece_to(p, where); else move_piece_to(p, leader_box(commander)); }, next() { push_undo(); attempt_intercept(); }, } // MOVE function describe_force(force) { let desc = piece_name_and_place(force); for_each_piece_in_force(force, p => { if (p !== force) desc += ",\n" + piece_name(p); }); return desc; } function goto_move_piece(who) { clear_undo(); log(""); log(`Activated ${describe_force(who)}.`); let from = piece_space(who); game.state = 'move'; game.move = { where: from, came_from: 0, type: (from === HALIFAX || from === LOUISBOURG) ? 'naval' : 'boat-or-land', used: -1, did_carry: 0, infiltrated: 0, moving: who, intercepting: 0, avoiding: 0, intercepted: [], did_attempt_intercept: 0, }; game.raid = { where: 0, battle: 0, from: {}, aux: list_auxiliary_units_in_force(who) }; start_move(); } function start_move() { if (can_moving_force_siege_or_assault()) { game.state = 'siege_or_move'; } else if (is_piece_inside(moving_piece())) { goto_break_siege(); } else { resume_move(); } } states.siege_or_move = { prompt() { 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); } else { view.prompt = `You may assault at ${space_name(where)} or move.`; } gen_action('assault'); } else { view.prompt = `You may siege at ${space_name(where)} or move.`; gen_action('siege'); } gen_action('move'); }, siege() { goto_siege(moving_piece_space()); }, assault() { goto_assault(moving_piece_space()); }, play_event(c) { game.siege_where = moving_piece_space(); play_card(c); goto_surrender(); }, move() { resume_move(); }, } function goto_break_siege() { 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; if (game.active === FRANCE && game.no_fr_naval) return false; if (is_leader(who) && count_pieces_in_force(who) > 1) if (game.activation_value < 3) return false; if (game.active === FRANCE) { if (from === LOUISBOURG || from === QUEBEC) return is_friendly_controlled_space(from); return false; } if (game.active === BRITAIN) { if (has_amphib(from)) return true; if (is_port(from)) return is_friendly_controlled_space(from); return false; } return false; } function max_land_movement_cost() { return game.events.foul_weather ? 2 : movement_allowance(moving_piece()); } function max_potential_land_movement_cost() { return game.events.foul_weather ? 2 : potential_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; } } function resume_move() { // Interrupt for Foul Weather response at first opportunity to move. if (game.move.used < 0) { if (is_enemy_card_available(FOUL_WEATHER)) { if (game.options.retroactive) { game.retro_foul_weather = JSON.stringify(game); } else { set_active_enemy(); game.state = 'foul_weather'; return; } } game.move.used = 0; } game.state = 'move'; console.log("RESUME_MOVE"); } function remove_enemy_forts_uc_in_path(s) { if (has_enemy_fort_uc(s)) { log(`Removed fort u/c at ${space_name(s)}`); remove_enemy_fort_uc(s); } } function is_land_path(from, to) { return spaces[from].land.includes(to); } function has_friendly_fortifications_or_cultivated(s) { return has_friendly_fortifications(s) || is_originally_friendly(s); } function gen_naval_move() { let from = moving_piece_space(); if (!piece_can_naval_move_from(moving_piece(), from)) return; if (game.active === BRITAIN) { game.amphib.forEach(to => { if (to !== from) gen_action_space(to); }); ports.forEach(to => { if (to !== from && !game.amphib.includes(to)) if (is_friendly_controlled_space(to)) gen_action_space(to); }); } if (game.active === FRANCE) { if (from !== LOUISBOURG && is_friendly_controlled_space(LOUISBOURG)) gen_action_space(LOUISBOURG); if (from !== QUEBEC && is_friendly_controlled_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); } 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; if (!did_carry) return is_carry_connection(from, to); return false; } 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 true; } function can_move(type, used, carry, from, 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); case 'boat': return can_move_by_boat(used, carry, from, to); case 'land': return true; } return false; } function is_infiltration_move(to) { if (has_unbesieged_enemy_fortifications(to)) return true; if (has_unbesieged_enemy_units(to)) 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; } // Downgrade from Boat/Land to Land movement if not going by river or carries. if (type === 'boat' || type === 'boat-or-land') { if (is_land_path(from, to)) { if (!carry) { if (is_carry_connection(from, to)) carry = 1; else type = 'land'; } else { type = 'land'; } } if (used > max_movement_cost('land')) 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); // Must stop on mountains. if (!to_ff && is_mountain(to)) { 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; } } // Continue looking. 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 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); console.log(" =", result); 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); 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; } 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 } } 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; case 'boat': if (can_move_by_boat(game.move.used, game.move.did_carry, from, to)) gen_action_space(to); break; case 'land': gen_action_space(to); break; } }); } function stop_move() { game.move.used = 9; } function stop_land_move() { if (game.move.type === 'boat-or-land') game.move.type = 'boat'; else game.move.used = 9; } function apply_move(to) { let who = moving_piece(); let from = moving_piece_space(); if (game.move.type === 'naval') 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 // 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; else game.move.type = 'land'; } else { game.move.type = 'land'; } } if (game.move.used > max_potential_land_movement_cost('land')) 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); // Must stop on mountains. if (is_mountain(to) && !to_ff) 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(); // Auxiliaries that pass through enemy cultivated must stop in the next space. if (has_ax && !has_dt && is_originally_enemy(from)) stop_land_move(); } } game.move.infiltrated = 0; if (has_enemy_stockade(to)) { if (is_lone_auxiliary(who) && can_infiltrate(from, to)) game.move.infiltrated = 1; else stop_move(); } if (has_unbesieged_enemy_fort_or_fortress(to)) { if (is_lone_auxiliary(who) && can_infiltrate(from, to)) game.move.infiltrated = 1; else stop_move(); } if (has_unbesieged_enemy_units(to)) { if (is_lone_auxiliary(who) && can_infiltrate(from, to)) game.move.infiltrated = 1; } if (game.move.infiltrated) log(`Infiltrated ${space_name(to)}.`); else log(`Moved to ${space_name(to)}.`); move_piece_to(who, to); lift_sieges_and_amphib(); } states.move = { prompt() { let who = moving_piece(); let from = moving_piece_space(); if (from) { view.prompt = `Move ${piece_name_and_place(who)}`; switch (game.move.type) { case 'boat-or-land': view.prompt += " by boat or land"; if (game.move.did_carry) view.prompt += " (carried)"; break; case 'boat': view.prompt += " by boat"; if (game.move.did_carry) view.prompt += " (carried)"; break; case 'land': view.prompt += " by land"; break; case 'naval': if (game.move.used > 0) view.prompt += " by ship \u2014 done."; else view.prompt += " by ship."; break; } if (game.move.infiltrated) view.prompt += " (infiltrating)"; if (game.move.type !== 'naval') { if (game.move.used === 9) view.prompt += ` \u2014 done.`; else view.prompt += ` \u2014 ${game.move.used}/${max_movement_cost(game.move.type)}.`; } } else { view.prompt = `${piece_name(who)} eliminated.`; } 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'); else gen_action('siege'); } if (game.active === BRITAIN && player.hand.includes(GEORGE_CROGHAN)) { if (force_has_drilled_troops(who)) gen_action('play_event', GEORGE_CROGHAN); } if (piece_can_naval_move_from(who, from)) { if (game.move.type !== 'naval') { gen_action('naval_move'); } else { if (!game.events.no_amphib) { if (game.active === BRITAIN && has_amphibious_arrow(from)) { for (let card = first_amphib_card; card <= last_amphib_card; ++card) if (player.hand.includes(card)) gen_action('play_event', card); } } } } } if (game.move.infiltrated) { if (!has_unbesieged_enemy_fort_or_fortress(from)) gen_action('stop'); } else { if (game.move.used > 0) gen_action_next() else gen_action_pass() } gen_action_demolish(); if (game.move.used < max_movement_cost(game.move.type)) { if (game.move.type === 'naval') gen_naval_move(); else gen_regular_move(); } if (game.move.used < 9) { if (is_leader(who)) { for_each_leader_in_force(who, p => { if (p !== who && can_drop_off_leader(who, p)) gen_action_piece(p); }); for_each_unit_in_force(who, p => { gen_action_piece(p); }); } } }, play_event(card) { push_undo(); play_card(card); if (card === GEORGE_CROGHAN) { game.events.george_croghan = 1; resume_move(); } else { game.state = 'amphibious_landing'; } }, naval_move() { push_undo(); game.move.type = 'naval'; resume_move(); }, space(to) { push_undo(); apply_move(to); if (is_enemy_card_available(LAKE_SCHOONER)) { 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(); } } goto_intercept(); }, piece(who) { push_undo(); log(`Dropped off ${piece_name(who)}.`); move_piece_to(who, moving_piece_space()); resume_move(); }, siege() { goto_siege(moving_piece_space()); }, assault() { goto_assault(moving_piece_space()); }, stop() { game.move.infiltrated = 0; goto_designate_inside(); }, next() { end_move(); }, pass() { push_undo(); game.state = 'confirm_end_move'; }, demolish_fort: goto_demolish_fort, demolish_stockade: goto_demolish_stockade, demolish_fieldworks: goto_demolish_fieldworks, } states.confirm_end_move = { inactive: "move", prompt() { view.prompt = `You have not moved yet \u2014 are you sure you want to pass?`; view.who = moving_piece(); gen_action_pass(); }, pass() { end_move(); } } function goto_retroactive_foul_weather() { if (game.options.retroactive && game.retro_foul_weather) { console.log("RETRO REWIND"); let state_start = game.retro_foul_weather; delete game.retro_foul_weather; let state_next = JSON.stringify(game); game = JSON.parse(state_start); set_active_enemy(); game.state = 'foul_weather'; game.retro_foul_weather = state_next; } else { clear_undo(); } } states.foul_weather = { prompt() { let p = moving_piece(); view.who = p; view.where = moving_piece_space(); if (player.hand.includes(FOUL_WEATHER)) { view.prompt = `${piece_name_and_place(p)} is about to move. You may play "Foul Weather".`; gen_action('play_event', FOUL_WEATHER); } else { view.prompt = `${piece_name_and_place(p)} is about to move. You don't have "Foul Weather".`; } gen_action_pass(); }, play_event(c) { if (game.options.retroactive) { console.log("RETRO STAY"); delete game.retro_foul_weather; } play_card(c); game.events.foul_weather = 1; game.move.used = 0; set_active_enemy(); resume_move(); }, pass() { if (game.options.retroactive) { console.log("RETRO PASS"); game = JSON.parse(game.retro_foul_weather); } else { game.move.used = 0; set_active_enemy(); resume_move(); } } } states.lake_schooner = { prompt() { let p = moving_piece(); let to = moving_piece_space(); let from = moving_piece_came_from(); view.who = p; view.where = from; if (player.hand.includes(LAKE_SCHOONER)) { view.prompt = `${piece_name(p)} moved from ${space_name(from)} to ${space_name(to)}. You may play "Lake Schooner".`; gen_action('play_event', LAKE_SCHOONER); } else { view.prompt = `${piece_name(p)} moved from ${space_name(from)} to ${space_name(to)}. You don't have "Lake Schooner".