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-rw-r--r--rules.js104
1 files changed, 100 insertions, 4 deletions
diff --git a/rules.js b/rules.js
index c5b75ec..ca0f539 100644
--- a/rules.js
+++ b/rules.js
@@ -818,6 +818,13 @@ function has_fln_not_neutralized_mobile_unit_in_algeria() {
return false
}
+function has_non_neutralized_police_in_loc(x) {
+ for (let u = 0; u <= unit_count; ++u)
+ if (unit_loc(u) === x && unit_type(u) === POL && is_unit_not_neutralized(u))
+ return true
+ return false
+}
+
function has_friendly_unit_in_locs(xs) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
for (let x of xs)
@@ -833,6 +840,14 @@ function has_unit_type_in_loc(t, x) {
return false
}
+function count_unit_type_in_loc(t, x) {
+ let result = 0
+ for (let u = 0; u <= unit_count; ++u)
+ if (unit_loc(u) === x && unit_type(u) === t)
+ result += 1
+ return result
+}
+
// #endregion
// #region PUBLIC FUNCTIONS
@@ -3218,7 +3233,6 @@ states.gov_civil_affairs = {
// PSP from successful Civil Affairs missions are subtracted from the FLN PSL (note this is different from the FLN Propaganda mission).
lower_fln_psl(result)
- // The Police units remain in the PTL box regardless of the result.
// remove Terror marker on a @ or +.
if (is_area_terrorized(loc) && (effect === '+' || effect === '@')) {
@@ -3239,7 +3253,90 @@ function goto_gov_suppression_mission() {
states.gov_suppression = {
inactive: "to do Suppression mission",
prompt() {
- view.prompt = "Suppression: TODO"
+ if (game.selected.length === 0) {
+ view.prompt = "Suppression: Select police unit, Elite units may assist"
+ for_each_friendly_unit_on_map_of_type(POL, u => {
+ if (is_suppression_unit(u)) {
+ gen_action_unit(u)
+ }
+ })
+ } else {
+ view.prompt = "Suppression: Execute mission"
+ let first_unit = game.selected[0]
+
+ // Allow deselect
+ gen_action_unit(first_unit)
+
+ gen_action("roll")
+ }
+ },
+ unit(u) {
+ set_toggle(game.selected, u)
+ },
+ roll() {
+ let unit = pop_selected()
+ let loc = unit_loc(unit)
+ push_undo()
+
+ let assist = count_unit_type_in_loc(loc, EL_X)
+ if (assist) {
+ log(`>in ${areas[loc].name} (with ${assist} Elite)`)
+ } else {
+ log(`>in ${areas[loc].name}`)
+ }
+
+ lower_gov_psl(GOV_SUPPRESSION_COST)
+ set_area_suppressed(loc)
+
+ // rolls 1d6, applies any DRM and reads the result off the Mission Success Table.
+ // Elite units may assist in this mission, each one yielding a +1 DRM.
+ // A DRM of +1 is applied if the "Amnesty" random event is in effect.
+ let drm = assist
+ if (game.events.amnesty) drm += 1
+ let [result, effect] = roll_mst(drm)
+
+ // rolls the die and a number of FLN Bands/Faileks in the area equal to the result on the Mission Success Table are neutralized,
+ // no matter what box they are in (FLN player chooses which exact units are neutralized).
+
+ let targets = []
+ for_each_enemy_unit_in_loc(loc, u => {
+ let type = unit_type(u)
+ if (type === BAND || type === FAILEK) {
+ targets.push(u)
+ }
+ })
+
+ // TODO FLN player chooses which exact units are neutralized)
+ shuffle(targets)
+ for(let u of targets.slice(result)) {
+ log(`>${units[u].name} neutralized`)
+ set_unit_neutralized(u)
+ set_unit_box(u, OC)
+ }
+
+ // On a '@' result, all Cadre and Front units in the area are neutralized as well
+ // and the area is Terrorized (place a Terror marker).
+ // On a '+' result, the mission backfired somehow and the Government player loses 1d6 PSP,
+ // as well as having to place a Terror marker.
+
+ if (effect === '@') {
+ for_each_enemy_unit_in_loc(loc, u => {
+ let type = unit_type(u)
+ if (type === FRONT || type === CADRE) {
+ log(`>${units[u].name} neutralized`)
+ set_unit_neutralized(u)
+ set_unit_box(u, OC)
+ }
+ })
+ log(">Area terrorized")
+ set_area_terrorized(loc)
+ } else if (effect === '+') {
+ log(">Mission backfired, area terrorized")
+ let roll = roll_1d6()
+ lower_gov_psl(roll)
+ set_area_terrorized(loc)
+ }
+ end_gov_mission()
}
}
@@ -3733,7 +3830,6 @@ function roll_d6() {
function roll_1d6(drm=0) {
let roll = roll_d6()
let net_roll = roll + drm
- // let drm_str = add_sign(drm)
// Rolled 1d6+2=6
log(`>Rolled 1d6${add_sign(drm)}=${net_roll}`)
return net_roll
@@ -3784,7 +3880,7 @@ function combat_result(firepower, die) {
}
function roll_crt(firepower) {
- let roll = roll_1d6(0)
+ let roll = roll_1d6()
let result = combat_result(firepower, roll)
log(`>CRT result: ${result}`)
return result