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.
433 lines (397 loc) • 8.25 kB
text/typescript
import { Frame, FrameFlow, GameCommandEnum, SettlementRound, StateReducer } 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 short game...
// alternate turns:
// - push wheel
// --- grapes at round 11 (france)
// --- stone at round 18
// - return clergymen (both players)
// - potentially settlement round
// - take two actions
// - buy a landscape once per "turn" and once per settlement
// no bonus round
// no fixed end; final phase when:
// - D buildings go out AND
// - there is at most 1 building left in display
// play current turn through to the end
// then rotate the production wheel
// other player gets 1 final action
// Two players take turns.
// - Rotate the wheel
// --- If it's a settlement, then do settlement
// --- Reset has player bought landscape
// --- Do a settlement
// - Reset has player obught a settlement
// - Active player gets 2 actions
// Clergy return for both players at the end of each turn
// ending when after settlement D, when there are <= 1 buildings in display. Finish current turn and other player gets 1 final action.
export const nextFrame2Short: FrameFlow = {
1: {
round: 1,
startingPlayer: 0,
currentPlayerIndex: 0,
settlementRound: SettlementRound.S,
upkeep: [rotateRondel, introduceBuildings, introduceSettlements, standardResources, returnClergyIfPlaced],
next: 2,
},
2: {
next: 3,
},
3: {
round: 2,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 4,
},
4: {
next: 5,
},
5: {
round: 3,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 6,
},
6: {
next: 7,
},
7: {
round: 4,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 8,
},
8: {
next: 9,
},
9: {
round: 5,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 10,
},
10: {
next: 11,
},
11: {
round: 6,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 12,
},
12: {
next: 13,
},
// Settlement A
13: {
startingPlayer: 0,
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.A,
next: 14,
},
14: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 15,
},
15: {
round: 7,
currentPlayerIndex: 0,
upkeep: [introduceBuildings, introduceSettlements, rotateRondel, returnClergyIfPlaced],
next: 16,
},
16: {
next: 17,
},
17: {
round: 8,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 18,
},
18: {
next: 19,
},
19: {
round: 9,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 20,
},
20: {
next: 25,
},
25: {
round: 10,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 26,
},
26: {
next: 27,
},
27: {
round: 11,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced, introduceGrapeToken],
next: 28,
},
28: {
next: 29,
},
29: {
round: 12,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 30,
},
30: {
next: 31,
},
31: {
round: 13,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 32,
},
32: {
next: 33,
},
// Settlement B
33: {
startingPlayer: 1,
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.B,
next: 34,
},
34: {
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 35,
},
35: {
round: 14,
currentPlayerIndex: 1,
upkeep: [introduceBuildings, introduceSettlements, rotateRondel, returnClergyIfPlaced],
next: 36,
},
36: {
next: 37,
},
37: {
round: 15,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 38,
},
38: {
next: 39,
},
39: {
round: 16,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 40,
},
40: {
next: 41,
},
41: {
round: 17,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 42,
},
42: {
next: 43,
},
43: {
round: 18,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced, introduceStoneToken],
next: 44,
},
44: {
next: 45,
},
45: {
round: 19,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 46,
},
46: {
next: 47,
},
47: {
round: 20,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 48,
},
48: {
next: 49,
},
// Settlement C
49: {
startingPlayer: 0,
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.C,
next: 50,
},
50: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 51,
},
51: {
round: 21,
currentPlayerIndex: 0,
upkeep: [introduceBuildings, introduceSettlements, rotateRondel, returnClergyIfPlaced],
next: 52,
},
52: {
next: 53,
},
53: {
round: 22,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 54,
},
54: {
next: 55,
},
55: {
round: 23,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 56,
},
56: {
next: 57,
},
57: {
round: 24,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 58,
},
58: {
next: 59,
},
59: {
round: 25,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 60,
},
60: {
next: 61,
},
61: {
round: 26,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 62,
},
62: {
next: 63,
},
63: {
round: 27,
startingPlayer: 0,
currentPlayerIndex: 0,
upkeep: [rotateRondel, returnClergyIfPlaced],
next: 64,
},
64: {
next: 65,
},
// Settlement D
65: {
startingPlayer: 1,
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.D,
next: 66,
},
66: {
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 67,
},
67: {
round: 28,
currentPlayerIndex: 1,
upkeep: [introduceBuildings, introduceSettlements, rotateRondel, returnClergyIfPlaced],
next: 68,
},
68: {
next: 200,
},
100: {
startingPlayer: 1,
currentPlayerIndex: 1,
next: 101,
upkeep: [rotateRondel, returnClergyIfPlaced, checkFinalPhase(999)],
},
101: {
currentPlayerIndex: 1,
next: 200,
},
999: {
next: 999,
upkeep: [gameEnd],
},
201: {
currentPlayerIndex: 0,
next: 100,
},
200: {
startingPlayer: 0,
currentPlayerIndex: 0,
next: 201,
upkeep: [rotateRondel, returnClergyIfPlaced, checkFinalPhase(999)],
},
}