`; } gen_action_pass(); }, play_event(c) { play_card(c); let who = moving_piece(); let from = moving_piece_came_from(); set_active_enemy(); stop_move(); move_piece_to(who, from); log(`${piece_name(who)} stopped in ${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); }); } resume_move(); }, pass() { set_active_enemy(); goto_intercept(); } } states.amphibious_landing = { 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; if (from === HALIFAX) { gen_action_space(LOUISBOURG); } if (from === LOUISBOURG) { 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(); }, } function remove_siege_marker(where) { delete game.sieges[where]; } function place_siege_marker(where) { 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); } function goto_battle_check() { let where = moving_piece_space(); if (has_unbesieged_enemy_units(where)) { goto_battle(where, false); } else { end_move_step(false); } } function end_move_step(final) { console.log("END MOVE STEP"); 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 if (final) stop_move(); // Handle death of stack... if (!has_friendly_pieces(where)) { 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); } if (has_enemy_stockade(where)) { if (has_friendly_drilled_troops(where)) { if (did_battle) { destroy_enemy_stockade_after_battle(where); } else { capture_enemy_stockade(where); if (can_play_massacre()) return goto_massacre('move'); } } } stop_move(); } } 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'); resume_move(); } function end_move() { let who = moving_piece(); unstack_force(who); console.log("END MOVE"); delete game.move; game.raid.list = []; for (let i = 0; i < game.raid.aux.length; ++i) add_raid(game.raid.aux[i]); goto_pick_raid(); // Pause for foul weather before any raids are resolved... goto_retroactive_foul_weather(); } // INTERCEPT function can_be_intercepted() { let result = false; 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; // 6.722 entering space with friendly units or fortifications if (has_non_moving_unbesieged_friendly_units(here)) return false; if (has_unbesieged_friendly_fortifications(here)) return false; // 6.721 exception: can always intercept units infiltrating same space if (game.move.infiltrated) { if (has_unbesieged_enemy_units(here)) return true; } 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 // 6.721 Lone auxiliary in wilderness if (is_lone_ax && is_wilderness_or_mountain(here)) { if (has_unbesieged_enemy_auxiliary(from)) result = true; } else { if (has_unbesieged_enemy_units(from)) result = true; } }); return result; } function gen_intercept() { 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); }); } 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; for_each_friendly_unit_in_space(from, p => { if (is_piece_unbesieged(p)) { if (is_auxiliary(p)) { gen_action_piece(p); if (is_british_iroquois_or_mohawk(p)) has_br_indians = true; else 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); }); } 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); } } } else { for_each_friendly_piece_in_space(from, p => { if (is_piece_unbesieged(p)) gen_action_piece(p); }); } }); } function goto_intercept() { let who = moving_piece(); let here = moving_piece_space(); if (force_has_drilled_troops(who)) remove_enemy_forts_uc_in_path(here); if (can_be_intercepted()) { 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(); else 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); } states.intercept_who = { prompt() { 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_next(); } else { 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); // All units can intercept in same space (even lone ax in wilderness), but no need to designate the force. if (is_leader(p) && from !== to) { 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'; } else { game.state = 'designate_force'; } } else { game.move.intercepting = p; } }, next() { attempt_intercept(); }, pass() { game.move.intercepting = 0; end_intercept_fail(); }, } function attempt_intercept() { 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.did_attempt_intercept = 1; let die = roll_die("to intercept"); if (is_leader(who)) die = modify(die, leader_tactics(who), "leader tactics"); if (die >= 4) { log(`Intercepted by ${describe_force(who)}.`); end_intercept_success(); } else { log(`${piece_name_and_place(who)} failed interception.`); end_intercept_fail(); } } function end_intercept_fail() { let who = intercepting_piece(); if (who) unstack_force(who); set_active_enemy(); game.state = 'move'; if (game.move.infiltrated) end_move_step(); else 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(); } // DECLARE INSIDE/OUTSIDE FORTIFICATION function goto_designate_inside() { let where = moving_piece_space(); if (has_unbesieged_enemy_units_that_did_not_intercept(where)) { clear_undo(); if (is_fortress(where) || has_enemy_fort(where)) { set_active_enemy(); game.state = 'designate_inside'; return; } } goto_avoid_battle(); } states.designate_inside = { 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); 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); } }); }, piece(p) { push_undo(); log(`${piece_name(p)} withdrew inside.`); set_piece_inside(p); }, next() { clear_undo(); set_active_enemy(); goto_avoid_battle(); }, } // AVOID BATTLE function goto_avoid_battle() { 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(); } } } goto_battle_check(); } function did_piece_intercept(p) { return game.move.intercepted.includes(p); } states.avoid_who = { inactive: "avoid battle", prompt() { let from = moving_piece_space(); view.where = from; if (game.move.avoiding) { view.prompt = `Avoid battle from ${space_name(from)} with ${piece_name(game.move.avoiding)}.`; view.who = game.move.avoiding; gen_action_next(); } else { view.prompt = "You may select a force or unit to avoid battle from " + space_name(from) + "."; gen_action_pass(); for_each_friendly_piece_in_space(from, p => { if (!did_piece_intercept(p) && is_piece_unbesieged(p)) gen_action_piece(p); }); } }, piece(p) { push_undo(); if (is_leader(p)) { game.move.avoiding = p; game.force = { commander: p, reason: 'avoid', }; game.state = 'designate_force'; } else { game.move.avoiding = p; } }, next() { attempt_avoid_battle(); }, pass() { game.move.avoiding = 0; end_avoid_battle(); }, } function attempt_avoid_battle() { let from = moving_piece_space(); let who = avoiding_piece(); // 6.8 Exception: Auxiliary and all-Auxiliary forces automatically succeed. if (is_wilderness_or_mountain(from) && force_has_only_auxiliary_units(who)) { log(`${piece_name(who)} avoided battle from ${from.type}.`); game.state = 'avoid_to'; return; } let die = roll_die("to avoid battle"); if (is_leader(who)) die = modify(die, leader_tactics(who), "leader tactics"); if (die >= 4) { game.state = 'avoid_to'; } else { log(`${piece_name(who)} failed to avoid battle.`); end_avoid_battle(); } } function can_enemy_avoid_battle(from) { 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; }); // 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; }); } } return can_avoid; } states.avoid_to = { 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; 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); }); // 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); }); } } log(`Avoided battle with ${describe_force(avoiding_piece())}.`); }, space(to) { end_avoid_battle_success(to); }, } function end_avoid_battle_success(to) { let who = avoiding_piece(); move_piece_to(who, to); end_avoid_battle(); } function end_avoid_battle() { let who = avoiding_piece(); if (who) 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); } function count_attacking_units() { 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; } function for_each_defending_piece(fn) { 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); } else { for (let p = first_french_piece; p <= last_french_piece; ++p) if (is_piece_in_space(p, where)) 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); } else { for (let p = first_french_piece; p <= last_french_piece; ++p) if (is_piece_unbesieged_in_space(p, where)) fn(p); } } } function some_attacking_piece(fn) { 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; } function attacker_combat_strength() { let str = 0; for_each_attacking_piece(p => { if (is_unit(p)) str += unit_strength(p); }); return str; } function defender_combat_strength() { let str = 0; for_each_defending_piece(p => { if (is_unit(p)) str += unit_strength(p); }); return str; } const COMBAT_RESULT_TABLE = [ // S/D 0 1 2 3 4 5 6 7 [ 0, [ 0, 0, 0, 0, 0, 1, 1, 1 ]], [ 1, [ 0, 0, 0, 0, 1, 1, 1, 1 ]], [ 2, [ 0, 0, 0, 1, 1, 1, 1, 2 ]], [ 3, [ 0, 0, 1, 1, 1, 1, 2, 2 ]], [ 5, [ 0, 0, 1, 1, 2, 2, 2, 3 ]], [ 8, [ 0, 1, 2, 2, 2, 3, 3, 3 ]], [ 12, [ 1, 2, 2, 2, 3, 3, 4, 4 ]], [ 16, [ 1, 2, 3, 3, 4, 4, 4, 5 ]], [ 21, [ 2, 3, 3, 4, 4, 5, 5, 6 ]], [ 27, [ 3, 4, 4, 4, 5, 5, 6, 7 ]], [ 1000, [ 3, 4, 5, 5, 6, 6, 7, 8 ]], ] function combat_result(die, str, shift) { 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]; if (k === 0) log(`Lookup ${die} on column 0.`); else if (k === COMBAT_RESULT_TABLE.length - 1) log(`Lookup ${die} on column >= 28.`); else { 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}.`); else log(`Lookup ${die} on column ${a}-${b}.`); } return r; } } return NaN; } function goto_battle(where, is_assault) { clear_undo(); log(""); log(".battle " + space_name(where)); log(""); game.battle = { where: where, attacker: game.active, defender: enemy(), assault: 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) { console.log("START ASSAULT"); 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); } 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); } } else if (game.raid.where === where) { console.log("START RAID BATTLE"); 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); }); } else { console.log("START BATTLE"); game.battle.atk_commander = game.move.moving; for_each_piece_in_force(game.move.moving, 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); } }); } if (!game.battle.assault) { let n_atk = 0; for_each_attacking_piece(p => { if (is_unit(p)) ++n_atk; if (is_regular(p)) game.battle.atk_worth_vp = 1; }); if (n_atk > 4) game.battle.atk_worth_vp = 1; let n_def = 0; for_each_defending_piece(p => { if (is_unit(p)) ++n_def; if (is_regular(p)) game.battle.def_worth_vp = 1; }); if (n_def > 4) game.battle.def_worth_vp = 1; } if (game.raid) game.raid.battle = where; // No Militia take part in assaults if (!game.battle.assault) goto_battle_militia(); else goto_battle_sortie(); // Pause for foul weather before any battles are resolved... goto_retroactive_foul_weather(); } function goto_battle_militia() { let box = department_militia(game.battle.where); if (box && count_militia_in_department(box) > 0 && !game.raid) { 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; case NORTHERN_COLONIAL_MILITIAS: 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; } // 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'; } else { goto_battle_sortie(); } } states.militia_in_battle = { 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; if (game.active === FRANCE) { for (let p = first_french_militia; p <= last_french_militia; ++p) if (piece_node(p) === box) 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_next(); }, piece(p) { push_undo(); move_piece_to(p, game.battle.where); log(`Deployed ${piece_name(p)}.`); }, next() { clear_undo(); goto_battle_sortie(); }, } function goto_battle_sortie() { set_active(game.battle.attacker); if (has_besieged_friendly_units(game.battle.where)) { game.state = 'sortie'; } else { goto_battle_attacker_events(); } } function sortie_with_piece(p) { log(`${piece_name(p)} sortied.`); 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); if (game.activation) remove_from_array(game.activation, p); } states.sortie = { prompt() { 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; } } } if (!done) gen_action('pick_up_all'); gen_action_next(); }, piece(p) { push_undo(); sortie_with_piece(p); }, pick_up_all() { 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); }, next() { clear_undo(); goto_battle_attacker_events(); }, } function count_auxiliary_units_in_attack() { let n = 0; for_each_attacking_piece(p => { if (is_auxiliary(p)) ++n; }); return n; } function count_auxiliary_units_in_defense() { let n = 0; for_each_defending_piece(p => { if (is_auxiliary(p)) ++n; }); return n; } function has_light_infantry_in_attack() { let n = 0; for_each_attacking_piece(p => { if (is_light_infantry(p)) ++n; }); return n > 0; } function has_light_infantry_in_defense() { let n = 0; for_each_defending_piece(p => { if (is_light_infantry(p)) ++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; if (is_card_available_for_attacker(AMBUSH_1) || is_card_available_for_attacker(AMBUSH_2)) { 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; } function can_play_ambush_in_defense() { if (!game.battle.assault && game.events.ambush !