The game of Risk

Henko
Posts: 814
Joined: Tue Apr 09, 2013 12:23 pm
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Location: Groningen, Netherlands
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Re: The game of Risk

Post by Henko »

Intermediate version.
A number of little improvements and the possibility for initial army placement.
To use that mode, change the variable "classic" in the first line of the code into 1 (in the final version, this will be nicely sollicited in an opening screen).
Each of your 7 countries will have one army, you can assign the remaining 13 armies yourself, by means of the already present "draft" method.
The data file is not given here, as it has not changed.
There is still a todo list. One of the activities is a (stand alone) tool to convert a piece of plain ASCCI text into a scrollable helpfile.

Code: Select all

' The game of Risk, version october 24, 2018
'
             classic=0   ' change to 1 for classic initial army placement
init_risk()

do
  init_round()
  for cp.nr=1 to 6
    init_player()
    if cp.play(1)=0 then continue
    if cp.nr=human then human_play(human) else ai_play()
    exit_player()
    next cp.nr
  exit_round()
  until stop
end

def init_round()
if .sflag then k=4 else k=3
for i=1 to .ns
  .state(i,3)+=.state(i,1)
  button i text floor(.state(i,k))
  next i
end def

def init_player()
p=cp.nr ! cp.ncp=state_count()
cp.draft=1+cont_count()
field "play" back color .col(p,1),.col(p,2),.col(p,3)
button "cards" show ! bc(p)
do
  if .cards(p)>4 then
    cp.draft+=10 ! .cards(p)=max(0,.cards(p)-3) ! bc(p)
    end if
  until .cards(p)<5
end def

def human_play(p)
'
'*****      draft phase
'
if cp.draft then 
drafty(p)
/*
  button "cont" show ! group2(1)
  button "strength" show ! field "draft" show
  button "troops" text "0" ! button "maxtr" text cp.draft
  lnr=0 ! ntr=0
  do slowdown
    if bp("strength") then disp_strength()
    if bp("less") and lnr>0 then
      if ntr=0 then ntr=cp.draft else ntr-=1
      button "troops" text ntr
      end if
    if bp("more") and lnr>0 then
      if ntr=cp.draft then ntr=0 else ntr+=1
      button "troops" text ntr
      end if
    if bp("okee") and lnr>0 then
      .state(lnr,3)+=ntr ! cp.draft-=ntr ! ntr=0
      button lnr text floor(.state(lnr,3))
      button "troops" text "0" ! button "maxtr" text cp.draft
      end if
    for i=1 to .ns
      if bp(str$(i)) and .state(i,2)=p then
        if i=lnr then lnr=0 else lnr=i
        end if
      next i
     until bp("cont")
  group2(0) ! field "draft" hide
*/
  end if
'
'*****      attack phase
'
field "attack" show ! group3(1)
lna=0 ! lnd=0 ! sp_flag=0 ! s_flag=0 ! c_flag=0
state_count()
do slowdown
  if lna>0 then ! button "att" text floor(.state(lna,3))
    else ! button "att" text ""
    end if
  if lnd>0 then ! button "def" text floor(.state(lnd,3))
    else ! button "def" text ""
    end if
  if bp("strength") then disp_strength()
  k=0
  for i=1 to .ns     ' check state buttons
    if bp(str$(i)) then ! k=i ! break! end if
    next i
  if k then          ' check self or foreign
    e=0
    for i=2 to cp.play(1)+1
      if k=cp.play(i) then ! e=1 ! break ! end if
      next i
    if lna=0 and lnd=0 and e=1 then 
      lna=k ! sign_fight(lna,1) ! goto done
      end if
    if lna>0 then
      nb=0           ' check neighbour state or not
      for j=1 to 6
        if .link(lna,j)=k then nb=1
        next j
      if k=lnd then
        sign_fight(lnd,-2) ! lnd=0 ! goto done
        end if
      if k=lna then
        if lnd>0 then ! sign_fight(lnd,-2) ! lnd=0 ! end if
        lna=0 ! sign_fight(k,-1) ! goto done
        end if
      if e=1 and k<>lna then
        sign_fight(lna,-1) ! lna=k ! sign_fight(lna,1)
        if lnd>0 then ! sign_fight(lnd,-2) ! lnd=0 ! end if
        goto done
        end if
      if nb=1 and e=0 then
        if lnd>0 then sign_fight(lnd,-2)
        lnd=k ! sign_fight(lnd,2)
        end if
      end if
    end if
done:
  if lnd=0 then nxt else quit=0
  do                    ' start attack cycles on this combi
    if bp("stop") then
      if s_flag=0 then
        s_flag=1 ! quit=0 ! button "stop" text "Stop"
        else
        quit=1 ! button "stop" text "Start" ! continue
        end if
      end if
    if s_flag=0 then ! slowdown ! continue ! end if
    if bp("speed") then
      sp_flag=1-sp_flag
      if sp_flag then ! button ("speed") text "Fast"
        else ! button ("speed") text "Slow"
        end if
      end if
    if sp_flag=0 then pause 1 else pause .3
    if bp("pause") then
      button ("pause") text "Go on"
      do ! slowdown ! until bp("pause")
      button ("pause") text "Pause"
      end if
    r=attack(.state(lna,3), .state(lnd,3),.state(lnd,4))
    if r=1 then
      .state(lnd,3)-=1 ! button "def" text floor(.state(lnd,3))
      button "ddef" text "-1" ! button "datt" text ""
      button lnd text floor(.state(lnd,3))
      else
      .state(lna,3)-=1 ! button "att" text floor(.state(lna,3))
      button "datt" text "-1" ! button "ddef" text ""
      button lna text max(1,floor(.state(lna,3)))
      end if
    if floor(.state(lnd,3))=0 then           ' victory 
      da=max(1,floor(.state(lna,3)/3)) ! beep
      .state(lnd,3)=da ! .state(lna,3)-=da
      defen=.state(lnd,2) ! .state(lnd,2)=p
      draw_state(lnd,p) ! .state(lnd,4)=0 ! state_count()
      dc=check_dead(defen)
      if dc then ! .cards(p)+=dc ! bc(p) ! end if
      c_flag=1 ! quit=1
      end if
    if floor(.state(lna,3))=1 then quit=1     ' end of fight
    until quit
  button "att" text "" ! button "datt" text ""
  button "def" text "" ! button "ddef" text ""
  button lna text max(1,floor(.state(lna,3)))
  button lnd text max(1,floor(.state(lnd,3)))
  button "stop" text "Start" ! button "speed" text "Slow"
  lna=0 ! lnd=0 ! s_flag=0 ! sp_flag=0
nxt:
  until bp("cont")
if c_flag=1 then
  .cards(p)+=1 ! bc(p) ! c_flag=0
  end if
'
'*****.       Move phase
'
group3(0) ! group2(1) ! maxmove=0
for i=1 to .ns
  if .state(i,2)=p then maxmove+=.state(i,1)
  next i
maxmove=int(2*maxmove)  ! button "maxtr" text maxmove
field "attack" hide ! field "move" show

