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cc.js
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cc.js
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let G, phs, H
let faction = (g,p,h) => {
G = g
phs = p
H = h
let books = ["Abduct","Emissary of the Outer Gods","Invisibility","Madness","Seek and Destroy","The Thousand Forms"]
let bookinit = ["Abduct","Emissary of the Outer Gods","Invisibility","Madness","Seek and Destroy","The Thousand Forms"]
// {
// "Abduct":abduct,
// "Emissary of the Outer Gods":emissary,
// "Invisibility":invisibility,
// "Madness":madness,
// "Seek and Destroy":seekanddestroy,
// "The Thousand Forms":thousandforms
// }
H["Abduct"]=abduct
H["Emissary of the Outer Gods"]=emissary
H["Invisibility"]=invisibility
H["Madness"]=madness
H["Seek and Destroy"]=seekanddestroy
H["The Thousand Forms"]=thousandforms
let bookreqs = [
'pay 4 power',
'pay 6 power',
'3 gates / 12 power',
'4 gates / 16 power',
'capture',
"Awaken Nyarlathotap",
// {'pay 4 power':f=>false },
// {'pay 6 power':f=>false },
// {'3 gates / 12 power':f=> G.player.units.filter( u => u.gate ).length > 2 || G.player.power > 11 },
// {'4 gates / 16 power':f=> G.player.units.filter( u => u.gate ).length > 3 || G.player.power > 15 },
// {'capture':f=> units.filter( u => u.place == G.player.faction).length },
// {"Awaken Nyarlathotap":f=> G.state.choices.awaken.unit?.type=='Nyarlathotap'},
]
H['pay 4 power']=f=>false
H['pay 6 power']=f=>false
H['3 gates / 12 power']=f=> G.player.units.filter( u => u.gate ).length > 2 || G.player.power > 11
H['4 gates / 16 power']=f=> G.player.units.filter( u => u.gate ).length > 3 || G.player.power > 15
H['capture']=f=> units.filter( u => u.place == G.player.faction).length
H["Awaken Nyarlathotap"]=f=> G.state.choices.awaken.unit?.type=='Nyarlathotap'
let color = 'blue'
let start = 'southasia'
let name = 'cc'
let units = []
let awakennarl = {
awakenplaces: () => G.player.units.filter( u => u.gate ).map( u => u.place ),
awakenreq: () => G.player.power > 9 && G.player.units.filter( u => u.gate ).length,
cost: () => { G.player.power-=10; phs.endStage(); },
}
H['Nyarlathotap']=awakennarl
let initUnits = p => {
p.units = [
...p.units,
{...H.unit("Nyarlathotap",name,'',10,()=>p.books.length + G.state.choices.fight.enemy.books.length,2),...awakennarl},
...[0,1,3].map( f=> H.unit('Nightgaunt',name,'',1,0,1)),
...[0,1,2].map( f=> H.unit('Flying Polyp',name,'',2,1,1)),
...[0,1].map( f=> H.unit('Hunting Horror',name,'',3,2,1)),
]
flight()
}
let faction = {bookinit,books,bookreqs,color,start,name,units,initUnits}
pay4()
pay6()
pay10()
harbinger()
return faction
}
let lim = 1, unlim = 1
let hasBookReq = ( b ) => G.player.faction.bookreqs.includes( o )
let pay4 = () => phs.addPhase('pay 4 power',{
req : f => G.player.faction.name == 'cc' && G.player.power > 3 && hasBookReq('pay 4 power'),
init : f => {G.player.power -= 4; H['pay 4 power'] = F=>true; endStage() }
})
let pay6 = () => phs.addPhase('pay 6 power',{
req : f => G.player.faction.name == 'cc' && G.player.power > 5 && hasBookReq('pay 6 power'),
init : f => {G.player.power -= 6; H['pay 6 power'] = F=>true; endStage() }
})
let pay10 = () => phs.addPhase('pay 10 power',{
req : f => G.player.faction.name == 'cc' && G.player.power > 9 && hasBookReq('pay 4 power') && hasBookReq('pay 6 power'),
init : f => {G.player.power -= 10; H['pay 4 power'] = F=>true;H['pay 6 power'] = F=>true; endStage() }
})
let harbinged = []
let involved = false
let harbinger = () => {