== game.battle.defender) { 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(); 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; } 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; } function can_play_fieldworks_in_attack() { if (!game.battle.assault) { 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); else return force_has_drilled_troops(game.move.moving); } } } 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 false; } function goto_battle_attacker_events() { 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'; } else { goto_battle_defender_events(); } } function goto_battle_defender_events() { set_active(game.battle.defender); if (can_play_ambush_in_defense() || can_play_fieldworks_in_defense()) { game.state = 'defender_events'; } else { goto_battle_roll(); } } states.attacker_events = { prompt() { let have = []; let dont_have = []; if (can_play_ambush_in_attack()) { let x = false; if (player.hand.includes(AMBUSH_1)) { gen_action('play_event', AMBUSH_1); x = true; } if (player.hand.includes(AMBUSH_2)) { gen_action('play_event', AMBUSH_2); x = true; } if (x) have.push('"Ambush"'); else dont_have.push('"Ambush"'); } if (can_play_coehorns_in_attack()) { if (player.hand.includes(COEHORNS)) { gen_action('play_event', COEHORNS); have.push('"Coehorns"'); } else { dont_have.push('"Coehorns"'); } } if (can_play_fieldworks_in_attack()) { let x = false; if (player.hand.includes(FIELDWORKS_1)) { gen_action('play_event', FIELDWORKS_1); x = true; } if (player.hand.includes(FIELDWORKS_2)) { gen_action('play_event', FIELDWORKS_2); x = true; } if (x) have.push('"Fieldworks"'); else dont_have.push('"Fieldworks"'); } 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 ") + "."; if (dont_have.length > 0) 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_pass(); }, play_event(c) { push_undo(); play_card(c); switch (c) { case AMBUSH_1: case AMBUSH_2: game.events.ambush = game.active; break; case COEHORNS: game.events.coehorns = game.active; break; case FIELDWORKS_1: case FIELDWORKS_2: remove_fieldworks(game.battle.where); break; } }, pass() { clear_undo(); goto_battle_defender_events(); }, } states.defender_events = { prompt() { let have = []; let dont_have = []; if (can_play_ambush_in_defense()) { let x = false; if (player.hand.includes(AMBUSH_1)) { gen_action('play_event', AMBUSH_1); x = true; } if (player.hand.includes(AMBUSH_2)) { gen_action('play_event', AMBUSH_2); x = true; } if (x) have.push('"Ambush"'); else dont_have.push('"Ambush"'); } if (can_play_fieldworks_in_defense()) { let x = false; if (player.hand.includes(FIELDWORKS_1)) { gen_action('play_event', FIELDWORKS_1); x = true; } if (player.hand.includes(FIELDWORKS_2)) { gen_action('play_event', FIELDWORKS_2); x = true; } if (x) have.push('"Fieldworks"'); else dont_have.push('"Fieldworks"'); } 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 ") + "."; if (dont_have.length > 0) 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_pass(); }, play_event(c) { push_undo(); play_card(c); switch (c) { case AMBUSH_1: case AMBUSH_2: if (game.events.ambush) delete game.events.ambush; else game.events.ambush = game.active; break; case FIELDWORKS_1: case FIELDWORKS_2: place_fieldworks(game.battle.where); break; } }, pass() { clear_undo(); goto_battle_roll(); }, } /* if ambush === attacker attacker fires defender step loss defender fires attacker step loss else if ambush === defender defender fires attacker step loss attacker fires defender step loss else attacker fires defender fires attacker step loss defender step loss determine winner */ function goto_battle_roll() { if (game.events.ambush === game.battle.attacker) goto_atk_fire(); else if (game.events.ambush === game.battle.defender) goto_def_fire(); else goto_atk_fire(); } function end_atk_fire() { if (game.events.ambush) goto_def_step_losses(); else goto_def_fire(); } function end_def_fire() { goto_atk_step_losses(); } function end_step_losses() { if (game.active === game.battle.attacker) goto_atk_leader_check(); else goto_def_leader_check(); } function end_leader_check() { delete game.battle.leader_check; if (game.events.ambush === game.battle.attacker) { if (game.active === game.battle.defender) goto_def_fire(); else goto_determine_winner(); } else if (game.events.ambush === game.battle.defender) { if (game.active === game.battle.attacker) goto_atk_fire(); else goto_determine_winner(); } else { if (game.active === game.battle.attacker) goto_def_step_losses(); else goto_determine_winner(); } } // FIRE function goto_atk_fire() { set_active(game.battle.attacker); log(""); log("ATTACKER"); let str = attacker_combat_strength(); let shift = 0; if (game.events.ambush === game.battle.attacker) { log(`Strength ${str} \xd7 2 for ambush.`); str *= 2; } else { log(`Strength ${str}.`); } let die = game.battle.atk_die = roll_die("for attacker"); if (is_leader(game.battle.atk_commander)) { die = modify(die, leader_tactics(game.battle.atk_commander), "leader tactics"); } if (game.events.coehorns === game.battle.attacker) { die = modify(die, 2, "for coehorns"); } if (game.battle.assault) { 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)); if (!atk_has_ax && def_has_ax) 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)); if (!atk_has_reg && def_has_reg) 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"); } if (has_enemy_stockade(game.battle.where)) { 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; } } game.battle.atk_result = combat_result(die, str, shift); log(`Attacker result: ${game.battle.atk_result}.`); end_atk_fire(); } function goto_def_fire() { set_active(game.battle.defender); log(""); log("DEFENDER"); let str = defender_combat_strength(); let shift = 0; if (game.events.ambush === game.battle.defender) { log(`Strength ${str} \xd7 2 for ambush.`); str *= 2; } else { log(`Strength ${str}.`); } let die = game.battle.def_die = roll_die("for defender"); let p = find_friendly_commanding_leader_in_space(game.battle.where); if (p) { die = modify(die, leader_tactics(p), "leader tactics"); } 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)); if (atk_has_ax && !def_has_ax) 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)); if (atk_has_reg && !def_has_reg) die = modify(die, -1, "vs regulars in cultivated"); } } game.battle.def_result = combat_result(die, str, shift); log(`Defender result: ${game.battle.def_result}.`); end_def_fire(); } // STEP LOSSES function goto_atk_step_losses() { 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; if (game.battle.assault) game.battle.dt_loss = game.battle.step_loss; else 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); }); log(""); log("ATTACKER LOSSES"); } else { end_step_losses(); } } function goto_def_step_losses() { 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; if (game.battle.assault) game.battle.dt_loss = game.battle.step_loss; else 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); }); // None to take! if (game.battle.units.length === 0) end_step_losses(); else { log(""); log("DEFENDER LOSSES"); } } else { end_step_losses(); } } states.step_losses = { prompt() { 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]; if (is_drilled_troops(p) && !is_unit_reduced(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]; if (is_drilled_troops(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]; if (!is_unit_reduced(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); } } } if (done) { 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, ${game.battle.dt_loss} from drilled troops).`; else view.prompt = `Apply step losses (${game.battle.step_loss} left).`; } }, piece(p) { push_undo(); --game.battle.step_loss; if (game.battle.dt_loss > 0 && is_drilled_troops(p)) --game.battle.dt_loss; if (reduce_unit(p, false)) { 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; else 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 = []; for_each_friendly_unit_in_space(game.raid.where, p => { game.raid.units.push(p); }); } else { goto_raid_leader_check(); } } states.raid_step_losses = { prompt() { view.prompt = `Apply step losses (${game.raid.step_loss}).`; let can_reduce = false; if (game.raid.step_loss > 0) { for (let i = 0; i < game.raid.units.length; ++i) { let p = game.raid.units[i]; if (!is_unit_reduced(p)) { can_reduce = true; gen_action_piece(p); } } if (!can_reduce) { for (let i = 0; i < game.raid.units.length; ++i) { let p = game.raid.units[i]; can_reduce = true; gen_action_piece(p); } } } if (!can_reduce) gen_action_next(); }, piece(p) { push_undo(); --game.raid.step_loss; if (reduce_unit(p, false)) remove_from_array(game.raid.units, p); }, next() { clear_undo(); goto_raid_leader_check(); }, } // LEADER LOSSES function goto_atk_leader_check() { set_active(game.battle.attacker); game.battle.leader_check = []; if ((game.battle.def_result > 0) && (game.battle.def_die === 1 || game.battle.def_die === 6)) { for_each_attacking_piece(p => { if (is_leader(p)) game.battle.leader_check.push(p); }); } if (game.battle.leader_check.length > 0) { game.state = 'leader_check'; } else { end_leader_check(); } } function goto_def_leader_check() { set_active(game.battle.defender); game.battle.leader_check = []; if ((game.battle.atk_result > 0) && (game.battle.atk_die === 1 || game.battle.atk_die === 6)) { for_each_defending_piece(p => { if (is_leader(p)) game.battle.leader_check.push(p); }); } if (game.battle.leader_check.length > 0) { game.state = 'leader_check'; } else { end_leader_check(); } } states.leader_check = { prompt() { view.prompt = "Roll for leader losses."; for (let i = 0; i < game.battle.leader_check.length; ++i) gen_action_piece(game.battle.leader_check[i]); }, piece(p) { let die = roll_die("for " + piece_name(p)); if (die === 1) { if (game.battle) remove_from_array(game.battle.atk_pcs, p); eliminate_piece(p, false); } remove_from_array(game.battle.leader_check, p); if (game.battle.leader_check.length === 0) end_leader_check(); }, } function goto_raid_leader_check() { if (game.raid.leader_check) { game.raid.leader_check = []; log(`${game.active} leader loss check`); for_each_friendly_leader_in_space(game.raid.where, p => { game.raid.leader_check.push(p); }); if (game.raid.leader_check.length > 0) { game.state = 'raid_leader_check'; } else { delete game.raid.leader_check; goto_raiders_go_home(); } } else { goto_raiders_go_home(); } } states.raid_leader_check = { prompt() { 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]); }, piece(p) { let die = roll_die("for " + piece_name(p)); if (die === 1) eliminate_piece(p, false); remove_from_array(game.raid.leader_check, p); if (game.raid.leader_check.length === 0) { delete game.raid.leader_check; goto_raiders_go_home(); } }, } // WINNER/LOSER function return_militia(where) { let box = department_militia(where); if (box) { 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; } } if (n > 0) { log(`${n} Militia units returned to their box.`); } } } function goto_determine_winner() { set_active(game.battle.attacker); if (game.battle.assault) determine_winner_assault(); else determine_winner_battle(); } function determine_winner_battle() { let where = game.battle.where; log(""); // 7.8: Determine winner let atk_eliminated = count_attacking_units() === 0; let def_eliminated = count_unbesieged_enemy_units_in_space(where) === 0; let victor; if (atk_eliminated && def_eliminated) { log("Both sides eliminated."); if (game.battle.atk_result > game.battle.def_result) victor = game.battle.attacker; else victor = game.battle.defender; } else if (atk_eliminated && !def_eliminated) { log("Attacker eliminated."); victor = game.battle.defender; } else if (!atk_eliminated && def_eliminated) { log("Defender eliminated."); victor = game.battle.attacker; } else { if (game.battle.atk_caused > game.battle.def_caused) victor = game.battle.attacker; else victor = game.battle.defender; } log(""); if (victor === game.battle.attacker) log("ATTACKER WON"); else log("DEFENDER WON"); if (victor === game.battle.attacker && game.battle.def_worth_vp) { if (victor === FRANCE) award_french_vp(1); else award_british_vp(1); } if (victor === game.battle.defender && game.battle.atk_worth_vp) { if (victor === FRANCE) award_french_vp(1); else award_british_vp(1); } return_militia(game.battle.where); if (victor === game.battle.attacker) remove_fieldworks(where); // Raid battle vs militia if (game.raid && game.raid.where > 0) { if (victor === game.battle.attacker) { goto_raid_events(); } else { if (game.battle.atk_pcs.length > 0) retreat_attacker(game.raid.where, game.raid.from[game.raid.where] | 0); else end_retreat_attacker(game.raid.from[game.raid.where]); } 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; if (victor === game.battle.attacker) { if (has_unbesieged_enemy_pieces(where)) { goto_retreat_defender(); } else { if (def_eliminated && game.battle.def_result === 0) { log("OVERRUN"); end_move_step(false); } else { end_move_step(true); } } } else { /* If attacker must retreat, unbesieged defenders who withdrew inside can come out. */ 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); } if (game.battle.atk_pcs.length > 0) { unstack_force(moving_piece()); retreat_attacker(game.battle.where, moving_piece_came_from()); } else { end_retreat_attacker(moving_piece_came_from()); } } } 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); } function determine_winner_assault() { let where = game.battle.where; let victor; log(""); if (game.battle.atk_result > game.battle.def_result) victor = game.battle.attacker; else victor = game.battle.defender; if (victor === game.battle.attacker) { log("ATTACKER WON ASSAULT"); eliminate_enemy_pieces_inside(where); remove_siege_marker(where); remove_fieldworks(where); if (has_enemy_fortress(where)) { capture_enemy_fortress(where); if (can_play_massacre()) return goto_massacre('assault'); } if (has_enemy_fort(where)) { capture_enemy_fort(where); if (can_play_massacre()) return goto_massacre('assault'); } } else { log("DEFENDER WON ASSAULT"); } end_move_step(true); } // RETREAT function can_attacker_retreat_from_to(p, from, to) { if (to === 0) return false; if (has_unbesieged_enemy_units(to)) return false; if (has_unbesieged_enemy_fortifications(to)) return false; if (force_has_drilled_troops(p)) { if (is_cultivated(to) || has_friendly_fortifications(to)) return true; else return false; } return true; } function retreat_attacker(from, to) { set_active(game.battle.attacker); game.state = 'retreat_attacker'; game.retreat = { from, to }; } states.retreat_attacker = { prompt() { 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)}.