lna=0 ! lnb=0 ! ntr=0 ! button "troops" text "0"
do slowdown
  if bp("strength") then disp_strength()
  k=0
  for i=1 to .ns     ' check state buttons
    if bp(str$(i)) then ! k=i ! break! end if
    next i
  if k=0 then m_label1
  e=0
  for i=2 to cp.play(1)+1
    if k=cp.play(i) then ! e=1 ! break ! end if
    next i
  if e=0 then continue
  if k=lna then
    sign_fight(lna,-1) ! lna=0
    if lnb>0 then ! sign_fight(lnb,-2) ! lnb=0 ! end if
    continue
    end if
  if k=lnb then ! sign_fight(lnb,-2) ! lnb=0 ! continue ! end if
  if lna=0 then ! lna=k ! sign_fight(lna,1) ! continue ! end if
  if lnb=0 then
    nb=0           ' check neighbour state or not
    for j=1 to 6 ! if .link(lna,j)=k then nb=1 ! next j
    if nb=0 then continue
    lnb=k ! sign_fight(lnb,2)
    end if
m_label1:
  if lna=0 or lnb=0 then nxt1
  lnr=floor(.state(lna,3)) ! if lnr<2 then continue
  if bp("less") then
    if ntr=0 then ntr=min(lnr-1,maxmove) else ntr-=1
    button "troops" text ntr
    end if
  if bp("more") then
    if ntr=maxmove then ntr=0 else ntr=min(lnr-1,ntr+1)
    button "troops" text ntr
    end if
  if bp("okee") then
    .state(lna,3)-=ntr ! button lna text floor(.state(lna,3))
    .state(lnb,3)+=ntr ! button lnb text floor(.state(lnb,3))
     maxmove-=ntr ! ntr=0 ! lna=0 ! lnb=0
    button "troops" text "0" ! button "maxtr" text maxmove
    end if
nxt1:
  until bp("cont")
field "move" hide
end def

def drafty(p)
  button "cont" show ! group2(1)
  button "strength" show ! field "draft" show
  button "troops" text "0" ! button "maxtr" text cp.draft
  lnr=0 ! ntr=0
  do slowdown
    if bp("strength") then disp_strength()
    if bp("less") and lnr>0 then
      if ntr=0 then ntr=cp.draft else ntr-=1
      button "troops" text ntr
      end if
    if bp("more") and lnr>0 then
      if ntr=cp.draft then ntr=0 else ntr+=1
      button "troops" text ntr
      end if
    if bp("okee") and lnr>0 then
      .state(lnr,3)+=ntr ! cp.draft-=ntr ! ntr=0
      button lnr text floor(.state(lnr,3))
      button "troops" text "0" ! button "maxtr" text cp.draft
      end if
    for i=1 to .ns
      if bp(str$(i)) and .state(i,2)=p then
        if i=lnr then lnr=0 else lnr=i
        end if
      next i
     until bp("cont")
  group2(0) ! field "draft" hide
end def

def exit_player()
end def

def exit_round()
for i=1 to .ns ! .state(i,4)=.9*.state(i,4)+1 ! next i
if bp("strength") then disp_strength()
end def

def attack(na,nd,f)
f=2-cos(0.3142*f) ! nd*=f                    
q=na/(na+nd) ! q=min(.8,q) ! q=max(.2,q)
if rnd(1)<q then return 1 else return -1
end def

def check_dead(r)
dead=1
for i=1 to .ns
  if .state(i,2)=r then ! dead=0 ! break ! end if
  next i
if dead then return .cards(r) else return 0
end def

def f_fld(ff$,c$)
if c$="g" then ! field ff$ back color 0,1,0
  else  ! field ff$ back color 1,0,0
  end if
field ff$ font name "MarkerFelt-Thin"
field ff$ font size 30
end def

def sign_state(s,c)
'for i=1 to 5
  draw_state(s,7) ! pause .1
  draw_state(s,c) ! pause .1
 ' next i
button s text max(1,int(.state(s,3)))
end def

def sign_fight(i,ind)
if ind>0 then
  if ind=1 then t$=chr$(9732) else t$=chr$(57629)
  button i text t$
  else ! button i text floor(.state(i,3))
  end if
end def

def bc(p)   '  update cards button
button "cards" text .cards(p)
pause .5
end def

def bp(a$) = button_pressed(a$)

def cp() ! end def


' {risk_lib}


def ai_play()
'
'*****    draft phase
p=cp.nr ! field "draft" show
nc=.cards(p) ! ns=cp.play(1)
button "cards" show ! button "cards" text nc ! pause .3
if nc>=3 then
  cp.draft+=2*nc+floor(nc/5)-1
  .cards(p)-=3
  end if
if cp.draft >=1 then
  for i=1 to cp.draft
    k=(i-1)%ns+2 ! st=cp.play(k) ! .state(st,3)+=1
    button st text int(.state(st,3))
    next i
  cp.draft=0
  end if
pause .5 ! field "draft" hide
'
'******     attack phase
dim tab_in(99,3),tab(99,3)
max_attacks=.ai(p,1) ! field "attack" show
start_odds=.ai(p,2) ! stop_odds=.ai(p,3)
won_flag=0 ! ntab=0
for i=2 to ns+1
  lnr=cp.play(i) ! n_att=.state(lnr,3)
  for j=1 to 6
    buur=.link(lnr,j)
    if buur=0 or .state(buur,2)=p then continue
    n_def=.state(buur,3)
    ntab+=1 ! tab_in(ntab,1)=lnr ! tab_in(ntab,2)=buur
    tab_in(ntab,3)=n_att/max(n_def,1)
    next j
  next i
tablesort(ntab,3,tab_in,tab,3)
for i=1 to min(max_attacks,ntab)
                                if touch_x(0)>-1 then stop
  nla=tab(i,1) ! nld=tab(i,2)
  d=.state(nld,2) ! if d=p then continue
  do
    n_att=.state(nla,3) ! n_def=.state(nld,3)
    odds=n_att/max(n_def,1)
    if odds<start_odds or n_att<=stop_odds then break
    v=attack(n_att,n_def,.state(nld,4))
    if v=1 then ! won_flag=1 ! .state(nld,3)-=1
      else ! .state(nla,3)-=1
      end if
      sign_state(nla,p) ! sign_state(nld,d)
    if .state(nld,3)<1 then
      .state(nld,2)=p ! .state(nld,4)=0
      dl=max(1,floor(.state(nla,3)/3))
      .state(nla,3)-=dl ! .state(nld,3)=dl
      sign_state(nla,p) ! sign_state(nld,p)
      .cards(p)+=check_dead(d)
      break
      end if
    until forever
  next i
  if won_flag then 
    .cards(p)+=1 ! button "cards" text .cards(p) ! pause .3
    end if
field "attack" hide
'
'*****      move phase
ns=state_count() ! field "move" show
for i=2 to ns+1
  dim buren(6)
  buur_flag=0 ! bsum=0 ! k=0
  lnr=cp.play(i) ! n_c=.state(lnr,3)
  for j=1 to 6
    b=.link(lnr,j)
    if b=0 then break
    if .state(b,2)<>p then ! buur_flag=1
      else ! k+=1 ! buren(k)=b ! bsum+=.state(b,3)
      end if
    next j
  if k=0 then continue
  nb=k ! mu=(n_c+bsum)/(nb+1)
  if buur_flag=0 then ! pot=n_c-1
    else
    if n_c>mu then pot=n_c-mu else pot=0
    end if
  if pot>0 then ! .state(lnr,3)-=pot ! dp=pot/nb ! end if
    for j=1 to nb ! .state(buren(j),3)+=dp ! next j
  next i
for i=1 to .ns ! button i text floor(.state(i,3)) ! next i
pause .5 ! field "move" hide
end def


