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machikoro.ts
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machikoro.ts
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//
// Implementation of Machi Koro board game.
//
import { Ctx, Game, Move } from 'boardgame.io';
import { INVALID_MOVE, PlayerView, TurnOrder } from 'boardgame.io/core';
import { FnContext } from 'boardgame.io/dist/types/src/types';
import { assertNonNull, assertUnreachable } from 'common/typescript';
import * as Est from './establishments';
import * as Land from './landmarks';
import * as Log from './log';
import { EstColor, EstType, Establishment } from './establishments';
import { Expansion, MachikoroG, SetupData, SupplyVariant, TurnState, Version } from './types';
import { Landmark } from './landmarks';
import { validateSetupData } from './utils';
export const GAME_NAME = 'machikoro';
/**
* Starting coins in Machi Koro 1.
*/
export const MK1_STARTING_COINS = 3;
/**
* Starting coins in Machi Koro 2.
*/
export const MK2_STARTING_COINS = 5;
/**
* Number of initial buy rounds in Machi Koro 2.
*/
export const MK2_INITIAL_BUY_ROUNDS = 3;
//
// === Queries ===
//
// These functions do not modify `G` and are exported for use in the client.
//
/**
* @param G
* @param player
* @returns The number of coins owned by the player.
*/
export const getCoins = (G: MachikoroG, player: number): number => {
return G._coins[player];
};
/**
* @param G
* @param ctx
* @param n - Number of dice to roll.
* @returns True if the current player can roll `n` number of dice.
*/
export const canRoll = (G: MachikoroG, ctx: Ctx, n: number): boolean => {
const version = G.version;
const player = parseInt(ctx.currentPlayer);
// can roll 2 dice if you own Train Station (Machi Koro 1) or are playing Machi Koro 2
const canRoll2 = Land.owns(G, player, Land.TrainStation) || version === Version.MK2;
return (
G.turnState === TurnState.Roll &&
// can always roll 1 die
(n === 1 || (n === 2 && canRoll2)) &&
// can reroll if you own Radio Tower (Machi Koro 1)
(G.numRolls === 0 || (G.numRolls === 1 && Land.owns(G, player, Land.RadioTower)))
);
};
/**
* @param G
* @returns True if the current player has rolled the dice and can proceed
* to evaluate its outcome.
*/
export const canCommitRoll = (G: MachikoroG): boolean => {
return (
G.turnState === TurnState.Roll &&
// need to have rolled the dice
G.numRolls > 0
);
};
/**
* @param G
* @param ctx
* @returns True if the current player can activate Harbor.
*/
export const canAddTwo = (G: MachikoroG, ctx: Ctx): boolean => {
const player = parseInt(ctx.currentPlayer);
return (
canCommitRoll(G) &&
// need to own harbor
Land.owns(G, player, Land.Harbor) &&
// need to roll a 10 or higher
G.roll >= 10
);
};
/**
* @param G
* @param ctx
* @returns True if the current player cannot modify the dice roll any further.
*/
export const noFurtherRollActions = (G: MachikoroG, ctx: Ctx): boolean => {
return !(canAddTwo(G, ctx) || canRoll(G, ctx, 1) || canRoll(G, ctx, 2));
};
/**
* @param G
* @param ctx
* @param est
* @returns True if the current player can buy the establishment.
*/
export const canBuyEst = (G: MachikoroG, ctx: Ctx, est: Establishment): boolean => {
const player = parseInt(ctx.currentPlayer);
const version = G.version;
return (
G.turnState === TurnState.Buy &&
// establishment is available for purchase
Est.countAvailable(G, est) > 0 &&
// player has enough coins
getCoins(G, player) >= est.cost &&
// if playing Machi Koro 1 and establishment is major (purple), player does not already own it
!(version === Version.MK1 && Est.isMajor(est) && Est.countOwned(G, player, est) > 0)
);
};
/**
* @param G
* @param ctx
* @param land
* @returns True if the current player can buy the landmark.