`; else 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; delete game.retreat; // NOTE: Besieged pieces that sortie out are 'inside' so not affected by the code below. log(`Attacker retreated to ${space_name(to)}.`); for_each_friendly_piece_in_space(from, p => { if (is_piece_unbesieged(p)) { if (can_attacker_retreat_from_to(p, from, to)) move_piece_to(p, to); else eliminate_piece(p, false); } }); end_retreat_attacker(to); } } function end_retreat_attacker(to) { if (game.move) 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; return goto_pick_raid(); } // Normal battle end_retreat(); } function goto_retreat_defender() { set_active(game.battle.defender); game.state = 'retreat_defender'; game.summary = {}; } function log_retreat(s, p) { if (!(s in game.summary)) game.summary[s] = []; game.summary[s].push(p); } function flush_log_retreat() { if (game.summary.inside) { log("Retreated into fortification:\n" + game.summary.inside.map(piece_name).join(",\n") + "."); } for (let s in game.summary) { if (s !== 'inside') log("Retreated to " + s + ":\n" + game.summary[s].map(piece_name).join(",\n") + "."); } delete game.summary; } function can_defender_retreat_from_to(p, from, to) { if (has_unbesieged_enemy_units(to)) return false; if (has_unbesieged_enemy_fortifications(to)) return false; if (game.move && moving_piece_came_from() === to) return false; if (force_has_drilled_troops(p)) { if (is_cultivated(to) || has_friendly_fortifications(to)) return true; else return false; } 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); if (is_leader(p) || is_fortress(from) || (n + m) <= 4) return true; } return false; } function can_defender_retreat_from(p, from) { if (is_piece_inside(p)) return false; if (can_defender_retreat_inside(p, from)) return true; if (game.battle.defender === BRITAIN && has_amphib(from)) 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; } function can_all_defenders_retreat_from(from) { let result = true; for_each_unbesieged_friendly_piece_in_space(from, p => { if (!can_defender_retreat_from(p, from)) result = false; }); return result; } function can_any_defenders_retreat_from_to(from, to) { 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; } function can_any_defenders_retreat_inside(from) { let result = false; for_each_unbesieged_friendly_piece_in_space(from, p => { if (can_defender_retreat_inside(p, from)) result = true; }); return result; } states.retreat_defender = { prompt() { 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); } }); if (!can_retreat) { view.prompt += " done."; gen_action_next(); } else { view.prompt += " select piece to retreat."; if (can_all_defenders_retreat_from(from)) gen_action('pick_up_all'); } }, piece(piece) { push_undo(); game.battle.who = piece; game.state = 'retreat_defender_to'; }, pick_up_all() { push_undo(); game.state = 'retreat_all_defenders_to'; }, next() { clear_undo(); flush_log_retreat(); let from = game.battle.where; for_each_friendly_piece_in_space(from, p => { if (is_piece_unbesieged(p)) eliminate_piece(p, false); }); end_retreat(); }, } states.retreat_defender_to = { 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; if (game.active === BRITAIN && has_amphib(from)) { for_each_british_controlled_port(to => gen_action_space(to)); } if (can_defender_retreat_inside(who, from)) gen_action_space(from); for_each_exit(from, to => { if (can_defender_retreat_from_to(who, from, to)) { gen_action_space(to); } }); }, space(to) { let from = game.battle.where; let who = game.battle.who; if (from === to) { log_retreat("inside", who); set_piece_inside(who); } else { log_retreat(space_name(to), who); move_piece_to(who, to); } game.state = 'retreat_defender'; }, } states.retreat_all_defenders_to = { prompt() { 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)); } if (can_any_defenders_retreat_inside(from)) gen_action_space(from); for_each_exit(from, to => { if (can_any_defenders_retreat_from_to(from, to)) { gen_action_space(to); } }); }, space(to) { 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)) { log_retreat("inside", p); set_piece_inside(p); } else { done = false; } } else { if (can_defender_retreat_from_to(p, from, to)) { log_retreat(space_name(to), p); move_piece_to(p, to); } else { done = false; } } }); if (done) game.state = 'retreat_defender'; }, next() { push_undo(); game.state = 'retreat_defender'; } } function end_retreat() { set_active(game.battle.attacker); 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 }; } 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; } states.retreat_lone_leader = { prompt() { let from = game.retreat.from; let who = pick_unbesieged_leader(from); view.prompt = `Retreat lone leader ${piece_name(who)} from ${space_name(from)}.`; view.who = who; let can_retreat = false; if (game.active === BRITAIN && has_amphib(from)) { for_each_british_controlled_port(to => { can_retreat = true; gen_action_space(to) }); } if (can_defender_retreat_inside(who, from)) { can_retreat = true; gen_action_space(from); } for_each_exit(from, to => { if (can_defender_retreat_from_to(who, from, to)) { can_retreat = true; gen_action_space(to); } }); if (!can_retreat) gen_action('eliminate'); }, eliminate() { let from = game.retreat.from; let who = pick_unbesieged_leader(from); eliminate_piece(who); resume_retreat_lone_leader(from); }, space(to) { let from = game.retreat.from; let who = pick_unbesieged_leader(from); if (from === to) { log(`${piece_name(who)} retreated into fortification.`); set_piece_inside(who); } else { log(`${piece_name(who)} retreated to ${space_name(to)}.`); move_piece_to(who, to); } resume_retreat_lone_leader(from); }, } function resume_retreat_lone_leader(from) { let who = pick_unbesieged_leader(from); if (!who) { set_active_enemy(); switch (game.retreat.reason) { case 'indian_alliance': delete game.retreat; game.state = 'indian_alliance'; break; case 'move': delete game.retreat; resume_move(); break; } } } // SIEGE 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(); 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; } } return false; } function can_play_coehorns_in_siege(s) { return is_friendly_card_available(COEHORNS) && has_friendly_regulars(s); } function goto_siege(space) { // TODO: unstack here? clear_undo(); game.siege_where = space; if (can_play_coehorns_in_siege(game.siege_where)) game.state = 'siege_coehorns_attacker'; else end_siege_coehorns_attacker(); } states.siege_coehorns_attacker = { 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); } else { view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`; } gen_action_pass(); }, play_event(c) { play_card(c); game.events.coehorns = game.active; end_siege_coehorns_attacker(); }, pass() { end_siege_coehorns_attacker(); } } function end_siege_coehorns_attacker() { set_active_enemy(); if (can_play_coehorns_in_siege(game.siege_where)) game.state = 'siege_coehorns_defender'; else end_siege_coehorns_defender(); } states.siege_coehorns_defender = { 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); } else { view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`; } gen_action_pass(); }, play_event(c) { play_card(c); game.events.coehorns = game.active; end_siege_coehorns_defender(); }, pass() { end_siege_coehorns_defender(); } } function end_siege_coehorns_defender() { set_active_enemy(); if (is_friendly_card_available(SURRENDER)) { if (game.siege_where === LOUISBOURG && game.sieges[LOUISBOURG] !== 1 && game.sieges[LOUISBOURG] !== 2) resolve_siege(); else game.state = 'siege_surrender'; } else { resolve_siege(); } } states.siege_surrender = { prompt() { if (player.hand.includes(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!"`; } gen_action_pass(); }, play_event(c) { play_card(c); goto_surrender(); }, pass() { 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]; if (has_enemy_fort(game.siege_where)) capture_enemy_fort_intact(game.siege_where); else capture_enemy_fortress(game.siege_where); if (can_play_massacre()) return goto_massacre('surrender'); goto_surrender_place(); } function goto_surrender_place() { set_active_enemy(); if (has_friendly_units(game.siege_where)) { game.state = 'surrender'; if (game.siege_where === LOUISBOURG) game.surrender = find_closest_friendly_unbesieged_fortification(QUEBEC); else game.surrender = find_closest_friendly_unbesieged_fortification(game.siege_where); } else { end_surrender(); } } states.surrender = { prompt() { 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]); }, 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(); } } function end_surrender() { set_active_enemy(); delete game.surrender; delete game.siege_where; end_move_step(true); } const SIEGE_TABLE_RESULT = { 0: "no effect", 1: "+1", 2: "+2" }; function resolve_siege() { let where = game.siege_where; log(""); log(".siege " + space_name(where)); log(""); 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 (where === LOUISBOURG) die = modify(die, -1, "for Louisbourg"); let result = SIEGE_TABLE[clamp(die, 0, 7)]; log(`Lookup ${die} on siege table.`); log(`Siege result: ${SIEGE_TABLE_RESULT[result]}.`); if (result > 0) { let level = change_siege_marker(where, result); log("Siege level " + level + "."); } goto_assault_possible(where); } // ASSAULT 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(where) && siege_level >= 2) return true; return false; } function goto_assault_possible(where) { if (is_assault_possible(where)) { game.state = 'assault_possible'; game.assault_possible = where; } else { end_move_step(true); } } states.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'); }, space() { 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); }, pass() { 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); } // RAID function goto_pick_raid() { if (game.raid.list.length > 0) { clear_undo(); game.state = 'pick_raid'; } else { delete game.raid; // TODO: allow demolish before ending activation end_activation(); } } states.pick_raid = { prompt() { view.prompt = "Pick the next raid space."; for (let i=0; i < game.raid.list.length; ++i) gen_action_space(game.raid.list[i]); }, space(s) { log(""); log(`Raid in ${space_name(s)}.`); game.raid.where = s; remove_from_array(game.raid.list, s); goto_raid_militia(); }, } function goto_raid_militia() { 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(); } else { set_active_enemy(); game.state = 'militia_against_raid'; game.count = 1; } } else { goto_raid_events(); } } states.militia_against_raid = { prompt() { 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); if (game.active === FRANCE) { for (let p = first_french_militia; p <= last_french_militia; ++p) if (piece_node(p) === box) 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_next(); }, piece(p) { push_undo(); move_piece_to(p, game.raid.where); log(`Deployed ${piece_name(p)}.