def assign()
dim t(42)
for i=1 to 42 ! t(i)=i ! .state(i,3)=1 ! next i
for i=1 to 7 ! for s=1 to 6
  do ! r=1+rnd(42) ! k=t(r) ! until k
  .state(k,2)=s ! t(r)=0 ! draw_state(k,s)
  next s ! next i
for cp.nr=1 to .npl
  state_count()
  if .classic and cp.nr=.human then
    cp.draft=13 ! p=.human ! init_round()
    field "play" back color .col(p,1),.col(p,2),.col(p,3)
    drafty(p)
    else
    for j=1 to 13
      k=2+rnd(7) ! .state(cp.play(k),3)+=1
      next j
    end if
  next cp.nr
for i=1 to 42 ! button i text .state(i,3) ! next i
refresh on
end def

def draw_state(k,c)
dim x(11),y(11)
n=.surf(k,1)
fill color .col(c,1),.col(c,2),.col(c,3)
for i=1 to n
  p=.surf(k,i+1)
  x(i)=.node(p,1) ! y(i)=.node(p,2)
  next i
fill poly x,y count n ! draw poly x,y count n
end def

def state_count()
p=cp.nr ! k=1 ! cp.na=0
for i=1 to .ns
  if .state(i,2)<>p then continue
  k+=1 ! cp.play(k)=i ! cp.na+=.state(i,3)
  next i
cp.play(1)=k-1 ! return k-1
end def

def cont_count()
dim check(6) ! bonus=0
for i=2 to cp.ncp+1
  for k=1 to 6
    if cp.play(i)<=.cont(k,2) then
      check(k)+=1 ! break
      end if
    next k
  next i
for i=1 to 6
  if check(i)=.cont(i,4) then bonus+=.cont(i,3)
  next i
return bonus
end def

def disp_strength()
.sflag=1-.sflag
if .sflag then ! k=4 ! n$="Strength"
  else ! k=3 ! n$="Armies"
  end if
button("strength") text n$
for i=1 to .ns ! button i text floor(.state(i,k)) ! next i
a=human_play.lna ! if a and k=3 then sign_fight(a,1)
d=human_play.lnd ! if d and k=3 then sign_fight(d,2)
end def

def group1(on)
if on then
  field "draft" show ! field "attack" show ! field "move" show
  else
  field "draft" hide ! field "attack" hide ! field "move" hide
  end if
end def

def group2(on)
if on then
  button "less" show ! button "more" show ! button "okee" show
  button "troops" show ! button "maxtr" show
  else
  button "less" hide ! button "more" hide ! button "okee" hide
  button "troops" hide ! button "maxtr" hide
  end if
end def

def group3(on)
if on then
  button "datt" show ! button "att" show
  button "ddef" show ! button "def" show
  button "speed" show ! button "pause" show ! button "stop" show
  else
  button "datt" hide ! button "att" hide
  button "ddef" hide ! button "def" hide
  button "speed" hide ! button "pause" hide ! button "stop" hide
  end if
end def

def init_risk()
set toolbar off ! option base 1 ! randomize
set orientation landscape
graphics ! graphics clear .7,.7,.7 ! draw color 0,0,0
f$="risk_data" ! file f$ input .np,.ns,.nc ! .npl=6
dim .node(.np,2),.surf(.ns,12),.cont(.nc,4),.state(.ns,4)
dim .col(7,3),.cent(.ns,2),lines(4),.link(.ns,6),cp.play(44)
dim .cards(.npl),.ai(6,3)
.human=1+rnd(6)
' refresh off
for i=1 to 6 ! for j=1 to 3
  file f$ input .col(i,j)
  next j ! next i
for j=1 to 3 ! .col(7,j)=1 ! next j
for i=1 to .np
  file f$ input .node(i,1),.node(i,2)
  next i
for i=1 to .ns
  file f$ input .surf(i,1)
  for j=2 to .surf(i,1)+1
    file f$ input .surf(i,j)
    next j
  file f$ input .cent(i,1),.cent(i,2)
  button i text i at .cent(i,1),.cent(i,2) size 28,28
  next i
for i=1 to 6
  for j=1 to 3 ! file f$ input .cont(i,j) ! next j
  .cont(i,4)=.cont(i,2)-.cont(i,1)+1
  next i
draw dash 2
for i=1 to 26
  file f$ input k,lines(1),lines(2),lines(3),lines(4)
  draw line lines(1),lines(2) to lines(3),lines(4) 
next i
draw dash 0
for i=1 to .ns
  for j=1 to 6 ! file f$ input .link(i,j) ! next j
  next i
for i=1 to .ns
  file f$ input .state(i,1) ! .state(i,1)/=10
  .state(i,4)=0
  next i
for i=1 to 6
  .ai(i,1)=2+rnd(4) ! .ai(i,2)=.4+0.3*rnd(1) ! .ai(i,3)=3+rnd(3)
  next i
set buttons font size 70
button "cont" text chr$(10145) at 840,685 size 70,70
draw size 3 ! draw rect 695,605 to 805,755
field "draft" text "  Draft" at 700,610 size 100,40 RO
f_fld("draft","g") ! 'field "draft" hide
field "attack" text " Attack" at 700,660 size 100,40 RO
f_fld("attack","r") ! 'field "attack" hide
field "move" text "  Move" at 700,710 size 100,40 RO
f_fld("move","g") ! 'field "move" hide
field "play" text "Player" at  40,450 size 100,80
field "play" font name "MarkerFelt-Thin"
field "play" font size 30
sx=320 ! sy=645 ! sz=50
set buttons custom ! set buttons font size sz
button "less" text chr$(57915) at sx,sy size sz,sz
button "more" text chr$(57914) at sx+2.5*sz+20,sy size sz,sz
button "okee" text chr$(9989) at sx+2.5*sz+20,sy+sz+10 size sz,sz
set buttons font name "Georgia-Bold" ! set buttons font size 30
fill color .7,.7,1
button "troops" text "" at sx+sz+10,sy size 1.5*sz,sz
button "maxtr" text "" at sx+sz+10,sy+sz+10 size 1.5*sz,sz
button "cards" text "" at 580,705 size sz,sz
sx=10 ! sy=705 ! bw=75 ! bh=50
set buttons font name "MarkerFelt-Thin"
fill color .5,.5,.5
button "speed" text "Slow" at sx,sy size bw,bh
button "pause" text "Pause" at sx+bw+10,sy size bw,bh
button "stop" text "Start" at sx+2*bw+20,sy size bw,bh
button "strength" text "Armies" at 360,570 size 120,50
sx=10 ! sy=585
fill color .7,.7,1
set buttons font name "Georgia-Bold"
button "att" text "" at sx,sy+bh+10 size bw,bh
button "datt" text "" at sx,sy size bw,bh
button "def" text "" at sx+bw+10,sy+bh+10 size bw,bh
button "ddef" text "" at sx+bw+10,sy size bw,bh
draw font size 20 ! draw text "Cards" at 575,685
button "cont" hide ! button "cards" hide
button "strength" hide ! 
group1(0) ! group2(0) ! group3(0)
assign()   ' assign states and armies to players
end def