*/
export const canBuyLand = (G: MachikoroG, ctx: Ctx, land: Landmark): boolean => {
const player = parseInt(ctx.currentPlayer);
const canBuyLoanOffice = (): boolean =>
Land.countBuilt(G, player) === 0 && getPreviousPlayers(ctx).every((opponent) => Land.countBuilt(G, opponent) > 0);
return (
G.turnState === TurnState.Buy &&
// landmark is available for purchase
Land.isAvailable(G, land) &&
// player does not currently own the landmark
!Land.owns(G, player, land) &&
// player has enough coins
getCoins(G, player) >= Land.cost(G, land, player) &&
// Loan Office has an extra restriction: must be only player without built landmarks
(!Land.isEqual(land, Land.LoanOffice2) || canBuyLoanOffice())
);
};
/**
* @param G
* @param ctx
* @param opponent
* @returns True if the current player can take coins from the opponent as a
* part of the TV Station (Machi Koro 1) action.
*/
export const canDoTV = (G: MachikoroG, ctx: Ctx, opponent: number): boolean => {
const player = parseInt(ctx.currentPlayer);
return (
G.turnState === TurnState.TV &&
// cannot take from self
opponent !== player
);
};
/**
* @param G
* @param ctx
* @param est
* @returns True if the current player can pick the establishment to give up,
* as part of the Office or Moving Company actions.
*/
export const canDoOfficeGive = (G: MachikoroG, ctx: Ctx, est: Establishment): boolean => {
const player = parseInt(ctx.currentPlayer);
const version = G.version;
const possibleTurnStates: TurnState[] = [TurnState.OfficeGive, TurnState.MovingCompanyGive, TurnState.MovingCompany2];
return (
possibleTurnStates.includes(G.turnState) &&
// must own the establishment
Est.countOwned(G, player, est) > 0 &&
// if playing Machi Koro 1, cannot give major (purple)
(version !== Version.MK1 || !Est.isMajor(est))
);
};
/**
* @param G
* @param ctx
* @param opponent
* @param est
* @returns True if the current player can take the opponent's establishment,
* as a part of the Office action.
*/
export const canDoOfficeTake = (G: MachikoroG, ctx: Ctx, opponent: number, est: Establishment): boolean => {
const player = parseInt(ctx.currentPlayer);
const version = G.version;
return (
G.turnState === TurnState.OfficeTake &&
// cannot take from self
opponent !== player &&
// opponent must own the establishment
Est.countOwned(G, opponent, est) > 0 &&
// if playing Machi Koro 1, cannot take major (purple)
(version !== Version.MK1 || !Est.isMajor(est))
);
};
/**
* @param G
* @returns True if the current player can skip the Office action. Can only be
* done in Machi Koro 2.
*/
export const canSkipOffice = (G: MachikoroG): boolean => {
const version = G.version;
return (
(G.turnState === TurnState.OfficeGive || G.turnState === TurnState.OfficeTake) &&
// only in Machi Koro 2
version === Version.MK2
);
};
/**
* @param G
* @param ctx
* @param opponent
* @returns True if the current player can demolish the landmark as a part of
* the Demolition Company action.
*/
export const canDoDemolitionCompany = (G: MachikoroG, ctx: Ctx, land: Landmark): boolean => {
const player = parseInt(ctx.currentPlayer);
return (
G.turnState === TurnState.DemolitionCompany &&
// player must own the landmark
Land.owns(G, player, land) &&
// cannot demolish City Hall
!(Land.isEqual(land, Land.CityHall) || Land.isEqual(land, Land.CityHall2))
);
};
/**
* @param G
* @param ctx
* @param opponent
* @returns True if the current player can give an establishment to the
* opponent as part of the Moving Company (Machi Koro 1) action.
*/
export const canDoMovingCompanyOpp = (G: MachikoroG, ctx: Ctx, opponent: number): boolean => {
const player = parseInt(ctx.currentPlayer);
return (
G.turnState === TurnState.MovingCompanyOpp &&
// cannot give to self
opponent !== player
);
};
/**
* @param G
* @param est
* @returns True if the current player can pick the establishment for the
* Renovation Company action.
