hathora-et-labora-game
Version:
Plays Uwe Rosenberg's Ora et Labora for the Hathora engine. It reduces a list of moves into a board game state.
572 lines (536 loc) • 10.4 kB
text/typescript
import { FrameFlow, GameCommandEnum, SettlementRound } from '../../types'
import { introduceBuildings } from '../buildings'
import { introduceGrapeToken, introduceStoneToken } from '../rondel'
import { introduceSettlements } from '../settlements'
import { gameEnd } from '../state'
import { returnClergyIfPlaced } from './returnClergyIfPlaced'
import { rotateRondel } from './rotateRondel'
import { checkFinalPhase } from './checkFinalPhase'
import { standardResources } from './standardResources'
// 2p long game...
// each round:
// rotate wheel
// starting player has two actions
// other player has one action
// game enters final phase when:
// - D buildings go out AND
// - there are no more than 3 buildings left in display
// finish current round
// each round, starting player gets 2 actions followed by other player getting 1
// each player can build at most 1 landscape every round
// ending when after settlement D, when there are <= 3 buildings in display finish current round
export const nextFrame2Long: FrameFlow = {
1: {
round: 1,
startingPlayer: 0,
currentPlayerIndex: 0,
settlementRound: SettlementRound.S,
upkeep: [rotateRondel, introduceBuildings, introduceSettlements, standardResources, returnClergyIfPlaced],
next: 2,
},
2: {
currentPlayerIndex: 0,
next: 3,
},
3: {
currentPlayerIndex: 1,
next: 4,
},
4: {
round: 2,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 5,
},
5: {
currentPlayerIndex: 1,
next: 6,
},
6: {
currentPlayerIndex: 0,
next: 7,
},
7: {
round: 3,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 8,
},
8: {
currentPlayerIndex: 0,
next: 9,
},
9: {
currentPlayerIndex: 1,
next: 10,
},
10: {
round: 4,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 11,
},
11: {
currentPlayerIndex: 1,
next: 12,
},
12: {
currentPlayerIndex: 0,
next: 13,
},
13: {
round: 5,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 14,
},
14: {
currentPlayerIndex: 0,
next: 15,
},
15: {
currentPlayerIndex: 1,
next: 16,
},
16: {
round: 6,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 17,
},
17: {
currentPlayerIndex: 1,
next: 18,
},
18: {
currentPlayerIndex: 0,
next: 19,
},
// SETTLE A
19: {
startingPlayer: 0,
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.A,
next: 20,
},
20: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 21,
},
21: {
round: 7,
currentPlayerIndex: 0,
upkeep: [introduceBuildings, introduceSettlements, rotateRondel, returnClergyIfPlaced],
next: 22,
},
22: {
currentPlayerIndex: 0,
next: 23,
},
23: {
currentPlayerIndex: 1,
next: 24,
},
24: {
round: 8,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 25,
},
25: {
currentPlayerIndex: 1,
next: 26,
},
26: {
currentPlayerIndex: 0,
next: 27,
},
27: {
round: 9,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 28,
},
28: {
currentPlayerIndex: 0,
next: 29,
},
29: {
currentPlayerIndex: 1,
next: 30,
},
30: {
round: 10,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 31,
},
31: {
currentPlayerIndex: 1,
next: 32,
},
32: {
currentPlayerIndex: 0,
next: 33,
},
33: {
round: 11,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced, introduceGrapeToken],
next: 34,
},
34: {
currentPlayerIndex: 0,
next: 35,
},
35: {
currentPlayerIndex: 1,
next: 36,
},
36: {
round: 12,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 37,
},
37: {
currentPlayerIndex: 1,
next: 38,
},
38: {
currentPlayerIndex: 0,
next: 39,
},
39: {
round: 13,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 40,
},
40: {
currentPlayerIndex: 0,
next: 41,
},
41: {
currentPlayerIndex: 1,
next: 42,
},
// Settlement B
42: {
startingPlayer: 1,
