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.
503 lines (482 loc) • 9.56 kB
text/typescript
import { FrameFlow, GameCommandEnum, NextUseClergy, SettlementRound } from '../../types'
import { introduceBuildings } from '../buildings'
import { getCost, withEachPlayer } from '../player'
import { introduceGrapeToken, introduceStoneToken } from '../rondel'
import { allPriorsComeBack } from './allPriorsComeBack'
import { gameEnd } from '../state'
import { returnClergyIfPlaced } from './returnClergyIfPlaced'
import { rotateRondel } from './rotateRondel'
import { introduceSettlements } from '../settlements'
import { removeHomelandForestMoor } from './removeHomelandForestMoor'
import { standardResources } from './standardResources'
// TODO: 1 good goes to everyone when anyone uses the production wheel
export const nextFrame4Short: FrameFlow = {
1: {
round: 1,
startingPlayer: 0,
currentPlayerIndex: 0,
settlementRound: SettlementRound.S,
upkeep: [
rotateRondel,
withEachPlayer(getCost({ grain: 1, sheep: 1 })),
introduceBuildings,
introduceSettlements,
withEachPlayer(removeHomelandForestMoor),
standardResources,
],
next: 2,
},
2: {
currentPlayerIndex: 1,
next: 3,
},
3: {
currentPlayerIndex: 2,
next: 4,
},
4: {
currentPlayerIndex: 3,
next: 5,
},
5: {
currentPlayerIndex: 0,
next: 6,
},
6: {
round: 2,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced, withEachPlayer(getCost({ grain: 1, clay: 1 }))],
next: 7,
},
7: {
currentPlayerIndex: 2,
next: 8,
},
8: {
currentPlayerIndex: 3,
next: 9,
},
9: {
currentPlayerIndex: 0,
next: 10,
},
10: {
currentPlayerIndex: 1,
next: 11,
},
// Settlement A
11: {
startingPlayer: 2,
currentPlayerIndex: 2,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.A,
next: 12,
},
12: {
currentPlayerIndex: 3,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 13,
},
13: {
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 14,
},
14: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 15,
},
15: {
round: 3,
startingPlayer: 2,
currentPlayerIndex: 2,
upkeep: [
rotateRondel,
returnClergyIfPlaced,
withEachPlayer(getCost({ grain: 1, wood: 1 })),
introduceBuildings,
introduceSettlements,
],
next: 16,
},
16: {
currentPlayerIndex: 3,
next: 17,
},
17: {
currentPlayerIndex: 0,
next: 18,
},
18: {
currentPlayerIndex: 1,
next: 19,
},
19: {
currentPlayerIndex: 2,
next: 20,
},
20: {
round: 4,
startingPlayer: 3,
currentPlayerIndex: 3,
upkeep: [rotateRondel, returnClergyIfPlaced, withEachPlayer(getCost({ grain: 1, stone: 1 })), introduceGrapeToken],
next: 21,
},
21: {
currentPlayerIndex: 0,
next: 22,
},
22: {
currentPlayerIndex: 1,
next: 23,
},
23: {
currentPlayerIndex: 2,
next: 24,
},
24: {
currentPlayerIndex: 3,
next: 25,
},
// Settlement B
25: {
startingPlayer: 0,
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.B,
next: 26,
},
26: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 27,
},
27: {
currentPlayerIndex: 2,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 28,
},
28: {
currentPlayerIndex: 3,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 29,
},
29: {
round: 5,
currentPlayerIndex: 0,
upkeep: [
rotateRondel,
returnClergyIfPlaced,
withEachPlayer(getCost({ peat: 1, stone: 1 })),
introduceBuildings,
introduceSettlements,
],
next: 30,
},
30: {
currentPlayerIndex: 1,
next: 31,
},
31: {
currentPlayerIndex: 2,
next: 32,
},
32: {
currentPlayerIndex: 3,
next: 33,
},
33: {
currentPlayerIndex: 0,
next: 34,
},
34: {
round: 6,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced, withEachPlayer(getCost({ clay: 1, stone: 1 })), introduceStoneToken],
next: 35,
},
35: {
currentPlayerIndex: 2,
next: 36,
},
36: {
currentPlayerIndex: 3,
next: 37,
},
37: {
currentPlayerIndex: 0,
next: 38,
},
38: {
currentPlayerIndex: 1,
next: 39,
