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-rw-r--r--rules.js102
1 files changed, 30 insertions, 72 deletions
diff --git a/rules.js b/rules.js
index 6679f3a..2c2d802 100644
--- a/rules.js
+++ b/rules.js
@@ -598,12 +598,17 @@ function find_free_unit_by_type(type) {
for (let u = 0; u < unit_count; ++u)
if (!game.units[u] && units[u].type === type)
return u
+ // FLN units can be rebuild, so on second pass get one from the ELIMINATED pile.
+ if ([FRONT, CADRE, BAND, FAILEK].includes(type))
+ for (let u = 0; u < unit_count; ++u)
+ if (unit_loc(u) === ELIMINATED && units[u].type === type)
+ return u
throw new Error("cannot find free unit of type: " + type)
}
function has_free_unit_by_type(type) {
for (let u = 0; u < unit_count; ++u)
- if (!game.units[u] && units[u].type === type)
+ if (units[u].type === type && (!game.units[u] || ([FRONT, CADRE, BAND, FAILEK].includes(type) && unit_loc(u) === ELIMINATED)))
return true
return false
}
@@ -3179,6 +3184,20 @@ function goto_fln_propaganda_mission() {
}
function reduce_unit(u, type) {
+ // Running out of FLN counters should rarely happen, but we don't want to crash the game if we do
+ if (!has_free_unit_by_type(type)) {
+ log(`No counter to reduce U${u} to ${unit_type_name[type]}. Eliminated U${u}.`)
+ raise_gov_psl(2)
+ lower_fln_psl(1)
+ set_delete(game.contacted, u)
+
+ game.units[u] = 0
+ set_unit_loc(u, ELIMINATED)
+ set_unit_box(u, OC)
+ clear_unit_neutralized(u)
+ return -1
+ }
+
let loc = unit_loc(u)
let box = unit_box(u)
let n = find_free_unit_by_type(type)
@@ -3267,7 +3286,7 @@ states.fln_propaganda = {
if (unit_type(unit) === CADRE) {
eliminate_unit(unit)
} else {
- unit = reduce_unit(unit, CADRE)
+ reduce_unit(unit, CADRE)
}
}
@@ -3985,46 +4004,7 @@ function goto_combat_fln_losses() {
game.state = "fln_combat_fln_losses"
}
-function has_fln_combat_unit(type) {
- for (let u of game.combat.fln_units) {
- if (unit_type(u) === type) return true
- }
- return false
-}
-
-function for_first_fln_combat_unit(type, fn) {
- for (let u of game.combat.fln_units) {
- if (unit_type(u) === type) {
- fn(u)
- return
- }
- }
-}
-
-function eliminate_fln_unit(type) {
- push_undo()
- for_first_fln_combat_unit(type, u =>{
- eliminate_unit(u)
- set_delete(game.combat.fln_units, u)
- game.combat.distribute_fln_hits -= 1
- })
- if (!game.combat.distribute_fln_hits || !game.combat.fln_units.length)
- continue_combat_after_fln_losses()
-}
-
-function reduce_fln_unit(from_type, to_type) {
- push_undo()
- for_first_fln_combat_unit(from_type, u =>{
- let n = reduce_unit(u, to_type)
- set_add(game.combat.fln_units, n)
- set_delete(game.combat.fln_units, u)
- game.combat.distribute_fln_hits -= 1
- })
- if (!game.combat.distribute_fln_hits || !game.combat.fln_units.length)
- continue_combat_after_fln_losses()
-}
-
-function eliminate_fln_unit_2(u) {
+function eliminate_fln_unit(u) {
push_undo()
eliminate_unit(u)
set_delete(game.combat.fln_units, u)
@@ -4033,10 +4013,11 @@ function eliminate_fln_unit_2(u) {
continue_combat_after_fln_losses()
}
-function reduce_fln_unit_2(u, to_type) {
+function reduce_fln_unit(u, to_type) {
push_undo()
let n = reduce_unit(u, to_type)
- set_add(game.combat.fln_units, n)
+ if (n !== -1)
+ set_add(game.combat.fln_units, n)
set_delete(game.combat.fln_units, u)
game.combat.distribute_fln_hits -= 1
if (!game.combat.distribute_fln_hits || !game.combat.fln_units.length)
@@ -4049,45 +4030,22 @@ states.fln_combat_fln_losses = {
view.prompt = `Distribute ${game.combat.distribute_fln_hits} hit(s) as losses.`
// each 'hit' on FLN units eliminates one Cadre or Band, or reduces a Front to a Cadre, or reduces a Failek to a Band (FLN player chooses how to distribute his losses).
- if (0) {
- if (has_fln_combat_unit(CADRE))
- gen_action("eliminate_cadre")
- if (has_fln_combat_unit(BAND))
- gen_action("eliminate_band")
- if (has_fln_combat_unit(FRONT))
- gen_action("reduce_front")
- if (has_fln_combat_unit(FAILEK))
- gen_action("reduce_failek")
- } else {
- for (let u of game.combat.fln_units)
- gen_action_unit(u)
- }
+ for (let u of game.combat.fln_units)
+ gen_action_unit(u)
},
unit(u) {
switch (unit_type(u)) {
case FRONT:
- reduce_fln_unit_2(u, CADRE)
+ reduce_fln_unit(u, CADRE)
break
case FAILEK:
- reduce_fln_unit_2(u, BAND)
+ reduce_fln_unit(u, BAND)
break
case BAND:
case CADRE:
- eliminate_fln_unit_2(u)
+ eliminate_fln_unit(u)
break
}
- },
- eliminate_cadre() {
- eliminate_fln_unit(CADRE)
- },
- eliminate_band() {
- eliminate_fln_unit(BAND)
- },
- reduce_front() {
- reduce_fln_unit(FRONT, CADRE)
- },
- reduce_failek() {
- reduce_fln_unit(FAILEK, BAND)
}
}