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authorMischa Untaga <99098079+MischaU8@users.noreply.github.com>2023-10-10 16:59:59 +0200
committerMischa Untaga <99098079+MischaU8@users.noreply.github.com>2023-10-10 16:59:59 +0200
commit6c85b2d474e81952b5d624858d077cc511cef3df (patch)
tree47c71f03f28238edd0b444f773578296e98066b5 /rules.js
parentad288b0df7b7ce601953e6065a1dcc15ac3c0a98 (diff)
downloadalgeria-6c85b2d474e81952b5d624858d077cc511cef3df.tar.gz
flush mission
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js115
1 files changed, 109 insertions, 6 deletions
diff --git a/rules.js b/rules.js
index ad0e2a8..dd17cc4 100644
--- a/rules.js
+++ b/rules.js
@@ -602,8 +602,8 @@ function is_harass_unit(u) {
function is_flush_unit(u) {
let loc = unit_loc(u)
- return is_mobile_unit(u) && has_enemy_unit_in_loc_boxes(loc, [OPS, OC])
// TODO airmobile && division
+ return is_mobile_unit(u) && has_enemy_unit_in_loc_boxes(loc, [OPS, OC])
}
function is_intelligence_unit(u) {
@@ -701,6 +701,12 @@ function for_each_enemy_unit_in_loc_box(loc, box, fn) {
fn(u)
}
+function for_each_enemy_unit_in_loc_boxes(loc, boxes, fn) {
+ for (let u = first_enemy_unit; u <= last_enemy_unit; ++u)
+ if (unit_loc(u) === loc && boxes.includes(unit_box(u)))
+ fn(u)
+}
+
function for_each_friendly_unit_on_map_of_type(type, fn) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
if (unit_loc(u) > 2 && unit_type(u) === type)
@@ -2217,7 +2223,6 @@ function reduce_unit(u, type) {
states.fln_propaganda = {
inactive: "to do Propaganda mission",
prompt() {
-
if (game.selected.length === 0) {
view.prompt = "Propaganda: Select Front or Cadre"
for_each_friendly_unit_on_map_box(OPS, u => {
@@ -2303,7 +2308,7 @@ function goto_distribute_psp(who, psp, reason) {
game.phasing = FLN_NAME
}
set_active_player()
- log_h3(`${game.active} Distribute ${psp} PSP`)
+ log_h3(`${game.active} to Distribute ${psp} PSP`)
game.state = "distribute_psp"
}
@@ -2822,8 +2827,6 @@ function end_combat() {
log(`>Gov. units neutralized`)
for (let u of game.combat.gov_units) {
set_unit_neutralized(u)
- if (is_mobile_unit(u))
- set_unit_box(u, OC)
}
} else if (game.combat.hits_on_gov < game.combat.hits_on_fln && game.combat.fln_units.length) {
log(`>FLN units neutralized`)
@@ -2831,9 +2834,14 @@ function end_combat() {
set_unit_neutralized(u)
}
}
+ // After taking any combat results, all remaining involved units are placed in the OC box.
for (let u of game.combat.fln_units) {
set_unit_box(u, OC)
}
+ for (let u of game.combat.gov_units) {
+ if (is_mobile_unit(u))
+ set_unit_box(u, OC)
+ }
game.combat = {}
goto_fln_operations_phase()
@@ -2842,7 +2850,7 @@ function end_combat() {
function goto_combat_fln_losses() {
game.phasing = FLN_NAME
set_active_player()
- log_h3(`Distribute FLN losses`)
+ log_h3(`FLN to Distribute losses`)
game.state = "fln_combat_fln_losses"
}
@@ -2994,6 +3002,97 @@ states.gov_flush = {
inactive: "to do Flush mission",
prompt() {
view.prompt = "Flush: TODO"
+ if (game.selected.length === 0) {
+ view.prompt = "Flush: Select mobile unit(s)"
+ for_each_friendly_unit_on_map_boxes([OPS, PTL], u => {
+ if (is_flush_unit(u)) {
+ gen_action_unit(u)
+ }
+ })
+ } else {
+ view.prompt = "Flush: Execute mission"
+ let first_unit = game.selected[0]
+ let first_unit_loc = unit_loc(first_unit)
+
+ // TODO airmobile
+ if (has_unit_type_in_loc(FR_XX, first_unit_loc)) {
+ // any combination when division present
+ for_each_friendly_unit_on_map_boxes([OPS, PTL], u => {
+ if (unit_loc(u) === first_unit_loc && is_mobile_unit(u)) {
+ gen_action_unit(u)
+ }
+ })
+ } else if (is_elite_unit(first_unit)) {
+ // all elite
+ for_each_friendly_unit_on_map_boxes([OPS, PTL], u => {
+ if (unit_loc(u) === first_unit_loc && is_elite_unit(u)) {
+ gen_action_unit(u)
+ }
+ })
+ } else {
+ // Allow deselect
+ gen_action_unit(first_unit)
+ }
+
+ gen_action("roll")
+ }
+ },
+ unit(u) {
+ set_toggle(game.selected, u)
+ },
+ roll() {
+ let list = game.selected
+ game.selected = []
+ let first_unit = list[0]
+ let loc = unit_loc(first_unit)
+ push_undo()
+
+ log(`>in ${areas[loc].name}`)
+ // Total the Contact Ratings of Government units participating in the mission.
+ let contact_ratings = 0
+ for (let u of list) {
+ contact_ratings += unit_contact(u)
+ }
+ log(`Combined Gov. contact = ${contact_ratings}`)
+
+ let base_drm = 0
+ if (is_area_remote(loc)) base_drm += 1
+ if (is_area_terrorized(loc)) base_drm += 1
+ if (is_area_urban(loc)) base_drm -= 1
+ // (DRM: +1 if target unit has an Evasion rating higher than the total Contact ratings involved,
+ // or Flush is in a Remote area, or if a Terror marker is present; -1 if Flush is in an Urban area).
+
+ let contacted = []
+ for_each_enemy_unit_in_loc_boxes(loc, [OPS, OC], u => {
+ log(`${units[u].name}`)
+ let drm = base_drm
+ if (unit_evasion(u) > contact_ratings) drm += 1
+
+ // The Government player rolls to contact each FLN unit that is currently in the OPS or OC boxes
+ // by rolling equal to or less than this number, moving contacted units to one side.
+ let roll = roll_1d6(drm)
+ if (roll <= contact_ratings) {
+ log(">Contact")
+ set_add(contacted, u)
+ } else {
+ log(">No contact")
+ }
+ })
+
+ if (contacted.length) {
+ // Contacted FLN units then fire on the Combat Results Table, and the Government units return fire.
+ game.combat = {
+ fln_units: contacted,
+ gov_units: list
+ }
+ goto_combat()
+ } else {
+ for (let u of list) {
+ if (is_mobile_unit(u))
+ set_unit_box(u, OC)
+ }
+ end_gov_mission()
+ }
}
}
@@ -3053,6 +3152,10 @@ states.gov_population_resettlement = {
}
}
+function end_gov_mission() {
+ goto_fln_operations_phase()
+}
+
function end_operations_phase() {
game.passes = 0
goto_turn_interphase()