},
// Settlement C
39: {
startingPlayer: 2,
currentPlayerIndex: 2,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.C,
next: 40,
},
40: {
currentPlayerIndex: 3,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 41,
},
41: {
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 42,
},
42: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 43,
},
43: {
round: 7,
currentPlayerIndex: 2,
upkeep: [
rotateRondel,
returnClergyIfPlaced,
withEachPlayer(getCost({ wood: 1, stone: 1 })),
introduceBuildings,
introduceSettlements,
],
next: 44,
},
44: {
currentPlayerIndex: 3,
next: 45,
},
45: {
currentPlayerIndex: 0,
next: 46,
},
46: {
currentPlayerIndex: 1,
next: 47,
},
47: {
currentPlayerIndex: 2,
next: 48,
},
48: {
round: 8,
startingPlayer: 3,
currentPlayerIndex: 3,
upkeep: [rotateRondel, returnClergyIfPlaced, withEachPlayer(getCost({ stone: 1, nickel: 1 }))],
next: 49,
},
49: {
currentPlayerIndex: 0,
next: 50,
},
50: {
currentPlayerIndex: 1,
next: 51,
},
51: {
currentPlayerIndex: 2,
next: 52,
},
52: {
currentPlayerIndex: 3,
next: 53,
},
// Settlement D
53: {
startingPlayer: 0,
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.D,
next: 54,
},
54: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 5,
},
55: {
currentPlayerIndex: 2,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 56,
},
56: {
currentPlayerIndex: 3,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 57,
},
57: {
round: 9,
currentPlayerIndex: 0,
upkeep: [
rotateRondel,
returnClergyIfPlaced,
withEachPlayer(getCost({ stone: 1, meat: 1 })),
introduceBuildings,
introduceSettlements,
],
next: 58,
},
58: {
currentPlayerIndex: 1,
next: 59,
},
59: {
currentPlayerIndex: 2,
next: 60,
},
60: {
currentPlayerIndex: 3,
next: 61,
},
61: {
currentPlayerIndex: 0,
next: 62,
},
62: {
round: 10,
startingPlayer: 1,
currentPlayerIndex: 1,
upkeep: [rotateRondel, returnClergyIfPlaced, withEachPlayer(getCost({ book: 1, grain: 1 }))],
next: 63,
},
63: {
currentPlayerIndex: 2,
next: 64,
},
64: {
currentPlayerIndex: 3,
next: 65,
},
65: {
currentPlayerIndex: 0,
next: 66,
},
66: {
currentPlayerIndex: 1,
next: 67,
},
67: {
round: 11,
currentPlayerIndex: 2,
upkeep: [rotateRondel, returnClergyIfPlaced, withEachPlayer(getCost({ ceramic: 1, clay: 1 }))],
next: 68,
},
68: {
currentPlayerIndex: 3,
next: 69,
},
69: {
currentPlayerIndex: 0,
next: 70,
},
70: {
currentPlayerIndex: 1,
next: 71,
},
71: {
currentPlayerIndex: 2,
next: 72,
},
72: {
round: 12,
startingPlayer: 3,
currentPlayerIndex: 3,
upkeep: [rotateRondel, returnClergyIfPlaced, withEachPlayer(getCost({ ornament: 1, wood: 1 }))],
next: 73,
},
73: {
currentPlayerIndex: 0,
next: 74,
},
74: {
currentPlayerIndex: 1,
next: 75,
},
75: {
currentPlayerIndex: 2,
next: 76,
},
76: {
currentPlayerIndex: 3,
next: 77,
},
77: {
startingPlayer: 0,
currentPlayerIndex: 0,
bonusRoundPlacement: true,
nextUse: NextUseClergy.OnlyPrior,
upkeep: [allPriorsComeBack, rotateRondel, returnClergyIfPlaced],
next: 78,
},
78: {
currentPlayerIndex: 1,
bonusRoundPlacement: true,
nextUse: NextUseClergy.OnlyPrior,
next: 79,
},
79: {
currentPlayerIndex: 2,
bonusRoundPlacement: true,
nextUse: NextUseClergy.OnlyPrior,
next: 80,
},
80: {
currentPlayerIndex: 3,
bonusRoundPlacement: true,
nextUse: NextUseClergy.OnlyPrior,
next: 81,
},
// Settlement E
81: {
currentPlayerIndex: 0,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
settlementRound: SettlementRound.E,
next: 82,
},
82: {
currentPlayerIndex: 1,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 83,
},
83: {
currentPlayerIndex: 2,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 84,
},
84: {
currentPlayerIndex: 3,
mainActionUsed: true,
bonusActions: [GameCommandEnum.SETTLE],
next: 85,
},
85: {
upkeep: [gameEnd],
next: 85,
},
}