*/
export const canDoRenovationCompany = (G: MachikoroG, est: Establishment): boolean => {
return (
G.turnState === TurnState.RenovationCompany &&
// establishment must be in use
Est.isInUse(est, G.version, G.expansions) &&
// cannot pick major (purple)
!Est.isMajor(est)
);
};
/**
* @param G
* @returns True if the current player can skip the Renovation Company action
* by activating it on an unowned establishment.
*/
export const canSkipRenovationCompany = (G: MachikoroG): boolean => {
return (
G.turnState === TurnState.RenovationCompany &&
// an unknown establishment exists
Est.unownedRedBlueGreenEst(G) !== null
);
};
/**
* @param G
* @param ctx
* @param est
* @returns True if the current player can pick the establishment for the
* Exhibit Hall (Machi Koro 1) action.
*/
export const canDoExhibitHall = (G: MachikoroG, ctx: Ctx, est: Establishment): boolean => {
const player = parseInt(ctx.currentPlayer);
return (
G.turnState === TurnState.ExhibitHall &&
// player must own the establishment
Est.countOwned(G, player, est) > 0 &&
// cannot pick major (purple)
!Est.isMajor(est)
);
};
/**
* @param G
* @returns True if the current player can skip the Exhibit Hall action.
*/
export const canSkipExhibitHall = (G: MachikoroG): boolean => {
return G.turnState === TurnState.ExhibitHall;
};
/**
* @param G
* @returns True if the current player can invest in the Tech Startup
* establishment (Machi Koro 1).
*/
export const canInvestTechStartup = (G: MachikoroG, ctx: Ctx): boolean => {
const player = parseInt(ctx.currentPlayer);
return (
(G.turnState === TurnState.Buy || G.turnState === TurnState.End) &&
// player must own the establishment
Est.countOwned(G, player, Est.TechStartup) > 0 &&
// player has enough coins
getCoins(G, player) >= 1 &&
// player must not have invested this turn
!G.didTechStartup
);
};
/**
* @param G
* @returns True if the current player can end their turn.
*/
export const canEndTurn = (G: MachikoroG): boolean => {
return G.turnState === TurnState.Buy || G.turnState === TurnState.End;
};
/**
* @param G
* @param ctx
* @returns True if the current player has won the game.
*/
export const canEndGame = (G: MachikoroG, ctx: Ctx): boolean => {
const player = parseInt(ctx.currentPlayer);
const { version, expansions } = G;
if (version === Version.MK1) {
// a player has won if they own all landmarks in use
return Land.getAllInUse(version, expansions).every((land) => Land.owns(G, player, land));
} else if (version === Version.MK2) {
// a player has won if they have built Launch Pad or 3 landmarks (excluding City Hall)
return Land.owns(G, player, Land.LaunchPad2) || Land.countBuilt(G, player) >= Land.MK2_LANDMARKS_TO_WIN;
} else {
return assertUnreachable(version);
}
};
//
// === Moves ===
//
// These functions are Moves.
//
/**
* Roll one die.
* @param context
*/
const rollOne: Move<MachikoroG> = (context) => {
const { G, ctx, random } = context;
if (!canRoll(G, ctx, 1)) {
return INVALID_MOVE;
}
G.roll = random.Die(6);
G.rollDoubles = false;
G.numDice = 1;
G.numRolls += 1;
Log.logRollOne(G, G.roll);
if (noFurtherRollActions(G, ctx)) {
switchState(context);
}
return;
};
/**
* Roll two dice.
* @param context
*/
const rollTwo: Move<MachikoroG> = (context) => {
const { G, ctx, random } = context;
if (!canRoll(G, ctx, 2)) {
return INVALID_MOVE;
}
const dice = random.Die(6, 2);
G.roll = dice[0] + dice[1];
G.rollDoubles = dice[0] === dice[1];
G.numDice = 2;
G.numRolls += 1;
Log.logRollTwo(G, [dice[0], dice[1]]);
if (noFurtherRollActions(G, ctx)) {
switchState(context);
}
return;
};
/**
* Force the outcome of the dice roll. This move is removed in production.
