Implement espionage and Counterespionage
Pilipo opened this issue · 3 comments
This is a biggie. In addition to the logic of having an opponent controlled clone in a player's base, the spy (the clone under espionage) can steal resources:
If, at the start of the turn, the spy is located in the Armory module or in the Lock near the opponent’s warehouses, you may steal one resource unit from this warehouse, before throwing the die, and move it to your own warehouse. However, this is only allowed if the warehouses for this resource type (both your warehouse and opponent’s one) are not blocked.
I will break this into three parts:
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take control of enemy clones (set clone.spy = true)
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release control of enemy clones (set clone.spy = false)
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if spy is on one of four tiles, offer adjacent legal warehouses for selection, then require confirmation (this action is optional)