`); game.count --; }, next() { clear_undo(); set_active_enemy(); if (game.count === 0) goto_battle(game.raid.where, false); else 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)) { set_active_enemy(); game.state = 'raid_blockhouses'; } else { resolve_raid(); } } states.raid_blockhouses = { prompt() { if (player.hand.includes(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".`; } gen_action_pass(); }, play_event(c) { play_card(c); game.events.blockhouses = game.active; set_active_enemy(); resolve_raid(); }, pass() { 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 natural_die = roll_die("for raid"); let die = natural_die; let commander = find_friendly_commanding_leader_in_space(where); if (commander) die = modify(die, leader_tactics(commander), "leader"); if (has_friendly_rangers(where)) die = modify(die, 1, "for rangers"); if (enemy_department_has_at_least_n_militia(where, 2)) die = modify(die, -1, "for milita in dept"); let column = 'cultivated'; if (x_stockade || x_allied) column = 'stockade'; if (game.events.blockhouses === enemy()) { column = 'stockade'; log("vs enemy blockhouses"); } let result = clamp(die, 0, 7); let success = result >= 5; let losses = RAID_TABLE[column][result]; if (success) { log(`Result ${die} vs ${column}:\nSuccess with ${losses} losses.`); if (x_stockade || x_allied || !has_friendly_raided_marker(where)) place_friendly_raided_marker(where); if (x_stockade) destroy_enemy_stockade_in_raid(where); if (x_allied) eliminate_indian_tribe(where); } else { log(`Result ${die} vs ${column}:\nFailure with ${losses} 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; else game.raid.leader_check = 0; // Next states: // raider step losses // raider leader check // raiders go home goto_raid_step_losses(); } // RAIDERS GO HOME & INDIANS AND LEADERS GO HOME 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; } 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 false; } function goto_raiders_go_home() { game.state = 'raiders_go_home'; game.go_home = { reason: 'raid', who: 0, from: 0, to: 0, follow: {}, }; } function end_raiders_go_home() { delete game.go_home; goto_pick_raid(); } function goto_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.go_home = { reason: 'late_season', who: 0, from: 0, to: 0, follow: {}, }; } function end_indians_and_leaders_go_home() { clear_undo(); if (game.active === FRANCE) { set_active(BRITAIN); resume_indians_and_leaders_go_home(); } else { set_active(FRANCE); delete game.go_home; goto_remove_raided_markers(); } } states.raiders_go_home = { prompt() { 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); } }); if (done) { for_each_friendly_piece_in_space(from, p => { if (!is_indian(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); }); } if (done) { view.prompt = `Raiders go home from ${space_name(from)} \u2014 done.`; gen_action_next(); } else { 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'; }, next() { end_raiders_go_home(); }, } states.indians_and_leaders_go_home = { prompt() { let done = true; for (let p = first_friendly_piece; p <= last_friendly_piece; ++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); } } // 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); } } } } if (done) { view.prompt = "Indians and leaders go home \u2014 done."; gen_action_next(); } else { 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'; }, next() { end_indians_and_leaders_go_home(); }, } states.go_home_to = { prompt() { 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)}.`; else view.prompt = `Raiders go home \u2014 ${piece_name_and_place(who)}.`; view.who = who; let can_go_home = false; if (is_indian(who)) { let home = indians.space_from_piece[who]; // 10.412: Cherokee have no home settlement if (home && has_friendly_allied_settlement(home) && !has_enemy_units(home)) { can_go_home = true; gen_action_space(home); } if (has_unbesieged_friendly_leader(from)) { can_go_home = true; find_closest_friendly_unbesieged_fortification(from).forEach(to => { can_go_home = true; gen_action_space(to); }); } else if (game.go_home.follow && game.go_home.follow[from]) { can_go_home = true; game.go_home.follow[from].forEach(gen_action_space); } } else { // Leader alone in the wilderness; or leaders, rangers, and coureurs after raid. find_closest_friendly_unbesieged_fortification(from).forEach(to => { can_go_home = true; gen_action_space(to); }); } if (!can_go_home) gen_action('eliminate'); }, space(to) { let who = game.go_home.who; let from = game.go_home.from; log(`${piece_name(who)} went home to ${space_name(to)}.`); move_piece_to(who, to); if (is_indian(who)) { let home = indians.space_from_piece[who]; game.count = 0; if (to !== home) { if (game.go_home.follow[from]) { if (game.go_home.follow[from].includes(to)) { game.count = 0; } else { game.go_home.follow[from].push(to); game.count = 1; } } else { game.go_home.follow[from] = [ to ]; game.count = 1; } } if (game.count > 0 || can_follow_indians_home(from)) { game.go_home.to = to; game.state = 'go_home_with_indians'; } else { end_go_home_to(); } } else { // Leader alone in the wilderness; or leaders, rangers and coureurs. if (is_leader(who)) { if (game.go_home.follow[from]) { if (!game.go_home.follow[from].includes(to)) game.go_home.follow[from].push(to); } else { game.go_home.follow[from] = [ to ]; } } end_go_home_to(); } }, eliminate() { eliminate_piece(game.go_home.who); end_go_home_to(); }, } states.go_home_with_indians = { prompt() { let from = game.go_home.from; let to = game.go_home.to; if (game.go_home.reason === 'late_season') view.prompt = "Indians and leaders go home \u2014 "; else view.prompt = "Raiders go home \u2014 "; if (game.active === FRANCE) view.prompt += "leaders and coureurs may follow to "; else view.prompt += "leaders may follow to "; view.prompt += space_name(to) + "."; view.where = to; for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_unbesieged_in_space(p, from)) gen_action_piece(p); } for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_coureurs(p) && is_piece_unbesieged_in_space(p, from)) gen_action_piece(p); } if (game.count === 0) gen_action_next(); }, piece(p) { push_undo(); let from = game.go_home.from; let to = game.go_home.to; log(`${piece_name_and_place(p)} followed to ${space_name(to)}.`); move_piece_to(p, to); if (game.count > 0 && is_leader(p)) game.count = 0; if (!can_follow_indians_home(from)) end_go_home_to(); }, next() { 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; if (game.go_home.reason === 'late_season') game.state = 'indians_and_leaders_go_home'; else game.state = 'raiders_go_home'; } // LATE SEASON - REMOVE RAIDED MARKERS function goto_remove_raided_markers() { if (game.french.raids.length > 0) { log(""); 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) { log(""); 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(); } // LATE SEASON - WINTER ATTRITION function goto_winter_attrition() { set_active(FRANCE); game.state = 'winter_attrition'; resume_winter_attrition(); } function resume_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; if (is_originally_friendly(s)) safe = true; if (has_friendly_fortress(s)) 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: [] }; for_each_friendly_unit_in_space(s, p => { if (is_drilled_troops(p)) { if (is_piece_inside(p) || !safe) { stack.dt.push(p); if (is_unit_reduced(p)) 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; } } } } if (done) end_winter_attrition(); } function end_winter_attrition() { clear_undo(); if (game.active === FRANCE) { set_active(BRITAIN); resume_winter_attrition(); } else { goto_victory_check(); } } states.winter_attrition = { prompt() { let done = true; for (let s in game.winter_attrition) { 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); } } else { if (stack.n === 0) { done = false; gen_action_piece(p); } } } } if (done) { view.prompt = "Winter Attrition \u2014 done."; gen_action_next(); } else { view.prompt = "Winter Attrition: Reduce drilled troops not in winter quarters."; } }, piece(p) { 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); }, next() { end_winter_attrition(); } } // LATE SEASON - VICTORY CHECK function are_all_british_controlled_spaces(list) { for (let i = 0; i < list.length; ++i) { let s = list[i]; if (!is_british_controlled_space(s)) return false; } return true; } function is_enemy_controlled_fortress_for_vp(s) { // NOTE: active must be FRANCE 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); if (cmd && has_friendly_supplied_drilled_troops(s)) return false; return true; } return false; } return true; } function are_all_enemy_controlled_fortresses_for_vp(list) { let result = true; for (let i = 0; i < list.length; ++i) { let s = list[i]; if (!is_enemy_controlled_fortress_for_vp(s)) { result = false; } } return result; } function count_british_controlled_spaces(list) { let n = 0; for (let i = 0; i < list.length; ++i) { let s = list[i]; if (is_british_controlled_space(s)) ++n; } return n; } function goto_victory_check() { 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."); if (game.vp >= 11) 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."); if (game.year === 1760 && game.vp >= 8) 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."); 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."); if (game.vp >= 1) return goto_game_over(FRANCE, "French Vectory: France has at least 1 VP."); if (game.vp <= -1) 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."); if (game.vp <= -5) return goto_game_over(BRITAIN, "British Victory: Britain has at least 5 VP."); } return goto_game_over(FRANCE, "The game is a draw."); } else { game.year++; start_year(); } } function goto_game_over(result, victory) { log(""); log(victory); game.state = 'game_over'; game.active = 'None'; game.result = result; game.victory = victory; } states.game_over = { inactive() { view.prompt = game.victory; }, prompt() { view.prompt = game.victory; } } // DEMOLITION function gen_action_demolish() { for (let s of player.forts) { if (is_space_unbesieged(s)) { gen_action('demolish_fort'); break; } } if (player.forts_uc.length > 0) { gen_action('demolish_fort'); } if (player.stockades.length > 0) { 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; } } } function goto_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'; } function goto_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; } states.demolish_fort = { prompt() { view.prompt = "Demolish an unbesieged friendly fort."; for (let s of player.forts) if (is_space_unbesieged(s)) gen_action_space(s); for (let s of player.forts_uc) gen_action_space(s); }, space(s) { if (has_friendly_fort_uc(s)) { log(`Demolished fort U/C at ${space_name(s)}.`); remove_friendly_fort_uc(s); } else if (has_friendly_fort(s)) { log(`Demolished fort at ${space_name(s)}.`); award_vp(-1); remove_friendly_fort(s); } end_demolish(); } } states.demolish_stockade = { prompt() { view.prompt = "Demolish a friendly stockade."; for (let s of player.stockades) gen_action_space(s); }, space(s) { log(`Demolished stockade at ${space_name(s)}.`); remove_friendly_stockade(s); end_demolish(); } } states.demolish_fieldworks = { prompt() { view.prompt = "Demolish friendly fieldworks."; for (let s of game.fieldworks) if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s)) gen_action_space(s); }, space(s) { remove_fieldworks(s); end_demolish(); } } // CONSTRUCTION function format_remain(n) { if (n === 0) return " \u2014 done"; return ": " + n + " left"; } function goto_construct_stockades(card) { push_undo(); discard_card(card, " to construct stockades"); player.did_construct = 1; game.state = 'construct_stockades'; game.count = cards[card].activation; } states.construct_stockades = { prompt() { view.prompt = `Construct Stockades${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; if (has_enemy_fortifications(s)) continue; if (has_friendly_fortifications(s)) continue; if (is_space_besieged(s)) continue; if (is_fortress(s)) continue; gen_action_space(s); } } } }, space(s) { push_undo(); log(`Built stockade in ${space_name(s)}.`); player.stockades.push(s); game.count --; }, next() { end_action_phase(); }, } function goto_construct_forts(card) { push_undo(); discard_card(card, " to construct forts"); player.did_construct = 1; game.state = 'construct_forts'; game.count = cards[card].activation; game.list = []; } states.construct_forts = { prompt() { view.prompt = `Construct Forts${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; if (has_friendly_fort(s)) continue; if (is_space_besieged(s)) continue; if (is_fortress(s)) continue; gen_action_space(s); } } } }, space(s) { push_undo(); 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(s)}.