* @param context
* @param die1 - Desired first die value.
* @param die2 - Desired second die value. If not provided, defaults to 0.
*/
const debugRoll: Move<MachikoroG> = (
context,
die1: number,
die2: number = 0, // eslint-disable-line @typescript-eslint/no-inferrable-types
) => {
const { G, ctx } = context;
if (!canRoll(G, ctx, 1)) {
return INVALID_MOVE;
}
G.roll = die1 + die2;
G.rollDoubles = die1 == die2;
G.numRolls += 1;
if (die2 === 0) {
G.numDice = 1;
Log.logRollOne(G, die1);
} else {
G.numDice = 2;
Log.logRollTwo(G, [die1, die2]);
}
if (noFurtherRollActions(G, ctx)) {
switchState(context);
}
return;
};
/**
* Do not activate Harbor and keep the current roll.
* @param context
*/
const keepRoll: Move<MachikoroG> = (context) => {
const { G } = context;
if (!canCommitRoll(G)) {
return INVALID_MOVE;
}
switchState(context);
return;
};
/**
* Activate Harbor and add 2 to the current roll.
* @param context
*/
const addTwo: Move<MachikoroG> = (context) => {
const { G, ctx } = context;
if (!canAddTwo(G, ctx)) {
return INVALID_MOVE;
}
G.roll += 2;
Log.logAddTwo(G, G.roll);
switchState(context);
return;
};
/**
* Buy an establishment.
* @param context
* @param est
*/
const buyEst: Move<MachikoroG> = (context, est: Establishment) => {
const { G, ctx } = context;
if (!canBuyEst(G, ctx, est)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
addCoins(G, player, -est.cost);
Est.buy(G, player, est);
G.justBoughtEst = est;
Log.logBuy(G, est.name);
switchState(context);
return;
};
/**
* Buy a landmark.
* @param context
* @param land
*/
const buyLand: Move<MachikoroG> = (context, land: Landmark) => {
const { G, ctx } = context;
if (!canBuyLand(G, ctx, land)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
addCoins(G, player, -Land.cost(G, land, player)); // must be before `Land.buy` since price depends on owned landmarks
Land.buy(G, player, land);
G.justBoughtLand = land;
Log.logBuy(G, land.name);
switchState(context);
return;
};
/**
* Perform the TV Station (Machi Koro 1) action by picking an opponent to take
* 5 coins from.
* @param context
* @param opponent
*/
const doTV: Move<MachikoroG> = (context, opponent: number) => {
const { G, ctx } = context;
if (!canDoTV(G, ctx, opponent)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
take(G, ctx, { from: opponent, to: player }, Est.TVStation.earn, Est.TVStation.name);
switchState(context);
return;
};
/**
* Perform the Office or Moving Company action by picking an establishment you
* own to give up.
* @param context
* @param est
* @param renovation - True if the establishment is closed for renovations.
*/
const doOfficeGive: Move<MachikoroG> = (context, est: Establishment, renovation: boolean) => {
const { G, ctx } = context;
if (!canDoOfficeGive(G, ctx, est)) {
return INVALID_MOVE;
}
if (G.turnState === TurnState.OfficeGive) {
G.officeGiveEst = est;
G.officeGiveRenovation = renovation;
// change game state directly instead of calling `switchState`
G.turnState = TurnState.OfficeTake;
} else if (G.turnState === TurnState.MovingCompanyGive) {
G.officeGiveEst = est;
G.officeGiveRenovation = renovation;
// change game state directly instead of calling `switchState`
G.turnState = TurnState.MovingCompanyOpp;
} else if (G.turnState === TurnState.MovingCompany2) {
const player = parseInt(ctx.currentPlayer);
const prevPlayer = getPreviousPlayers(ctx)[0];
Est.transfer(G, { from: player, to: prevPlayer }, est, renovation);
Log.logMovingCompany(G, est.name, prevPlayer);
switchState(context);
} else {
throw new Error(`Unexpected error: 'doOfficeGive' called in an unexpected state ${G.turnState}.`);
}
return;
};
/**
* Perform the Office action by picking an establishment an opponent owns to
* take.