phs.addStage('harb0',{
init : f => {
involved = [G.state.choices.fight.player,G.state.choices.fight.enemy].find( p => p.faction.name == 'cc')?.units.find( u => u.type == 'Nyarlathotap').place == G.state.choices.fight.place;
if(involved && G.state.choices.fight.unit.tier >= 2) harbinged.push(G.state.choices.fight.unit);phs.endStage()},
},'fight','assignpkills')
phs.addStage('harb1',{
init : f => {if(involved && G.state.choices.fight.unit.tier >= 2) harbinged.push(G.state.choices.fight.unit);phs.endStage()},
},'fight','assignpretreats')
phs.addStage('harb2',{
init : f => {if(involved && G.state.choices.fight.unit.tier >= 2) harbinged.push(G.state.choices.fight.unit);phs.endStage()},
},'fight','assigneretreats')
phs.addStage('harb3',{
init : f => {if(involved && G.state.choices.fight.unit.tier >= 2) harbinged.push(G.state.choices.fight.unit);phs.endStage()},
},'fight','assignekills')
phs.addStage('harbresolve',{
init : f => {if(involved && harbinged.length) phs.interuptStage('fight','harbresolve',G.state.players.indexOf(G.state.players.find( p => p.faction.name == 'cc'))) },
options : f => harbinged.map( h => ['+2 signs '+h.type,h.cost/2+' power '+h.type]),
moves : {
choose : (np,c) => {
if ( !harbinged.map( h => ['+2 signs',h.cost/2+' power']).includes(c)) return
if ( c.includes('+2 signs')) {G.player.signs.push((phs.roll()%3)+1);G.player.signs.push((phs.roll()%3)+1)}
if ( c.includes( ' power ')) G.player.power += Number(c.split('')[0])
harbinged = harbinged.filter( u => u.type != c.split('').slice(8).join('') )
if (!harbinged.length) { phs.returnStage(); if (G.state.stage == 'harbresolve') phs.endStage() }
}
}
},'fight','placeeretreats')
}
let seekanddestroy = () => phs.addStage('seek and destroy',{
init : f => {
involved = [G.state.choices.fight.player,G.state.choices.fight.enemy].find( p => p.faction.name == 'cc')?.units.find( u => u.type == 'Nyarlathotap').place == G.state.choices.fight.place;
if (!G.player.units.filter( u => u.type == 'Hunting Horror' && G.state.places[u.place] ).length ) {phs.endStage();return;}
phs.interuptStage('fight','seek and destroy',G.state.players.indexOf(G.state.players.find( p => p.faction.name == 'cc' ) ) )
},
options : f => G.player.units.filter( u => u.type == 'Hunting Horror' && G.state.places[u.place] ),
moves : {
choose : (np,c) => {
if ( np != 'unit' || np != 'seek and destroy' || !G.player.units.filter( u => u.type == 'Hunting Horror' && G.state.places[u.place] ).includes(c)) return
c.place = G.state.choices.fight.place
if (!G.player.units.filter( u => u.type == 'Hunting Horror' && G.state.places[u.place] ).length) {
phs.returnStage();
phs.endStage();
}
},
done : f => {phs.returnStage();phs.endStage();}
}
},'fight','enemy')
let madness = () => {
let madphase = {
init : f => {
phs.interuptStage('fight','placeeretreats',G.state.players.indexOf(G.state.players.find( p => p.faction.name == 'cc' ) ))
},
options : f => G.state.places[G.state.choices.fight.unit.place].adjacent.filter( p => !G.state.choices.fight.enemy.units.map( u => u.place ).includes(p)),
moves : {
choose : (np, c) => {
if ( G.state.places[G.state.choices.fight.unit.place].adjacent.filter( p => !G.state.choices.fight.enemy.units.map( u => u.place ).includes(p)).includes( c ) ) {
G.state.choices.fight.unit.place = c
G.state.choices.fight.temp.phase.pains--
H.forceRerender()
}
if ( !G.state.choices.fight.player.temp.phase.pains || !G.state.choices.fight.player.units.filter( u => u.place == G.state.choices.fight.place ).length ) {