' table sorting function (option base 1 assumed)
' r = number of rows
' c = number of columns
' in(,) = table to be sorted
' out(,) = sorted table
' onc = column to be used for sorting
'
def tablesort (r,c,in(,),out(,),onc)
option sort descending
dim sortcol(r),index(r)
for i=1 to r ! sortcol(i)=in(i,onc) ! next i
sort sortcol as index
for i=1 to r ! for j=1 to c
  out(i,j)=in(index(i),j)
  next j ! next i
return
end def

Henko
Posts: 814
Joined: Tue Apr 09, 2013 12:23 pm
My devices: iPhone,iPad
Windows
Location: Groningen, Netherlands
Flag: Netherlands

Re: The game of Risk

Post by Henko »

A new intermediate version dated 11-03-2018.
It now contains:
- initial army placement by the human player
- quit button, visible during the fortify phase
- on board help screen (the content is not finalized yet)
- a startup screen with playing options (only army placement is functional now)
The help text is added to the data file, which has to be replaced as well.
BDE2D9B2-4DF3-4DDD-B769-636D1370C3E9.png
BDE2D9B2-4DF3-4DDD-B769-636D1370C3E9.png (119.82 KiB) Viewed 3580 times
The program code:

Code: Select all

init_risk()

do
  init_round()
  for cp.nr=1 to 6
    init_player()
    if cp.play(1)=0 then continue
    if cp.nr=human then human_play(human) else ai_play()
    exit_player()
    next cp.nr
  exit_round()
  until stop
end

def win_welcome(hn$,xo,yo,w,h,t)
p=.human
draw size t
draw color 0,0,0 ! fill color .8,.8,.8
fill rect xo,yo to xo+w,yo+h ! draw rect xo,yo to xo+w,yo+h
draw line xo,yo+50 to xo+w,yo+50
t$="Resume game or start a new game :        new"
field "w0" text t$ at xo+20,yo+70 size 660,50 RO! wf("w0")
switch "w9" state 0 at xo+550,yo+80
if p=1 then b$=p&"st" ! if p=2 then b$=p&"nd" ! if p>2 then b$=p&"th"
t$="You are the "&b$&" player, color :"
field "w1" text t$ at xo+20,yo+150 size 470,50 RO ! wf("w1")
set buttons custom ! fill color .col(p,1),.col(p,2),.col(p,3)
button "w2" text "" at xo+530,yo+160 size 80,30
t$="Choose difficulty level : (set to easy for now)"
field "w3" text t$ at xo+20,yo+250 size 680,50 RO ! wf("w3")
t$="Random army placement or by player:      player" 
field "w7" text t$ at xo+20,yo+350 size 700,50 RO ! wf("w7")
switch "w8" state 0 at xo+550,yo+360
field "wtitle" text "The game of Risk" at xo+180,yo+10 size 320,33 RO
field "wtitle" back color .8,.8,.8
field "wtitle" font color 0,0,0
field "wtitle" font name "Courier-Bold"
field "wtitle" font size 30
fill color .7,.7,1
button "wback" text "Start" at xo+w-100,yo+10 size 92,33
fill color .8,.8,.8
end def


def init_round()
if .sflag then k=4 else k=3
for i=1 to .ns
  .state(i,3)+=.state(i,1)
  button i text floor(.state(i,k))
  next i
end def

def init_player()
p=cp.nr ! cp.ncp=state_count()
cp.draft=1+cont_count()
field "play" back color .col(p,1),.col(p,2),.col(p,3)
button "cards" show ! bc(p)
do
  if .cards(p)>4 then
    cp.draft+=10 ! .cards(p)=max(0,.cards(p)-3) ! bc(p)
    end if
  until .cards(p)<5
end def

def exit_player()
end def

def exit_round()
for i=1 to .ns ! .state(i,4)=.9*.state(i,4)+1 ! next i
if bp("strength") then disp_strength()
end def

def attack(na,nd,f)
f=2-cos(0.3142*f) ! nd*=f                    
q=na/(na+nd) ! q=min(.8,q) ! q=max(.2,q)
if rnd(1)<q then return 1 else return -1
end def

def check_dead(r)
dead=1
for i=1 to .ns
  if .state(i,2)=r then ! dead=0 ! break ! end if
  next i
if dead then return .cards(r) else return 0
end def

def f_fld(ff$,c$)
if c$="g" then ! field ff$ back color 0,1,0
  else  ! field ff$ back color 1,0,0
  end if
field ff$ font name "MarkerFelt-Thin"
field ff$ font size 30
end def

def sign_state(s,c)
'for i=1 to 5
  draw_state(s,7) ! pause .1
  draw_state(s,c) ! pause .1
 ' next i
button s text max(1,int(.state(s,3)))
end def

def sign_fight(i,ind)
if ind>0 then
  if ind=1 then t$=chr$(9732) else t$=chr$(57629)
  button i text t$
  else ! button i text floor(.state(i,3))
  end if
end def

def bc(p)   '  update cards button
button "cards" text .cards(p)
pause .5
end def

def close_risk()
f$= "risk_save"
if file_exists(f$) then file f$ delete
file f$ print .human,.diff_level
for i=1 to .ns ! for j=1 to 4
  file f$ print .state(i,j)
  next j ! next i
for i=1 to 6 ! for j=1 to 3
  file f$ print .ai(i,j)
  next j ! next i
for i=1 to 6 ! file f$ print .cards(i) ! next i
stop
end def

def bp(a$) = button_pressed(a$)