* @param context
* @param opponent
* @param est
* @param renovation - True if the establishment is closed for renovations.
*/
const doOfficeTake: Move<MachikoroG> = (context, opponent: number, est: Establishment, renovation: boolean) => {
const { G, ctx } = context;
if (!canDoOfficeTake(G, ctx, opponent, est)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
if (G.officeGiveEst === null || G.officeGiveRenovation === null) {
throw new Error(
'Unexpected error: `G.officeGiveEst` and `G.officeGiveRenovation` should be set before `doOfficeTake`.',
);
}
Est.transfer(G, { from: player, to: opponent }, G.officeGiveEst, G.officeGiveRenovation);
Est.transfer(G, { from: opponent, to: player }, est, renovation);
Log.logOffice(G, { player_est_name: G.officeGiveEst.name, opponent_est_name: est.name }, opponent);
// cleanup
G.officeGiveEst = null;
G.officeGiveRenovation = null;
switchState(context);
return;
};
/**
* Skip the Office action. Can only be done in Machi Koro 2.
* @param context
* @returns
*/
const skipOffice: Move<MachikoroG> = (context) => {
const { G } = context;
if (!canSkipOffice(G)) {
return INVALID_MOVE;
}
// cleanup
G.officeGiveEst = null;
G.officeGiveRenovation = null;
G.doOffice = 0;
switchState(context);
return;
};
/**
* Perform the Demolition Company action by picking a landmark to demolish.
* @param context
* @param land
*/
const doDemolitionCompany: Move<MachikoroG> = (context, land: Landmark) => {
const { G, ctx } = context;
if (!canDoDemolitionCompany(G, ctx, land)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
Land.demolish(G, player, land);
Log.logDemolitionCompany(G, land.name);
switchState(context);
return;
};
/**
* Perform the Moving Company (Machi Koro 1) action by picking an opponent to
* give an establishment to.
* @param context
* @param opponent
*/
const doMovingCompanyOpp: Move<MachikoroG> = (context, opponent: number) => {
const { G, ctx } = context;
if (!canDoMovingCompanyOpp(G, ctx, opponent)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
if (G.officeGiveEst === null || G.officeGiveRenovation === null) {
throw new Error(
'Unexpected error: `G.officeGiveEst` and `G.officeGiveRenovation` should be set before `doMovingCompanyOpp`.',
);
}
Est.transfer(G, { from: player, to: opponent }, G.officeGiveEst, G.officeGiveRenovation);
Log.logMovingCompany(G, G.officeGiveEst.name, opponent);
// cleanup
G.officeGiveEst = null;
G.officeGiveRenovation = null;
switchState(context);
return;
};
/**
* Perform the Renovation Company action by closing all establishments of the
* given type.
* @param context
* @param est
* @returns
*/
const doRenovationCompany: Move<MachikoroG> = (context, est: Establishment) => {
const { G, ctx } = context;
if (!canDoRenovationCompany(G, est)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
// close own establishments
const playerCount = Est.countOwned(G, player, est);
Est.setRenovationCount(G, player, est, playerCount);
Log.logRenovationCompany(G, est.name);
// get coins from opponents and close their establishments
for (const opponent of getPreviousPlayers(ctx)) {
const count = Est.countOwned(G, opponent, est);
const countRenovation = Est.countRenovation(G, opponent, est);
if (count > countRenovation) {
const amount = (count - countRenovation) * Est.RenovationCompany.earn;
take(G, ctx, { from: opponent, to: player }, amount, Est.RenovationCompany.name);
}
Est.setRenovationCount(G, opponent, est, count);
}
switchState(context);
return;
};
/**
* Skip the Renovation Company action by picking an unowned establishment to
* renovate.