phs.returnStage()
phs.endStage()
} else{
phs.returnStage()
phs.setStage('assignpretreats')
}
}
}
}
G.phases.fight.stages.placepretreats = {...madphase,next:'assignekills'}
G.phases.fight.stages.placeeretreats = {
init : f => {
phs.interuptStage('fight','placeeretreats',G.state.players.indexOf(G.state.players.find( p => p.faction.name == 'cc' ) ))
},
options : f => G.state.places[choices.fight.unit.place].adjacent.filter( p => !G.state.choices.fight.player.units.map( u => u.place ).includes(p)),
moves : {
choose : (np, c) => {
if ( G.state.places[choices.fight.unit.place].adjacent.filter( p => !G.state.choices.fight.player.units.map( u => u.place ).includes(p)).includes( c ) ) {
G.state.choices.fight.unit.place = c
G.state.choices.fight.enemy.temp.phase.pains--
H.forceRerender()
}
if ( !G.state.choices.fight.enemy.pains || !G.state.choices.fight.enemy.units.filter( u => u.place == G.state.choices.fight.place ).length ) {
phs.returnStage(); phs.endStage()
G.state.choices.fight.place = null
G.state.choices.fight.enemy = null
G.state.choices.fight.unit = null
} else {
phs.returnStage()
phs.setStage('assignpretreats')
}
}
}
}
}
let emissary = () => phs.addStage('emissary',{
init : f => {
G.state.players.find( p => p.faction.name == 'cc' ).units.find( u => u.type == 'Nyarlathtap' ).invulnerable = (
!G.state.choices.fight.enemy.units.find( u => H.findPlyr(u.owner).faction.name != 'cc' && u.tier == 2 && u.place == G.state.choices.fight.place) ||
!G.state.choices.fight.player.units.find( u => H.findPlyr(u.owner).faction.name != 'cc' && u.tier == 2 && u.place == G.state.choices.fight.place)
)
phs.endStage()
},
},'fight','roll')
let invis = 0
let invisibility = () => {
phs.addStage('invisunit',{
init : f => {
if ( G.state.choices.fight.player.faction.name != 'cc' && G.state.choices.fight.enemy.faction.name != 'cc' ) {phs.endStage(); return}
phs.interuptStage('fight','invisunit',G.state.players.indexOf(G.state.players.find( p => p.faction.name == 'cc' ) ))
invis = G.units.filter( u => u.type == 'Flying Polyp' && u.place == G.state.choices.fight.place )
},
options : f => [...G.state.choices.fight.player.units,...G.state.choices.fight.enemy.units,].filter( u => u.place == G.state.choices.fight.place ),
moves : {
choose : (np,c) => {
if (np != 'unit' || np != 'invisunit' || ![...G.state.choices.fight.player.units,...G.state.choices.fight.enemy.units,].filter( u => u.place == G.state.choices.fight.place ).includes(c) ) return
c.place = 'invisible'
invis--
H.forceRerender()
if (!invis) {phs.returnStage();phs.endStage();}
},
done : f => {phs.returnStage();phs.endStage();},
}
},'fight','roll')
phs.addStage('invisreturn',{
init : f => {
G.units.filter( u.place == 'invisible' ).map( u => u.place = G.state.choices.fight.place )
endStage()
}
},'fight','placeeretreats')
}
let abductions = 0
let abduct = () => {
phs.addStage('abductunit',{
init : f => {
if ( G.state.choices.fight.player.faction.name != 'cc' && G.state.choices.fight.enemy.faction.name != 'cc' ) {phs.endStage(); return}
phs.interuptStage('fight','abductunit',G.state.players.indexOf(G.state.players.find( p => p.faction.name == 'cc' ) ))
abductions = 0
},
options : f => [...G.state.choices.fight.player.units,...G.state.choices.fight.enemy.units,].filter( u => u.type == 'Nightgaunt' && u.place == G.state.choices.fight.place ),
moves : {
choose : (np,c) => {
if (np != 'unit' || np != 'abductunit' || ![...G.state.choices.fight.player.units,...G.state.choices.fight.enemy.units,].filter( u => u.place == G.state.choices.fight.place ).includes(c) ) return