`); place_friendly_fort_uc(s); game.list.push(s); // don't finish it in the same action phase } game.count --; }, next() { 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; } function end_british_reinforcement() { 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(); } } states.max_two_7_command_leaders_in_play = { 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); } else { view.prompt = `Remove a 7 command leader from play \u2014 done.`; gen_action_next(); } }, piece(p) { push_undo(); eliminate_piece(p); delete game.seven; }, next() { end_action_phase(); } } // EVENTS function can_play_massacre() { let s = moving_piece_space(); if (is_enemy_card_available(MASSACRE)) 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; } function end_massacre() { let reason = game.massacre; delete game.massacre; set_active_enemy(); switch (reason) { case 'move': resume_move(); break; case 'assault': end_move_step(true); break; case 'surrender': goto_surrender_place(); break; } } states.massacre_1 = { inactive: "massacre", prompt() { if (player.hand.includes(MASSACRE)) { view.prompt = `You may play "Massacre!"`; gen_action('play_event', MASSACRE); } else { view.prompt = `You don't have "Massacre!"`; } gen_action_pass(); }, play_event(c) { play_card(c); award_vp(1); game.state = 'massacre_2'; set_active_enemy(); unstack_force(moving_piece()); }, pass() { end_massacre(); } } states.massacre_2 = { inactive: "massacre", prompt() { 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; } } if (done) { 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)}.`; } }, piece(p) { eliminate_piece(p, false); }, next() { set_active_enemy(); end_massacre(); } } 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) { if (is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p)) { if (is_militia(p)) return true; // always in militia box if (is_drilled_troops(p)) return is_in_supply(piece_space(p)); return true; } return false; } function count_french_raids_in_southern_department() { let n = 0; for (let i = 0; i < game.french.raids.length; ++i) { if (is_southern_department(game.french.raids[i])) ++n; } return n; } function count_french_raids_in_northern_department() { let n = 0; for (let i = 0; i < game.french.raids.length; ++i) { if (is_northern_department(game.french.raids[i])) ++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; }, play() { 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; 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); } } if (done) { view.prompt = `Provincial Regiments Dispersed \u2014 done.`; } else { view.prompt = `Provincial Regiments Dispersed: Eliminate ${game.frontier_duty.southern} southern and ${game.frontier_duty.northern} northern provincials.`; gen_action_next(); } }, piece(p) { push_undo(); if (is_southern_provincial(p)) game.frontier_duty.southern --; if (is_northern_provincial(p)) game.frontier_duty.northern --; eliminate_piece(p); }, next() { delete game.frontier_duty; end_action_phase(); }, } events.northern_indian_alliance = { can_play() { return is_friendly_controlled_space(MONTREAL); }, play() { clear_undo(); // rolling die let roll = roll_die(); if (game.vp > 4) game.count = roll; else game.count = Math.ceil(roll / 2); if (has_friendly_fort(NIAGARA)) game.alliance = [ 'blue', 'blue-orange' ]; else game.alliance = [ 'blue' ]; game.state = 'indian_alliance'; } } events.western_indian_alliance = { can_play() { return is_friendly_controlled_space(MONTREAL); }, play() { clear_undo(); // rolling die let roll = roll_die(); if (game.vp > 4) game.count = roll; else game.count = Math.ceil(roll / 2); if (has_friendly_fort(NIAGARA)) game.alliance = [ 'orange', 'blue-orange' ]; else game.alliance = [ 'orange' ]; game.state = 'indian_alliance'; } } events.iroquois_alliance = { can_play() { let ff = has_friendly_fortifications(OSWEGO) || has_friendly_fortifications(ONEIDA_CARRY_WEST) || has_friendly_fortifications(ONEIDA_CARRY_EAST); let ef = has_enemy_fortifications(OSWEGO) || has_enemy_fortifications(ONEIDA_CARRY_WEST) || 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 false; }, play() { clear_undo(); // rolling die let roll = roll_die(); game.state = 'indian_alliance'; game.count = roll; game.alliance = [ 'gray' ]; }, } 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; } states.indian_alliance = { prompt() { 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]; if (!has_enemy_allied_settlement(s) && can_place_in_space(s)) { done = false; gen_action_space(s); } } } } 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); } } } } if (done) { 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).`; } }, space(s) { push_undo(); let p = find_friendly_unused_indian(s); if (p) { 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'); } }, piece(p) { push_undo(); restore_unit(p); game.count -= 0.5; }, next() { delete game.alliance; end_action_phase(); }, } // Used by Mohawks and Cherokees events. function place_indian(s, first, last) { push_undo(); for (let p = first; p <= last; ++p) { if (is_piece_unused(p)) { place_piece(p, s); } } 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; } function can_restore_unit_range(first, last) { for (let p = first; p <= last; ++p) if (can_restore_unit(p)) return true; return false; } function can_place_or_restore_indians(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 }; } else { end_action_phase(); } } states.restore_units = { prompt() { 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; } } if (done) { view.prompt = `Restore all ${game.restore.name} \u2014 done.`; gen_action_next(); } else { view.prompt = `Restore all ${game.restore.name}.`; } }, piece(p) { restore_unit(p); }, next() { end_action_phase(); } } events.mohawks = { can_play() { 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); }, play() { if (can_place_indians(first_mohawk, last_mohawk)) { game.state = 'mohawks'; game.count = 1; } else { goto_restore_units("Mohawks", first_mohawk, last_mohawk); } }, } states.mohawks = { prompt() { let done = true; if (game.count > 0) { let s = piece_space(JOHNSON); if (can_place_in_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(); } else { view.prompt = "Place all Mohawks not on the map with Johnson."; } }, space(s) { place_indian(s, first_mohawk, last_mohawk); }, next() { 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); }, play() { game.events.cherokees = 1; if (can_place_indians(first_cherokee, last_cherokee)) { game.state = 'cherokees'; game.count = 1; } else { goto_restore_units("Cherokees", first_cherokee, last_cherokee); } }, } states.cherokees = { prompt() { 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); } } } if (done) { 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."; } }, space(s) { place_indian(s, first_cherokee, last_cherokee); }, next() { goto_restore_units("Cherokees", first_cherokee, last_cherokee); }, } events.cherokee_uprising = { can_play() { if (game.events.cherokees) return true; return false; }, play() { clear_undo(); delete game.events.cherokees; game.events.cherokee_uprising = 1; set_active_enemy(); game.state = 'cherokee_uprising'; game.uprising = { regular: 2, southern: 1 } }, } states.cherokee_uprising = { prompt() { 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; if (game.uprising.regular > 0 && is_regular(p)) x = true; if (game.uprising.southern > 0 && is_southern_provincial(p)) x = true; if (is_cherokee(p)) x = true; if (x) { done = false; gen_action_piece(p); } } } if (done) { view.prompt = `Cherokee Uprising \u2014 done.`; gen_action_next(); } else { view.prompt = `Cherokee Uprising: Eliminate ${game.uprising.regular} regulars, ${game.uprising.southern} southern provincials, and all Cherokee.`; } }, piece(p) { push_undo(); if (is_regular(p)) game.uprising.regular --; if (is_southern_provincial(p)) game.uprising.southern --; eliminate_piece(p); }, next() { delete game.uprising; set_active_enemy(); end_action_phase(); }, } events.treaty_of_easton = { can_play() { for (let s of in_or_adjacent_to_ohio_forks) if (has_unbesieged_friendly_fortifications(s) && has_british_drilled_troops(s)) return true; return false; }, play() { clear_undo(); set_active_enemy(); game.state = 'treaty_of_easton'; }, } states.treaty_of_easton = { prompt() { let done = true; for (let p = first_orange_indian; p <= last_orange_indian; ++p) { if (is_piece_on_map(p) && is_piece_unbesieged(p)) { gen_action_piece(p); done = false; } } if (done) { view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians \u2014 done."; gen_action_next(); } else { view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians."; } }, piece(p) { eliminate_piece(p); }, next() { set_active_enemy(); end_action_phase(); } } events.indians_desert = { play() { game.state = 'indians_desert'; game.indians_desert = 0; game.count = 2; } } states.indians_desert = { prompt() { let can_desert = false; if (game.count > 0) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) { if (is_indian(p) && is_piece_on_map(p) && is_piece_unbesieged(p)) { if (!game.indians_desert || is_piece_in_space(p, game.indians_desert)) { can_desert = true; gen_action_piece(p); } } } } if (can_desert) { view.prompt = `Indians Desert: Eliminate two indians from one space (${game.count} left).`; } else { view.prompt = "Indians Desert: Eliminate two indians from one space \u2014 done."; gen_action_next(); } }, piece(p) { push_undo(); if (!game.indians_desert) game.indians_desert = piece_space(p); eliminate_piece(p); game.count --; }, next() { delete game.indians_desert; end_action_phase(); }, } events.louisbourg_squadrons = { can_play() { return is_friendly_controlled_space(LOUISBOURG); }, play() { game.events.no_amphib = 1; let roll = roll_die() 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); } else { log("No effect."); } end_action_phase(); } } events.governor_vaudreuil_interferes = { can_play() { 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; } return n >= 2; }, play() { game.state = 'governor_vaudreuil_interferes'; game.count = 1; game.swap = 0; }, } states.governor_vaudreuil_interferes = { inactive: "governor Vaudreuil interferes", prompt() { if (game.count > 0) { if (game.swap) { view.prompt = `Governor Vaudreuil Interferes: Reverse location of ${piece_name(game.swap)} and another French leader.`; view.who = game.swap; } else { view.prompt = "Governor Vaudreuil Interferes: Reverse location of two French leaders."; } for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) { if (is_piece_unbesieged(p)) if (!game.events.no_fr_naval || piece_space(p) !== LOUISBOURG) if (p !== game.swap) gen_action_piece(p); } } else { view.prompt = "Governor Vaudreuil Interferes \u2014 done."; gen_action_next(); } }, piece(p) { if (game.swap) { push_undo(); let a = game.swap; delete game.swap; let a_loc = piece_space(a); let p_loc = piece_space(p); move_piece_to(a, p_loc); move_piece_to(p, a_loc); log(`${piece_name(a)} moved to ${space_name(p_loc)}.`); log(`${piece_name(p)} moved to ${space_name(a_loc)}.`); game.count = 0; } else { push_undo(); game.swap = p; } }, next() { end_action_phase(); } } 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; }, play() { game.state = 'small_pox'; }, } states.small_pox = { prompt() { 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); }, space(s) { clear_undo(); // rolling die log(`Small Pox in ${space_name(s)}.`); let roll = roll_die(); if (count_enemy_units_in_space(s) > 8) { game.count = roll; } else { 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(); }, } states.small_pox_eliminate_steps = { prompt() { 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); } }); if (done) { for_each_friendly_unit_in_space(game.small_pox, p => { if (is_unit_reduced(p)) { done = false; gen_action_piece(p); } }); } } if (done) { 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.`; } }, piece(p) { push_undo(); game.count --; reduce_unit(p, false); }, next() { if (has_friendly_indians(game.small_pox)) { clear_undo(); game.state = 'small_pox_remove_indians'; } else { end_small_pox(); } }, } states.small_pox_remove_indians = { prompt() { 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); }); }, piece(p) { eliminate_piece(p, false); if (!has_friendly_indians(game.small_pox)) end_small_pox(); }, } function end_small_pox() { delete game.small_pox; set_active_enemy(); end_action_phase(); } events.courier_intercepted = { can_play() { return enemy_player.hand.length > 0; }, play() { 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)}.