* @param context
* @returns
*/
const skipRenovationCompany: Move<MachikoroG> = (context) => {
const { G } = context;
if (!canSkipRenovationCompany(G)) {
return INVALID_MOVE;
}
switchState(context);
return;
};
/**
* Perform the Exhibit Hall (Machi Koro 1) action by picking an establishment
* to activate.
* @param context
* @param est
*/
const doExhibitHall: Move<MachikoroG> = (context, est: Establishment) => {
const { G, ctx } = context;
if (!canDoExhibitHall(G, ctx, est)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
// The current implementation of this action is kinda complicated, but it's
// the best we can do without large-scale refactors. Basically, we reset the
// `turnState` and redo all the steps in `switchState()`, but we specifically
// only activate the one establishment that was picked.
Est.demolish(G, player, Est.ExhibitHall, false);
G.exhibitHallEst = est;
G.turnState = TurnState.Roll;
Log.logExhibitHall(G, est.name);
switchState(context);
return;
};
/**
* Skip the Exhibit Hall action.
* @param context
*/
const skipExhibitHall: Move<MachikoroG> = (context) => {
const { G } = context;
if (!canSkipExhibitHall(G)) {
return INVALID_MOVE;
}
switchState(context);
return;
};
/**
* Invest in the Tech Startup establishment (Machi Koro 1).
* @param context
* @returns
*/
const investTechStartup: Move<MachikoroG> = (context) => {
const { G, ctx } = context;
if (!canInvestTechStartup(G, ctx)) {
return INVALID_MOVE;
}
const player = parseInt(ctx.currentPlayer);
addCoins(G, player, -1);
Est.incrementInvestment(G, player);
G.didTechStartup = true;
Log.logInvestTechStartup(G, Est.getInvestment(G, player));
// change game state directly instead of calling `switchState`
G.turnState = TurnState.End;
return;
};
/**
* End the turn.
* @param context
*/
const endTurn: Move<MachikoroG> = (context) => {
const { G, ctx, events } = context;
if (!canEndTurn(G)) {
return INVALID_MOVE;
}
const { initialBuyRounds } = G;
const { phase, turn, numPlayers } = ctx;
const player = parseInt(ctx.currentPlayer);
// a player earns coins via the airport if they did not buy anything
if (G.justBoughtEst === null && G.justBoughtLand === null) {
for (const airport of [Land.Airport, Land.Airport2]) {
if (Land.owns(G, player, airport)) {
assertNonNull(airport.coins);
earn(G, ctx, player, airport.coins, airport.name);
}
}
}
// end initial buying phase after `initialBuyRounds` rounds
if (phase === 'initialBuyPhase' && turn === initialBuyRounds * numPlayers) {
Log.logOtherEvent(G, '(End of initial build phase)');
events.endPhase();
}
// check second turn
if (G.secondTurn) {
events.endTurn({ next: player.toString() });
} else {
events.endTurn();
}
// no `switchState` because turn has ended.
return;
};
//
// === Move Helpers ===
//
// These functions are used by Moves, and may modify `G`.
//
/**
* Modify a player's coins by the given amount. No check is made as to whether
* the player's coins will go negative.
* @param G
* @param player
* @param amount - Number of coins to give to the player. Can be negative.
*/
const addCoins = (G: MachikoroG, player: number, amount: number): void => {
G._coins[player] += amount;
};
/**
* This function controls the flow of the turn's state. This is usually called
* at the end of Moves.
* @param context
*/
const switchState = (context: FnContext<MachikoroG>): void => {
const { G, ctx } = context;
const player = parseInt(ctx.currentPlayer);
if (G.turnState < TurnState.ActivateRedEsts) {
activateRedEsts(context);
}
if (G.turnState < TurnState.DemolitionCompany) {
// this must only activate once!