def cp() ! end def


' {risk_lib}


def human_play(p)
'
'*****      draft phase
'
if cp.draft then drafty(p)
'
'*****      attack phase
'
field "attack" show ! group3(1)
lna=0 ! lnd=0 ! sp_flag=0 ! s_flag=0 ! c_flag=0
state_count()
do slowdown
  if bp("rhelp") then fhelp()
  if lna>0 then ! button "att" text floor(.state(lna,3))
    else ! button "att" text ""
    end if
  if lnd>0 then ! button "def" text floor(.state(lnd,3))
    else ! button "def" text ""
    end if
  if bp("strength") then disp_strength()
  k=0
  for i=1 to .ns     ' check state buttons
    if bp(str$(i)) then ! k=i ! break! end if
    next i
  if k then          ' check self or foreign
    e=0
    for i=2 to cp.play(1)+1
      if k=cp.play(i) then ! e=1 ! break ! end if
      next i
    if lna=0 and lnd=0 and e=1 then 
      lna=k ! sign_fight(lna,1) ! goto done
      end if
    if lna>0 then
      nb=0           ' check neighbour state or not
      for j=1 to 6
        if .link(lna,j)=k then nb=1
        next j
      if k=lnd then
        sign_fight(lnd,-2) ! lnd=0 ! goto done
        end if
      if k=lna then
        if lnd>0 then ! sign_fight(lnd,-2) ! lnd=0 ! end if
        lna=0 ! sign_fight(k,-1) ! goto done
        end if
      if e=1 and k<>lna then
        sign_fight(lna,-1) ! lna=k ! sign_fight(lna,1)
        if lnd>0 then ! sign_fight(lnd,-2) ! lnd=0 ! end if
        goto done
        end if
      if nb=1 and e=0 then
        if lnd>0 then sign_fight(lnd,-2)
        lnd=k ! sign_fight(lnd,2)
        end if
      end if
    end if
done:
  if lnd=0 then nxt else quit=0
  do                    ' start attack cycles on this combi
    if bp("stop") then
      if s_flag=0 then
        s_flag=1 ! quit=0 ! button "stop" text "Stop"
        else
        quit=1 ! button "stop" text "Start" ! continue
        end if
      end if
    if s_flag=0 then ! slowdown ! continue ! end if
    if bp("speed") then
      sp_flag=1-sp_flag
      if sp_flag then ! button ("speed") text "Fast"
        else ! button ("speed") text "Slow"
        end if
      end if
    if sp_flag=0 then pause 1 else pause .3
    if bp("pause") then
      button ("pause") text "Go on"
      do ! slowdown ! until bp("pause")
      button ("pause") text "Pause"
      end if
    r=attack(.state(lna,3), .state(lnd,3),.state(lnd,4))
    if r=1 then
      .state(lnd,3)-=1 ! button "def" text floor(.state(lnd,3))
      button "ddef" text "-1" ! button "datt" text ""
      button lnd text floor(.state(lnd,3))
      else
      .state(lna,3)-=1 ! button "att" text floor(.state(lna,3))
      button "datt" text "-1" ! button "ddef" text ""
      button lna text max(1,floor(.state(lna,3)))
      end if
    if floor(.state(lnd,3))=0 then           ' victory 
      da=max(1,floor(.state(lna,3)/3)) ! beep
      .state(lnd,3)=da ! .state(lna,3)-=da
      defen=.state(lnd,2) ! .state(lnd,2)=p
      draw_state(lnd,p) ! .state(lnd,4)=0 ! state_count()
      dc=check_dead(defen)
      if dc then ! .cards(p)+=dc ! bc(p) ! end if
      c_flag=1 ! quit=1
      end if
    if floor(.state(lna,3))=1 then quit=1     ' end of fight
    until quit
  button "att" text "" ! button "datt" text ""
  button "def" text "" ! button "ddef" text ""
  button lna text max(1,floor(.state(lna,3)))
  button lnd text max(1,floor(.state(lnd,3)))
  button "stop" text "Start" ! button "speed" text "Slow"
  lna=0 ! lnd=0 ! s_flag=0 ! sp_flag=0
nxt:
  until bp("cont")
if c_flag=1 then
  .cards(p)+=1 ! bc(p) ! c_flag=0
  end if
'
'*****.       Move phase
'
group3(0) ! group2(1) ! maxmove=0 ! button "close" show
for i=1 to .ns
  if .state(i,2)=p then maxmove+=.state(i,1)
  next i
maxmove=int(2*maxmove)  ! button "maxtr" text maxmove
field "attack" hide ! field "move" show

lna=0 ! lnb=0 ! ntr=0 ! button "troops" text "0"
do slowdown
  if bp("close") then close_risk()
  if bp("rhelp") then fhelp()
  if bp("strength") then disp_strength()
  k=0
  for i=1 to .ns     ' check state buttons
    if bp(str$(i)) then ! k=i ! break! end if
    next i
  if k=0 then m_label1
  e=0
  for i=2 to cp.play(1)+1
    if k=cp.play(i) then ! e=1 ! break ! end if
    next i
  if e=0 then continue
  if k=lna then
    sign_fight(lna,-1) ! lna=0
    if lnb>0 then ! sign_fight(lnb,-2) ! lnb=0 ! end if
    continue
    end if
  if k=lnb then ! sign_fight(lnb,-2) ! lnb=0 ! continue ! end if
  if lna=0 then ! lna=k ! sign_fight(lna,1) ! continue ! end if
  if lnb=0 then
    nb=0           ' check neighbour state or not
    for j=1 to 6 ! if .link(lna,j)=k then nb=1 ! next j
    if nb=0 then continue
    lnb=k ! sign_fight(lnb,2)
    end if
m_label1:
  if lna=0 or lnb=0 then nxt1
  lnr=floor(.state(lna,3)) ! if lnr<2 then continue
  if bp("less") then
    if ntr=0 then ntr=min(lnr-1,maxmove) else ntr-=1
    button "troops" text ntr
    end if
  if bp("more") then
    if ntr=maxmove then ntr=0 else ntr=min(lnr-1,ntr+1)
    button "troops" text ntr
    end if
  if bp("okee") then
    .state(lna,3)-=ntr ! button lna text floor(.state(lna,3))
    .state(lnb,3)+=ntr ! button lnb text floor(.state(lnb,3))
     maxmove-=ntr ! ntr=0 ! lna=0 ! lnb=0
    button "troops" text "0" ! button "maxtr" text maxmove
    end if
nxt1:
  until bp("cont")
field "move" hide ! button "close" hide