c.place = ''
abductions++
if (![...G.state.choices.fight.player.units,...G.state.choices.fight.enemy.units,].filter( u => u.type == 'Nightgaunt' && u.place == G.state.choices.fight.place ).length) {phs.returnStage();phs.endStage();}
else H.forceRerender()
},
done : f => {phs.returnStage();phs.endStage();},
}
},'fight','enemy')
phs.addStage('abductenemyunit',{
init : f => {
if ( G.state.choices.fight.player.faction.name != 'cc' && G.state.choices.fight.enemy.faction.name != 'cc' ) {phs.endStage(); return}
let p = [G.state.choices.fight.player.units,G.state.choices.fight.enemy].find( p => p.faction.name != 'cc')
phs.interuptStage('fight','abductenemyunit',G.state.players.indexOf(p))
abductions = 0
},
options : f => [G.state.choices.fight.player.units,G.state.choices.fight.enemy].find( p => p.faction.name != 'cc').units.filter( u => u.place == G.state.choices.fight.place && u.tier < 2 ),
moves : {
choose : (np,c) => {
if (np != 'unit' || np != 'abductenemyunit' || ![G.state.choices.fight.player.units,G.state.choices.fight.enemy].find( p => p.faction.name != 'cc').units.filter( u => u.place == G.state.choices.fight.place && u.tier < 2 ).includes(c) ) return
c.place = ''
abductions--
if (!abductions || ![G.state.choices.fight.player.units,G.state.choices.fight.enemy].find( p => p.faction.name != 'cc').units.filter( u => u.place == G.state.choices.fight.place && u.tier < 2 ).length) {phs.returnStage();phs.endStage();}
else H.forceRerender()
},
}
},'fight','abductunit')
}
let flight = () => {
G.state.players.find( p => p.faction.name == 'cc' ).units.map( u => u.speed = 2 )
}
let thousandformspower = 0
let thousandforms = f => {
lim,
G.state.choices.thousandforms = { once : 1, roll : 0, offers : [], tries : 3, negotiated : 0 }
phs.addPhase('thousand forms',{
req : f => G.state.choices.thousandforms.once && G.player.faction.name == 'cc' && hasBookReq('The Thousand Forms'),
init : f => {
G.state.choices.thousandforms.roll = roll(G.state.places.filter( p => G.player.units.filter( u => u.type == 'Fungi' ).map( u => u.place).includes(p) ).length )
G.state.choices.thousandforms.offers = Array(G.state.players.length).fill(0)
G.state.turn.pi++
G.state.choices.thousandforms.once = 0
},
start : 'negotiate',
stages: {
negotiate : {
next : 'power',
options : f => Array(G.state.choices.thousandforms.roll+1).fill(0).map( (l,i) => i).filter( l => l < G.player.units.filter( u => u.type == 'cult' && Object.keys(G.state.places).includes(u.place) ).length ),
moves : {
choose : (np, c) => {
if ( np == 'negotiate' && Array(G.state.choices.thousandforms.roll+1).fill(0).map( (l,i) => i).filter( l => l <= G.player.power ).includes(c) ) {
G.state.choices.thousandforms.offers[G.state.turn.pi%G.state.players.length] = c
G.state.turn.pi++
if ( G.state.players[G.state.turn.pi].faction.name=='cc') {
tries--
G.state.choices.thousandforms.negotiated = (G.state.choices.thousandforms.offers.reduce((acc,cur)=>acc+cur,0) >= G.state.choices.thousandforms.roll )
}
if (!G.state.choices.thousandforms.tries || G.state.choices.thousandforms.negotiated) setStage( (G.state.choices.thousandforms.negotiated) ? 'losepower' : 'gainpower')
H.forceRerender()
}
},
}
},
losepower : {
init : f => {
G.pllayers.map( (p,i) => p.power -= G.state.choices.thousandforms.offers[i] )
phs.endStage()
},
},
gainpower : {
init : f => {
G.player.power += G.state.choices.thousandforms.roll
phs.endStage()
},
}
}
} )
}
export default faction