activateDemolitionCompany(context);
G.turnState = TurnState.DemolitionCompany;
}
if (G.turnState <= TurnState.DemolitionCompany && G.doDemolitionCompany > 0) {
// can do multiple times
G.doDemolitionCompany -= 1;
G.turnState = TurnState.DemolitionCompany;
return; // await player action
}
if (G.turnState < TurnState.ActivateBlueGreenEsts) {
activateBlueGreenEsts(context);
}
if (G.turnState <= TurnState.MovingCompanyOpp && G.doMovingCompany > 0) {
// can do multiple times
G.doMovingCompany -= 1;
G.turnState = TurnState.MovingCompanyGive;
return; // await player action
}
if (G.turnState < TurnState.ActivatePurpleEsts) {
activatePurpleEsts(context);
}
if (G.turnState < TurnState.TV && G.doTV) {
G.doTV = false;
G.turnState = TurnState.TV;
return; // await player action
}
if (G.turnState <= TurnState.OfficeTake && G.doOffice > 0) {
// can do multiple times
G.doOffice -= 1;
G.turnState = TurnState.OfficeGive;
return; // await player action
}
if (G.turnState < TurnState.RenovationCompany && G.doRenovationCompany) {
G.doRenovationCompany = false;
G.turnState = TurnState.RenovationCompany;
return; // await player action
}
if (G.turnState < TurnState.ExhibitHall && G.doExhibitHall) {
G.doExhibitHall = false;
G.turnState = TurnState.ExhibitHall;
return; // await player action
}
if (G.turnState < TurnState.ActivateLands) {
activateLands(context);
}
if (G.turnState < TurnState.MovingCompany2 && G.doMovingCompany2) {
G.doMovingCompany2 = false;
G.turnState = TurnState.MovingCompany2;
return; // await player action
}
if (G.turnState < TurnState.Buy) {
// activate city hall before buying
if (getCoins(G, player) === 0) {
for (const cityHall of [Land.CityHall, Land.CityHall2]) {
if (Land.owns(G, player, cityHall)) {
assertNonNull(cityHall.coins);
addCoins(G, player, cityHall.coins);
Log.logEarn(G, player, cityHall.coins, cityHall.name);
}
}
}
G.turnState = TurnState.Buy;
return; // await player action
}
if (G.turnState < TurnState.ActivateBoughtLand) {
// first, check if game is over
if (canEndGame(G, ctx)) {
endGame(context, player);
return;
}
activateBoughtLand(context);
}
if (G.turnState <= TurnState.End) {
G.turnState = TurnState.End;
return; // await player action
}
};
/**
* Activate red establishments.
* @param context
*/
const activateRedEsts = (context: FnContext<MachikoroG>): void => {
const { G, ctx } = context;
const currentPlayer = parseInt(ctx.currentPlayer);
const allEsts = getAllEsts(G);
const redEsts = allEsts.filter((est) => est.color === EstColor.Red);
// For exhibit hall, since red establishments don't do anything when they
// activate on the current player's turn, just skip and open if closed for
// renovations.
if (G.exhibitHallEst !== null) {
for (const est of redEsts) {
Est.setRenovationCount(G, currentPlayer, est, 0);
}
return;
}
for (const opponent of getPreviousPlayers(ctx)) {
for (const est of redEsts) {
// get number owned, subtract number closed for renovations
const count = Est.countOwned(G, opponent, est) - Est.countRenovation(G, opponent, est);
if (count > 0) {
// Member's Only Club earnings are all coins from the opponent
// all other red establishments get `est.earn` coins from the bank
let earnings: number;
if (Est.isEqual(est, Est.MembersOnlyClub)) {
earnings = getCoins(G, currentPlayer);
} else {
earnings = est.earn;
}
// +1 coin to Cup type if opponent owns Shopping Mall
if (est.type === EstType.Cup && Land.owns(G, opponent, Land.ShoppingMall)) {
assertNonNull(Land.ShoppingMall.coins);
earnings += Land.ShoppingMall.coins;
}
// +1 coin to Cup type if any player owns Soda Bottling Plant (Machi Koro 2)
if (est.type === EstType.Cup && Land.isOwned(G, Land.SodaBottlingPlant2)) {
assertNonNull(Land.SodaBottlingPlant2.coins);