end def

def drafty(p)
  button "cont" show ! group2(1)
  button "strength" show ! field "draft" show
  button "troops" text "0" ! button "maxtr" text cp.draft
  lnr=0 ! ntr=0
  do slowdown
    if bp("rhelp") then fhelp()
    if bp("strength") then disp_strength()
    if bp("less") and lnr>0 then
      if ntr=0 then ntr=cp.draft else ntr-=1
      button "troops" text ntr
      end if
    if bp("more") and lnr>0 then
      if ntr=cp.draft then ntr=0 else ntr+=1
      button "troops" text ntr
      end if
    if bp("okee") and lnr>0 then
      .state(lnr,3)+=ntr ! cp.draft-=ntr ! ntr=0
      button lnr text floor(.state(lnr,3))
      button "troops" text "0" ! button "maxtr" text cp.draft
      end if
    for i=1 to .ns
      if bp(str$(i)) and .state(i,2)=p then
        if i=lnr then lnr=0 else lnr=i
        end if
      next i
     until bp("cont") and cp.draft=0
  group2(0) ! field "draft" hide
end def

def ai_play()
'
'*****    draft phase
p=cp.nr ! field "draft" show
nc=.cards(p) ! ns=cp.play(1)
button "cards" show ! button "cards" text nc ! pause .3
if nc>=3 then
  cp.draft+=2*nc+floor(nc/5)-1
  .cards(p)-=3
  end if
if cp.draft >=1 then
  for i=1 to cp.draft
    k=(i-1)%ns+2 ! st=cp.play(k) ! .state(st,3)+=1
    button st text int(.state(st,3))
    next i
  cp.draft=0
  end if
pause .5 ! field "draft" hide
'
'******     attack phase
dim tab_in(99,3),tab(99,3)
max_attacks=.ai(p,1) ! field "attack" show
start_odds=.ai(p,2) ! stop_odds=.ai(p,3)
won_flag=0 ! ntab=0
for i=2 to ns+1
  lnr=cp.play(i) ! n_att=.state(lnr,3)
  for j=1 to 6
    buur=.link(lnr,j)
    if buur=0 or .state(buur,2)=p then continue
    n_def=.state(buur,3)
    ntab+=1 ! tab_in(ntab,1)=lnr ! tab_in(ntab,2)=buur
    tab_in(ntab,3)=n_att/max(n_def,1)
    next j
  next i
tablesort(ntab,3,tab_in,tab,3)
for i=1 to min(max_attacks,ntab)
                                if touch_x(0)>-1 then stop
  nla=tab(i,1) ! nld=tab(i,2)
  d=.state(nld,2) ! if d=p then continue
  do
    n_att=.state(nla,3) ! n_def=.state(nld,3)
    odds=n_att/max(n_def,1)
    if odds<start_odds or n_att<=stop_odds then break
    v=attack(n_att,n_def,.state(nld,4))
    if v=1 then ! won_flag=1 ! .state(nld,3)-=1
      else ! .state(nla,3)-=1
      end if
      sign_state(nla,p) ! sign_state(nld,d)
    if .state(nld,3)<1 then
      .state(nld,2)=p ! .state(nld,4)=0
      dl=max(1,floor(.state(nla,3)/3))
      .state(nla,3)-=dl ! .state(nld,3)=dl
      sign_state(nla,p) ! sign_state(nld,p)
      .cards(p)+=check_dead(d)
      break
      end if
    until forever
  next i
  if won_flag then 
    .cards(p)+=1 ! button "cards" text .cards(p) ! pause .3
    end if
field "attack" hide
'
'*****      move phase
ns=state_count() ! field "move" show
for i=2 to ns+1
  dim buren(6)
  buur_flag=0 ! bsum=0 ! k=0
  lnr=cp.play(i) ! n_c=.state(lnr,3)
  for j=1 to 6
    b=.link(lnr,j)
    if b=0 then break
    if .state(b,2)<>p then ! buur_flag=1
      else ! k+=1 ! buren(k)=b ! bsum+=.state(b,3)
      end if
    next j
  if k=0 then continue
  nb=k ! mu=(n_c+bsum)/(nb+1)
  if buur_flag=0 then ! pot=n_c-1
    else
    if n_c>mu then pot=n_c-mu else pot=0
    end if
  if pot>0 then ! .state(lnr,3)-=pot ! dp=pot/nb ! end if
    for j=1 to nb ! .state(buren(j),3)+=dp ! next j
  next i
for i=1 to .ns ! button i text floor(.state(i,3)) ! next i
pause .5 ! field "move" hide
end def

def assign()
dim t(42)
for i=1 to 42 ! t(i)=i ! .state(i,3)=1 ! next i
for i=1 to 7 ! for s=1 to 6
  do ! r=1+rnd(42) ! k=t(r) ! until k
  .state(k,2)=s ! t(r)=0 ! draw_state(k,s)
  next s ! next i
for cp.nr=1 to .npl
  state_count()
  if .classic and cp.nr=.human then
    cp.draft=13 ! p=.human ! init_round()
    field "play" back color .col(p,1),.col(p,2),.col(p,3)
    drafty(p)
    else
    for j=1 to 13
      k=2+rnd(7) ! .state(cp.play(k),3)+=1
      next j
    end if
  next cp.nr
for i=1 to 42 ! button i text .state(i,3) ! next i
refresh on
end def

def draw_state(k,c)
dim x(11),y(11)
n=.surf(k,1)
fill color .col(c,1),.col(c,2),.col(c,3)
for i=1 to n
  p=.surf(k,i+1)
  x(i)=.node(p,1) ! y(i)=.node(p,2)
  next i
fill poly x,y count n ! draw poly x,y count n
end def

def state_count()
p=cp.nr ! k=1 ! cp.na=0
for i=1 to .ns
  if .state(i,2)<>p then continue
  k+=1 ! cp.play(k)=i ! cp.na+=.state(i,3)
  next i
cp.play(1)=k-1 ! return k-1
end def

def cont_count()
dim check(6) ! bonus=0
for i=2 to cp.ncp+1
  for k=1 to 6
    if cp.play(i)<=.cont(k,2) then
      check(k)+=1 ! break
      end if
    next k
  next i
for i=1 to 6
  if check(i)=.cont(i,4) then bonus+=.cont(i,3)
  next i
return bonus
end def

def disp_strength()
.sflag=1-.sflag
if .sflag then ! k=4 ! n$="Strength"
  else ! k=3 ! n$="Armies"
  end if
button("strength") text n$
for i=1 to .ns ! button i text floor(.state(i,k)) ! next i
a=human_play.lna ! if a and k=3 then sign_fight(a,1)
d=human_play.lnd ! if d and k=3 then sign_fight(d,2)
end def

def fhelp()
page "help" alpha 0 ! page "help" show
for i=0 to 1 step .05
  page "help" alpha i ! pause .05
  next i
do slowdown ! until bp("hback") or bp("rhelp")
for i=1 to 0 step -.05
  page "help" alpha i ! pause .05
  next i
page "help" hide
end def

def group1(on)
if on then
  field "draft" show ! field "attack" show ! field "move" show
  else
  field "draft" hide ! field "attack" hide ! field "move" hide
  end if
end def

def group2(on)
if on then
  button "less" show ! button "more" show ! button "okee" show
  button "troops" show ! button "maxtr" show
  else
  button "less" hide ! button "more" hide ! button "okee" hide
  button "troops" hide ! button "maxtr" hide
  end if
end def