`); } else { log("No effect."); } end_action_phase(); }, } events.françois_bigot = { can_play() { 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(); }, } 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; }, play() { let n = 0; for (let i = 0; i < enemy_player.hand.length; ++i) { let c = enemy_player.hand[i]; if (british_ministerial_crisis_cards.includes(c)) ++n; } if (n > 0) { 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(); } }, } 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."; for (let i = 0; i < player.hand.length; ++i) { let c = player.hand[i]; if (british_ministerial_crisis_cards.includes(c)) gen_action_discard(c); } } else { view.prompt = "British Ministerial Crisis \u2014 done."; gen_action_next(); } }, card(c) { push_undo(); game.count = 0; discard_card(c, ""); }, next() { set_active_enemy(); end_action_phase(); } } function count_southern_provincials() { let n = 0; for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) if (is_piece_on_map(p)) ++n; return n; } function count_northern_provincials() { let n = 0; for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) if (is_piece_on_map(p)) ++n; return n; } function count_unbesieged_southern_provincials() { 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; } function count_unbesieged_northern_provincials() { 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; } function count_reduced_unbesieged_southern_provincials() { 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; } function count_reduced_unbesieged_northern_provincials() { 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; } 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; }, play() { 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'); } else if (num_n === 0 && num_s > 0) { goto_stingy_provincial_assembly('southern'); } else { 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'); }, northern() { goto_stingy_provincial_assembly('northern'); }, 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; } states.stingy_provincial_assembly = { prompt() { if (game.count > 0) { 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); } else { for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) if (is_piece_unbesieged(p)) gen_action_piece(p); } } else { view.prompt = `Stingy Provincial Assembly \u2014 done.`; gen_action_next(); } }, piece(p) { push_undo(); game.count = 0; eliminate_piece(p); }, next() { set_active_enemy(); end_action_phase(); }, } events.british_colonial_politics = { can_play() { if (game.active === FRANCE) 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(); } else { 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"; } } 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]; if (num_s > max_s || num_n > max_n) { clear_undo(); set_active_enemy(); game.state = 'british_colonial_politics'; return; } } 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; 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; } } } 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; } } } if (done) { 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.`; } }, piece(p) { push_undo(); eliminate_piece(p); }, next() { 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; } function can_raise_northern_provincial_regiments() { 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; } function can_restore_northern_provincial_regiments() { return count_reduced_unbesieged_northern_provincials() > 0; } events.raise_provincial_regiments = { can_play() { if (game.pa === RELUCTANT) return false; if (can_raise_northern_provincial_regiments() || can_restore_northern_provincial_regiments()) return true; if (can_raise_southern_provincial_regiments() || can_restore_southern_provincial_regiments()) return true; return false; }, play() { game.state = 'raise_provincial_regiments_where'; }, } states.raise_provincial_regiments_where = { prompt() { view.prompt = "Raise Provincial Regiments in which department?"; if (can_raise_northern_provincial_regiments() || can_restore_northern_provincial_regiments()) gen_action('northern'); if (can_raise_southern_provincial_regiments() || can_restore_southern_provincial_regiments()) 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; if (game.count === 0) 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; if (game.count === 0) goto_restore_provincial_regiments(); }, } states.raise_provincial_regiments = { prompt() { let done = true; if (!game.did_raise) { if (game.department === 'northern' && can_restore_northern_provincial_regiments()) { done = false; gen_action('restore'); } if (game.department === 'southern' && can_restore_southern_provincial_regiments()) { 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); } } } 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); } } } } if (done) { 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).`; else view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left) or restore all to full.`; } }, restore() { 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; }, next() { delete game.did_raise; delete game.department; end_action_phase(); } } function goto_restore_provincial_regiments() { 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); } else { delete game.department; goto_restore_units("Southern Provincials", first_southern_provincial, last_southern_provincial); } } function is_card_removed(card) { return game.removed.includes(card); } events.quiberon_bay = { can_play() { if (is_card_removed(LOUISBOURG_SQUADRONS)) return true; if (is_friendly_controlled_space(LOUISBOURG)) return true; if (game.year > 1759) return true; return false; }, play() { game.events.quiberon = 1; delete game.events.diplo; end_action_phase(); }, } function is_friendly_siege(space) { if (has_friendly_fort(space)) return true; if (is_fortress(space)) return has_unbesieged_enemy_units(space); return false; } events.bastions_repaired = { can_play() { let result = false; for_each_siege((space, level) => { if (level > 0 && is_friendly_siege(space)) result = true; }); return result; }, play() { 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."; for_each_siege((space, level) => { if (level > 0 && is_friendly_siege(space)) gen_action_space(space); }); } else { view.prompt = "Bastions Repaired \u2014 done."; gen_action_next(); } }, space(s) { push_undo(); log(`Replaced siege marker in ${space_name(s)} with siege 0.`); game.sieges[s] = 0; game.count = 0; }, next() { end_action_phase(); }, } function is_colonial_recruit(p) { return is_coureurs(p) || is_ranger(p) || is_light_infantry(p) || is_provincial(p); } events.colonial_recruits = { can_play() { 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; }, play() { clear_undo(); // rolling die let roll = roll_die(); game.state = 'colonial_recruits'; game.count = roll; }, } states.colonial_recruits = { prompt() { 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); } } } } if (done) { view.prompt = `Colonial Recruits \u2014 done.`; gen_action_next(); } else { view.prompt = `Colonial Recruits: Restore ${game.count} reduced colonial recruits.`; } }, piece(p) { push_undo(); restore_unit(p); game.count --; }, next() { end_action_phase(); }, } 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; } events.troop_transports_and_local_enlistments = { can_play() { if (game.active === FRANCE) { if (game.events.quiberon) return false; if (is_british_controlled_space(QUEBEC)) return false; } return has_unbesieged_reduced_regular_or_light_infantry_units(); }, play() { game.state = 'restore_regular_or_light_infantry_units'; if (game.active === FRANCE) game.count = 3; else game.count = 6; }, } events.victories_in_germany_release_troops_and_finances_for_new_world = { can_play() { if (game.year <= 1755) return false; if (game.active === FRANCE) { if (game.events.quiberon) return false; if (is_british_controlled_space(QUEBEC)) return false; } return has_unbesieged_reduced_regular_or_light_infantry_units(); }, play() { game.state = 'restore_regular_or_light_infantry_units'; game.count = roll_die(); }, } states.restore_regular_or_light_infantry_units = { prompt() { 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); } } } } if (done) { view.prompt = `Restore reduced regular or light infantry \u2014 done.`; gen_action_next(); } else { view.prompt = `Restore ${game.count} reduced regular or light infantry.`; } }, piece(p) { push_undo(); restore_unit(p); game.count --; }, next() { end_action_phase(); }, } events.call_out_militias = { can_play() { 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; } else { for (let p = first_british_militia; p <= last_british_militia; ++p) if (is_piece_unused(p) || is_unit_reduced(p)) return true; } return false; }, play() { game.state = 'call_out_militias'; game.count = 2; } } states.call_out_militias = { prompt() { 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); } } else { if (find_unused_friendly_militia()) { done = false; gen_action_space(ST_LAWRENCE_CANADIAN_MILITIAS); } } } if (game.count > 0) { 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); } } } 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); } } } } if (done) { 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.`; else 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; }, piece(p) { push_undo(); restore_unit(p); game.count -= 1; }, next() { end_action_phase(); }, } events.rangers = { play() { game.state = 'rangers'; game.count = 2; } } states.rangers = { prompt() { 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); } } } } if (game.count > 0) { 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); } } } } if (done) { view.prompt = `Rangers \u2014 done.`; gen_action_next(); } else { if (game.count < 2) 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.`; } }, space(s) { push_undo(); let p = find_unused_ranger(); place_piece(p, s); game.count -= 2; }, piece(p) { push_undo(); restore_unit(p); game.count -= 1; }, next() { end_action_phase(); }, } events.french_regulars = { can_play() { if (game.events.french_regulars) return false; if (game.events.quiberon) return false; if (!has_british_units(QUEBEC)) return true; if (!has_british_units(LOUISBOURG)) return true; return false; }, play() { game.state = 'french_regulars'; game.leader = []; if (game.events.once_french_regulars) { game.leader.push(MONTCALM); game.leader.push(LEVIS); game.leader.push(BOUGAINVILLE); 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; if (game.options.regulars_vp && game.year <= 1756) award_vp(-1); } } states.french_regulars = { prompt() { if (game.leader.length > 0) { let p = game.leader[0]; view.prompt = `French Regulars: Place ${piece_name(p)} at either Québec or Louisbourg.`; view.who = p; } else { if (game.count > 0) view.prompt = `French Regulars: Place ${game.count} regulars at either Québec or Louisbourg.`; else view.prompt = `French Regulars \u2014 done.`; } if (game.count > 0) { if (!has_british_units(QUEBEC)) gen_action_space(QUEBEC); if (!has_british_units(LOUISBOURG)) gen_action_space(LOUISBOURG); } else { gen_action_next(); } }, space(s) { push_undo(); if (game.leader.length > 0) { let p = game.leader.shift(); place_piece(p, s); } else { let p = find_unused_french_regular(); if (p) { place_piece(p, s); game.count --; } else { game.count = 0; } } }, next() { 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(); } } states.light_infantry = { prompt() { if (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.`; else 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); } } } if (game.count === 0) gen_action_next(); }, space(s) { push_undo(); if (game.leader) { place_piece(game.leader, s); game.leader = 0; } else { let p = find_unused_light_infantry(); if (p) { place_piece(p, s); game.count --; } else { log("No more Light Infantry units available."); game.count = 0; } } }, next() { 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; } events.british_regulars = { can_play() { if (game.events.british_regulars) 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(); if (game.options.regulars_vp && game.year <= 1756) 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; } else { if (game.count > 0) view.prompt = `British Regulars: Place ${game.count} regulars at any ports.