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.B,
next: 43,
},
43: {
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 44,
},
44: {
round: 14,
currentPlayerIndex: 1,
upkeep: [introduceBuildings, introduceSettlements, rotateRondel, returnClergyIfPlaced],
next: 45,
},
45: {
currentPlayerIndex: 1,
next: 46,
},
46: {
currentPlayerIndex: 0,
next: 47,
},
47: {
round: 15,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 48,
},
48: {
currentPlayerIndex: 0,
next: 49,
},
49: {
currentPlayerIndex: 1,
next: 50,
},
50: {
round: 16,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 51,
},
51: {
currentPlayerIndex: 1,
next: 52,
},
52: {
currentPlayerIndex: 0,
next: 53,
},
53: {
round: 17,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 54,
},
54: {
currentPlayerIndex: 0,
next: 55,
},
55: {
currentPlayerIndex: 1,
next: 56,
},
56: {
round: 18,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced, introduceStoneToken],
next: 57,
},
57: {
currentPlayerIndex: 1,
next: 58,
},
58: {
currentPlayerIndex: 0,
next: 59,
},
59: {
round: 19,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 60,
},
60: {
currentPlayerIndex: 0,
next: 61,
},
61: {
currentPlayerIndex: 1,
next: 62,
},
62: {
round: 20,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 63,
},
63: {
currentPlayerIndex: 1,
next: 64,
},
64: {
currentPlayerIndex: 0,
next: 65,
},
// Settlement C
65: {
startingPlayer: 0,
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.C,
next: 66,
},
66: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 67,
},
67: {
round: 21,
currentPlayerIndex: 0,
upkeep: [introduceBuildings, introduceSettlements, rotateRondel, returnClergyIfPlaced],
next: 68,
},
68: {
currentPlayerIndex: 0,
next: 69,
},
69: {
currentPlayerIndex: 1,
next: 70,
},
70: {
round: 22,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 71,
},
71: {
currentPlayerIndex: 1,
next: 72,
},
72: {
currentPlayerIndex: 0,
next: 73,
},
73: {
round: 23,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 74,
},
74: {
currentPlayerIndex: 0,
next: 75,
},
75: {
currentPlayerIndex: 1,
next: 76,
},
76: {
round: 24,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 77,
},
77: {
currentPlayerIndex: 1,
next: 78,
},
78: {
currentPlayerIndex: 0,
next: 79,
},
79: {
round: 25,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 80,
},
80: {
currentPlayerIndex: 0,
next: 81,
},
81: {
currentPlayerIndex: 1,
next: 82,
},
82: {
round: 26,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 83,
},
83: {
currentPlayerIndex: 1,
next: 84,
},
84: {
currentPlayerIndex: 0,
next: 85,
},
85: {
round: 27,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 86,
},
86: {
currentPlayerIndex: 0,
next: 87,
},
87: {
currentPlayerIndex: 1,
next: 88,
},
// Settlement D
88: {
startingPlayer: 1,
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.D,
next: 89,
},
89: {
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 90,
},
// This is identical to step 200, except we don't want to keep introducinground: 28,
// the buildings. Hypothetically we could check for end-game here, but there's
// no way there is <= 1 unbuilt building.
90: {
currentPlayerIndex: 1,
upkeep: [introduceBuildings, introduceSettlements, rotateRondel, returnClergyIfPlaced],
next: 91,
},
91: {
currentPlayerIndex: 1,
next: 92,
},
92: {
currentPlayerIndex: 0,
next: 103,
},
97: {
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 98,
},
98: {
currentPlayerIndex: 1,
next: 99,
},
99: {
currentPlayerIndex: 0,
upkeep: [checkFinalPhase(100)],
next: 103,
},
100: {
upkeep: [gameEnd],
next: 100,
},
101: {
currentPlayerIndex: 1,
upkeep: [checkFinalPhase(100)],
next: 97,
},
102: {
currentPlayerIndex: 0,
next: 101,
},
103: {
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 102,
},
}