def group3(on)
if on then
  button "datt" show ! button "att" show
  button "ddef" show ! button "def" show
  button "speed" show ! button "pause" show ! button "stop" show
  else
  button "datt" hide ! button "att" hide
  button "ddef" hide ! button "def" hide
  button "speed" hide ! button "pause" hide ! button "stop" hide
  end if
end def


def init_risk()
set toolbar off ! option base 1 ! randomize
set orientation landscape
graphics ! graphics clear .7,.7,.7 ! draw color 0,0,0
file "risk_data" input .np,.ns,.nc ! .npl=6
dim .node(.np,2),.surf(.ns,12),.cont(.nc,4),.state(.ns,4)
dim .col(7,3),.cent(.ns,2),lines(4),.link(.ns,6),cp.play(44)
dim .cards(.npl),.ai(6,3)
.human=1+rnd(6)

for i=1 to 6 ! for j=1 to 3 ! read .col(i,j) ! next j ! next i
data 1,0,0, 0,1,0, 0,0,1, 1,1,0, 1,0,1, 0,1,1
win_welcome("come",130,140,750,450,3)
do slowdown
  

  until bp("wback")

graphics clear .7,.7,.7
.classic=switch_state("w8") ! .diff_level=1
button "wback" delete ! field "wtitle" delete
field "w0" delete
field "w1" delete ! button "w2" delete ! field "w3" delete
field "w7" delete ! switch "w8" delete ! switch "w9" delete

read_data()

for i=1 to 6
  .ai(i,1)=2+rnd(4) ! .ai(i,2)=.4+0.3*rnd(1) ! .ai(i,3)=3+rnd(3)
  next i
set buttons font size 70
button "cont" text chr$(10145) at 830,685 size 70,70

draw size 3 ! draw rect 695,605 to 805,755
field "draft" text "  Draft" at 700,610 size 100,40 RO
f_fld("draft","g") ! 'field "draft" hide
field "attack" text " Attack" at 700,660 size 100,40 RO
f_fld("attack","r") ! 'field "attack" hide
field "move" text "  Move" at 700,710 size 100,40 RO
f_fld("move","g") ! 'field "move" hide
field "play" text "Player" at  40,450 size 100,80
field "play" font name "MarkerFelt-Thin"
field "play" font size 30
sx=320 ! sy=645 ! sz=50
set buttons custom ! set buttons font size sz
button "close" text chr$(10060) at 960,10 size sz,sz
button "less" text chr$(57915) at sx,sy size sz,sz
button "more" text chr$(57914) at sx+2.5*sz+20,sy size sz,sz
button "okee" text chr$(9989) at sx+2.5*sz+20,sy+sz+10 size sz,sz
set buttons font name "Georgia-Bold" ! set buttons font size 30
fill color .7,.7,1
button "troops" text "" at sx+sz+10,sy size 1.5*sz,sz
button "maxtr" text "" at sx+sz+10,sy+sz+10 size 1.5*sz,sz
button "cards" text "" at 580,705 size sz,sz
button "rhelp" text "Help" at 920,705 size 90,50
sx=10 ! sy=705 ! bw=75 ! bh=50
set buttons font name "MarkerFelt-Thin"
fill color .5,.5,.5
button "speed" text "Slow" at sx,sy size bw,bh
button "pause" text "Pause" at sx+bw+10,sy size bw,bh
button "stop" text "Start" at sx+2*bw+20,sy size bw,bh
button "strength" text "Armies" at 360,570 size 120,50
sx=10 ! sy=585
fill color .7,.7,1
set buttons font name "Georgia-Bold"
button "att" text "" at sx,sy+bh+10 size bw,bh
button "datt" text "" at sx,sy size bw,bh
button "def" text "" at sx+bw+10,sy+bh+10 size bw,bh
button "ddef" text "" at sx+bw+10,sy size bw,bh
draw font size 20 ! draw text "Cards" at 575,685
button "cont" hide ! button "cards" hide
button "strength" hide ! button "close" hide
group1(0) ! group2(0) ! group3(0)

win_help("help",420,50,560,650,3)
assign()   ' assign states and armies to players
end def

def read_data()
f$="risk_data"
for i=1 to 6 ! for j=1 to 3
  file f$ input .col(i,j)
  next j ! next i
for j=1 to 3 ! .col(7,j)=1 ! next j
for i=1 to .np
  file f$ input .node(i,1),.node(i,2)
  next i
for i=1 to .ns
  file f$ input .surf(i,1)
  for j=2 to .surf(i,1)+1
    file f$ input .surf(i,j)
    next j
  file f$ input .cent(i,1),.cent(i,2)
  button i text i at .cent(i,1),.cent(i,2) size 28,28
  next i
for i=1 to 6
  for j=1 to 3 ! file f$ input .cont(i,j) ! next j
  .cont(i,4)=.cont(i,2)-.cont(i,1)+1
  next i
draw dash 2
for i=1 to 26
  file f$ input k,lines(1),lines(2),lines(3),lines(4)
  draw line lines(1),lines(2) to lines(3),lines(4) 
next i
draw dash 0
for i=1 to .ns
  for j=1 to 6 ! file f$ input .link(i,j) ! next j
  next i
for i=1 to .ns
  file f$ input .state(i,1) ! .state(i,1)/=10
  .state(i,4)=0
  next i
file f$ input nhelp
dim .ah$(nhelp)
for i=1 to nhelp ! file f$ input .ah$(i) ! next i
end def


def win_help(hn$,xo,yo,w,h,t)
t2=2*t ! t4=4*t
page hn$ set
page hn$ frame xo,yo, w,h
page hn$ color .8,.8,.8,1
set buttons custom ! set buttons font size 22
draw color 0,0,0 ! fill color .8,.8,.8
button "h1" text "" at -t2,0 size w+t4,3
button "h2" text "" at 0,-t2 size t,h+t4
button "h3" text "" at -t2,h-t size w+t4,t
button "h4" text "" at w-t,-t2 size t,h+t4
button "h5" text "" at -t2,48 size w+t4,t
field "htitle" text "Game of Risk help" at 90,10 size 320,33 RO
field "htitle" back color .8,.8,.8
field "htitle" font color 0,0,0
field "htitle" font name "Courier-Bold"
field "htitle" font size 30
button "hback" text "Return" at w-100,10 size 92,33
set lists custom
set lists font size 20 ! draw color 0,0,1
list hn$ text .ah$ at 7,52 size w-10,h-56
draw color 0,0,0
page hn$ hide
end def



def wf(fn$)
field fn$ back color .8,.8,.8
field fn$ font color 0,0,1
field fn$ font name "Courier-Bold"
field fn$ font size 24
end def


' table sorting function (option base 1 assumed)
' r = number of rows
' c = number of columns
' in(,) = table to be sorted
' out(,) = sorted table
' onc = column to be used for sorting
'
def tablesort (r,c,in(,),out(,),onc)
option sort descending
dim sortcol(r),index(r)
for i=1 to r ! sortcol(i)=in(i,onc) ! next i
sort sortcol as index
for i=1 to r ! for j=1 to c
  out(i,j)=in(index(i),j)
  next j ! next i
return
end def
479E4EBD-59D7-4AE9-9C53-FCBAC5CD1549.png
479E4EBD-59D7-4AE9-9C53-FCBAC5CD1549.png (295.56 KiB) Viewed 3580 times

And the data file, must be named RISK_DATA and must reside in the same directory as the program.