`; else 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); }); } else { gen_action_next(); } }, space(s) { push_undo(); if (game.leader) { place_piece(game.leader, s); game.leader = 0; } else { let p = find_unused_british_regular(); if (p) { place_piece(p, s); game.count --; } else { game.count = 0; } } }, next() { game.events.british_regulars = 1; end_british_reinforcement(); }, } events.highlanders = { can_play() { if (game.events.pitt || game.year > 1758) return true; return can_place_in_british_ports(); }, play(card) { clear_undo(); // drawing leader from pool game.state = 'highlanders'; game.leader = []; if (card === 60) { game.count = 4; for (let i = 0; i < 2; ++i) { let p = draw_leader_from_pool(); if (p) game.leader.push(p); } } else { game.count = 1; let p = draw_leader_from_pool(); if (p) game.leader.push(p); } } } 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; } else { if (game.count > 0) view.prompt = `Highlanders: Place ${game.count} highlanders at any ports.`; else 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); }); } else { gen_action_next(); } }, space(s) { push_undo(); if (game.leader.length > 0) { let p = game.leader.shift(); place_piece(p, s); } else { let p = find_unused_highland(); if (p) { place_piece(p, s); game.count --; } else { game.count = 0; } } }, next() { end_british_reinforcement(); }, } events.royal_americans = { can_play() { for (let s = first_northern_department; s <= last_northern_department; ++s) if (has_unbesieged_friendly_fortress(s)) return true; for (let s = first_southern_department; s <= last_southern_department; ++s) if (has_unbesieged_friendly_fortress(s)) return true; return false; }, play() { 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; } else { if (game.count > 0) view.prompt = `Royal Americans: Place ${game.count} royal americans at any fortress in the departments.`; else 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); for (let s = first_southern_department; s <= last_southern_department; ++s) if (has_unbesieged_friendly_fortress(s)) gen_action_space(s); } else { gen_action_next(); } }, space(s) { push_undo(); if (game.leader) { place_piece(game.leader, s); game.leader = 0; } else { let p = find_unused_royal_american(); if (p) { place_piece(p, s); game.count --; } else { game.count = 0; } } }, next() { end_british_reinforcement(); }, } events.acadians_expelled = { can_play() { if (game.options.acadians) return true; return game.active === BRITAIN; }, play() { 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); }, space() { for (let i = 0; i < 2; ++i) { 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'; }, } states.acadians_expelled_place_coureurs = { inactive: 'Acadians expelled (place coureurs)', prompt() { view.prompt = "Acadians Expelled: Place a Coureurs unit at Québec or Louisbourg."; if (!has_british_units(QUEBEC)) gen_action_space(QUEBEC); if (!has_british_units(LOUISBOURG)) gen_action_space(LOUISBOURG); if (has_british_units(QUEBEC) && has_british_units(LOUISBOURG)) gen_action_pass(); }, space(s) { push_undo(); let p = find_unused_coureurs(); if (p) place_piece(p, s); game.state = 'acadians_expelled_restore_coureurs_and_militia'; }, pass() { 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; for (let p = first_french_militia; p <= last_french_militia; ++p) { if (can_restore_unit(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); } } if (done) { view.prompt = "Acadians Expelled: Restore all Coureurs and Militia \u2014 done."; gen_action_next(); } else { view.prompt = "Acadians Expelled: Restore all Coureurs and Militia."; } }, piece(p) { restore_unit(p); }, next() { set_active(game.acadians); delete game.acadians; end_action_phase(); }, } const william_pitt_cards = [ 'highlanders', '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(); } } 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; for (let c of game.discard) { if (william_pitt_cards.includes(cards[c].event)) gen_action('card', c); } } else { view.prompt = "William Pitt \u2014 done."; } 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; }, next() { end_action_phase(); } } const diplomatic_revolution_cards = [ 'french_regulars', 'troop_transports_and_local_enlistments' ]; events.diplomatic_revolution = { can_play() { return !game.events.quiberon; }, play() { 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; for (let c of game.discard) { if (diplomatic_revolution_cards.includes(cards[c].event)) gen_action('card', c); } } else { view.prompt = "Diplomatic Revolution \u2014 done."; } 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; }, next() { 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'); }, exchange() { push_undo(); game.state = 'draw_regulars'; }, pass() { start_action_phase(); }, } states.draw_regulars = { prompt() { 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); } }, card(c) { 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); log(`Exchanged ${card_name(x)} for ${card_name(c)} in discard.`); start_action_phase(); }, } events.intrigues_against_shirley = { can_play() { return game.vp >= 1 && is_piece_on_map(SHIRLEY) && is_piece_unbesieged(SHIRLEY); }, play() { game.state = 'intrigues_against_shirley'; } } states.intrigues_against_shirley = { prompt() { view.prompt = "Intrigues Against Shirley: Eliminate Shirley."; gen_action_piece(SHIRLEY); }, piece() { eliminate_piece(SHIRLEY); end_action_phase(); }, } // SETUP exports.scenarios = [ "Annus Mirabilis", "Early War Campaign", "Late War Campaign", "The Full Campaign", ]; exports.roles = [ FRANCE, BRITAIN, ]; exports.ready = function (scenario, options, players) { return players.length === 2; } function setup_markers(m, list) { 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; } function setup_unit(where, who) { 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; for (let i = 1; i <= 62; ++i) game.deck.push(i); for (let i = 63; i <= 70; ++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", "St-Jean", "Oswegatchie", "Cataraqui", "Toronto", "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_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", "Hoosic", "Charlestown", "Augusta", "Woodstock", "Carlisle", "Harris's Ferry", "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_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("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_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_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")); setup_leader("eliminated", "Braddock"); setup_leader("eliminated", "Shirley"); game.events.pitt = 1; game.events.diplo = 1; } function setup_1755() { game.year = 1755; game.season = EARLY; game.vp = 0; game.pa = SUPPORTIVE; for (let i = 1; i <= 70; ++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", "Oswegatchie", "Cataraqui", "Toronto", "Presqu'île", "French Creek", "Venango", ]); 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("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("Crown Point", "Marine Detachment"); setup_unit("Crown Point", "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", "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_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("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"); 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; } exports.setup = function (seed, scenario, options) { load_game_state({ seed: seed, options: options, state: null, active: FRANCE, // Tracks, VP, and event triggers year: 1755, end_year: 1762, season: 0, pa: 0, vp: 0, niagara: 1, ohio_forks: 1, events: {}, // Cards last_card: 0, deck: [], discard: [], removed: [], // Leaders and units location: pieces.map(() => 0), reduced: [], // Markers sieges: {}, amphib: [], fieldworks: [], // Per-player state french: { hand: [], held: 0, did_construct: 0, allied: [], stockades: [], forts_uc: [], forts: [], fortresses: originally_french_fortresses.slice(), raids: [], }, british: { hand: [], held: 0, did_construct: 0, allied: [], stockades: [], forts_uc: [], forts: [], fortresses: originally_british_fortresses.slice(), raids: [], pool: [], }, // Temporary action state count: 0, // activation_value: 0, // activation: [], // move: {}, // battle: {}, // raid: {}, // go_home: {}, undo: [], log: [], }); 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; } if (game.options.retroactive) { log(`Retroactive "Foul Weather".`); } if (game.options.no_foul_weather) { log(`${card_name(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.`); } if (game.options.raid_militia) { // TODO 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.`); } if (game.options.surrender) { // TODO log(`Surrender! playable by either side.`); log("NOT IMPLEMENTED"); } if (game.options.acadians) { 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.`); } start_year(); return game; } // ACTION HANDLERS function clear_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; })); } 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; } function gen_action_undo() { if (!view.actions) view.actions = {} if (game.undo && game.undo.length > 0) view.actions.undo = 1; else view.actions.undo = 0; } function gen_action(action, argument) { if (!view.actions) view.actions = {} if (argument !== undefined) { if (!(action in view.actions)) { view.actions[action] = [ argument ]; } else { if (!view.actions[action].includes(argument)) view.actions[action].push(argument); } } else { view.actions[action] = 1; } } function gen_action_pass() { gen_action('pass'); } function gen_action_next() { gen_action('next'); } function gen_action_space(s) { gen_action('space', s); } function gen_action_piece(p) { gen_action('piece', p); } function gen_action_discard(c) { gen_action('card', c); } function load_game_state(state) { game = state; update_active_aliases(); } exports.resign = function (state, current) { load_game_state(state); if (game.state !== 'game_over') goto_game_over(enemy(), current + " resigned."); return game; } exports.action = function (state, current, action, arg) { load_game_state(state); let S = states[game.state]; if (action in S) { S[action](arg); } else { if (action === 'undo' && game.undo && game.undo.length > 0) pop_undo(); else throw new Error("Invalid action: " + action); } return game; } exports.query = function (state, current, q) { if (q === 'supply') { load_game_state(state, current); return query_supply(); } if (q === 'discard') { load_game_state(state, current); return game.discard; } if (q === 'removed') { load_game_state(state, current); return game.removed; } return null; } exports.view = function(state, current) { load_game_state(state); if (game.retro_foul_weather && game.state !== 'foul_weather' && current !== game.active) { game = JSON.parse(game.retro_foul_weather); } view = { vp: game.vp, pa: game.pa, year: game.year, season: game.season, events: game.events, location: game.location, reduced: game.reduced, sieges: game.sieges, amphib: game.amphib, fieldworks: game.fieldworks, last_card: game.last_card, // deck: game.deck.length, french: { hand: game.french.hand.length, allied: game.french.allied, stockades: game.french.stockades, forts_uc: game.french.forts_uc, forts: game.french.forts, fortresses: game.french.fortresses, raids: game.french.raids, }, british: { hand: game.british.hand.length, allied: game.british.allied, stockades: game.british.stockades, forts_uc: game.british.forts_uc, forts: game.british.forts, fortresses: game.british.fortresses, raids: game.british.raids, pool: game.british.pool, }, active: game.active, prompt: null, actions: null, log: game.log, }; if (game.activation) view.activation = game.activation; if (game.british.held) view.british.held = 1; if (game.french.held) view.french.held = 1; if (current === FRANCE) view.hand = game.french.hand; else if (current === BRITAIN) view.hand = game.british.hand; else view.hand = []; if (!states[game.state]) { view.prompt = "Invalid game state: " + game.state; return view; } if (current === 'Observer' || game.active !== current) { let inactive = states[game.state].inactive; if (typeof inactive === 'function') states[game.state].inactive(); else if (typeof inactive === 'string') view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...`; else view.prompt = `Waiting for ${game.active} \u2014 ${game.state.replace(/_/g, " ")}...`; } else { states[game.state].prompt(); gen_action_undo(); } return view; }