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 162 
"The game of Risk.
"
"
"
"In this little document, the characteristics "
"of the game are described only as far as they "
"differ from the generally used gamerules. If you "
"never played Risk and want to give this one a try, "
"you are advised to first learn about the game in "
"Wikipedia.
"
"
"
"I kind of copied the world map from the EA game, "
"using transparant paper and the Apple pen stylus. "
"Acquiring the (about) 250 x,y coordinates was "
"really a matter of minutes. Programming the world "
"map was the easiest part of the game. I guess that "
"other phantasy maps can be realized easily as "
"well. All topological and all other quantitative "
"data are kept in a data file RISK_DATA, which is "
"read by the program.
"
"
"
"As in the official games, the current map consists "
"of 42 states in 6 continents.
"
"There is one human player and 5 AI (Artificial "
"Intelligence) players at the start of the game, "
"hence 6 in total, every player having his own "
"color.
"
"The player number for the human player is chosen "
"at random (1 though 6) by the game.
"
"
"
"The game starts, showing the AI players attacking "
"each others and possibly your states. When a new "
"color is shown and there is no action, it's your "
"color and your turn.
"
"
"
"Risk is a turn based game. Each player turn "
"consists of 3 phases: draft, attack, and fortify. "
"The current phase is shown on the screen. The "
"human player progresses to the next phase by "
"touching the most right button with the big arrow "
"on it.
"
"
"
"Draft phase:
"
"Each state produces his own new armies, anywhere "
"from 0.2 to 0.9 new army per turn. Those amounts "
"depend on the economical power of each state, and "
"are kept in the data file. For instance, the state "
"of Alaska has a growth rate of 0.2 army/turn, but "
"west- and east-US have 0.9 each (Rbytes: "
"Alberta/Canada is the 4th country in the game, i "
"say no more). Above this you get at leat 1 army "
"per turn, augmented with additional armies if you "
"occupy one or more entire continents, or if "
"victory cards are converted into armies. Those "
"extra armies may be assigned freely to your "
"states.
"
"To assign one or more armies to one of your "
"states, first select a state by touching the "
"button in the state, then use the arrow buttons in "
"the middle of the screen to augment or to decrease "
"the shown amount of armies. The counter is a "
"closed loop: decreasing under zero produces the "
"maximum number available, augmenting a maximum "
"produces zero on the counter. When satisfied, "
"touch the ok button. If nothing happens, you might "
"not have made a proper selection. When a selected "
"state is selected again, it is deselected.
"
"You may select states and assign armies to them as "
"long as the available number is non-zero. You must "
"touch the progress button at the right side to "
"switch to the attack phase.
"
"The AI players follow the same rules and have the "
"same quantity rights as the human player, but they "
"assign the additional armies in a dumb way. They "
"don't look at the situation of ennemy neighbour "
"states.
"
"
"
"Attack phase:
"
"When attacking a state, The odds for victory are "
"dependent on the quotient between the number of "
"attacking armies and the number of defensive "
"armies. All available armies in both states are "
"participating in the battle. However, the amount "
"of defensive armies is augmented by a multiplier, "
"which can be as high as 3.
"
"States that remain occupied by the same player for "
"a longer period, build up defensive strength. "
"Slowly in the first turns after capture, then "
"faster, until the strenth factor reaches a value "
"of 10. When attacked by an ennemy, the strength "
"factor of 1 - 10 is converted into a multiplier "
"factor of 1 - 3. The defensive number of armies is "
"multiplied with this factor, but only for the "
"calculation of the odds.
"
"Based on the calculated odds, a series of "
"successive rounds is performed, each round causing "
"the loss of one army, either from the attacker, or "
"from the defender. The attacker, be it human or AI "
"can follow the battle progress and can abort the "
"battle if the result so far is not looking good. "
"Before attacking you see the number of armies in "
"each state. With a toggle button 'Strength' you "
"may have a peek at the defence strength of each "
"state; the multiplier factor has a value of 1/3 or "
"less of the shown values.
"
"If you decide to attack a state (which must be a "
"neighbour state), first select your state with "
"wich to attack, then select the ennemy state to be "
"attacked. The selection can be undone or changed "
"by selecting already selected states again.
"
"When done, touch the start button.
"
"You can follow the result of each attack and the "
"number of remaining armies for atacker and the "
"defender. Only the attacker can decide to abort "
"the battle using the start/stop toggle button.
"
"If the battle results in defeat of the attacked "
"state, the state turns to the new owner, and 1/3 "
"of the remaining attacking armies flow into the "
"taken state. The attacker gets a victory card for "
"the current turn if he had not so far. The defence "
"strength of the taken state is set to 1.
"
"If the attacker takes the last state of another "
"player, all victory cards of the defeated player "
"are transferred to the victorious player.
"
"You can terminate this phase by touching the "
"button on the right side to switch to the fortify "
"phase.
"
"AI players first will construct a table containing "
"all their states and the quotient of the number of "
"attacking armies and the number of defending "
"armies of each of the neighbour states. They "
"ignore the defence strength of the defending "
"states (otherwise they become too intelligent for "
"this fixed AI level). Then the list with attacking "
"options is sorted in order of decreasing odds. "
"They then perform a number of battles of the top "
"of the list.
"
"At initialization time, each of the AI players "
"have been assigned random values of the number of "
"states they are allowed to attack per turn, the "
"level of odds needed to start an attack, and a "
"criterion when a battle will be aborted. In this "
"way, very different characters of AI players may "
"occur.
"
"
"
"Fortify phase:
"
"In this phase, armies may be moved from states to "
"neighbour states. You get a maximum number of army "
"movements allotted, depending on the number and "
"economic quality of your states. Within this "
"maximum you can make many moves.
"
"The proces of moving is the same as that of "
"attacking, be it that the secondly selected state "
"is now one of your own (neighbour) states. The "
"plus and minus buttons work the same, and the "
"remaining quantity of allowable army movements is "
"visible. A selected move is effectuated by "
"touching the ok button.
"
"AI players have no limitation on army moves. They "
"don't take the situation of other player's armies "
"in consideration. They try to balance the amount "
"of armies over their states, with one exception: "
"they will radiate out armies from states that are "
"surrounded solely by friendly states.
"

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