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-rw-r--r--rules.js140
1 files changed, 134 insertions, 6 deletions
diff --git a/rules.js b/rules.js
index 1afb533..adaf895 100644
--- a/rules.js
+++ b/rules.js
@@ -122,6 +122,35 @@ function load_state(state) {
}
}
+// If a player's PSL rises to above 99 during the game due to various events, any such "excess" PSP gained for that player are not lost: instead they are SUBTRACTED from the other player's PSL.
+
+const MAX_PSL = 99
+const MAX_AP = 99
+
+function raise_fln_psl(amount) {
+ game.fln_psl += amount
+ if (game.fln_psl > MAX_PSL) {
+ let excess_psl = game.fln_psl - MAX_PSL
+ log(`FLN PSL exceeds ${MAX_PSL}; Goverment ${-excess_psl} PSL`)
+ game.fln_psl = MAX_PSL
+ game.gov_psl -= excess_psl
+ }
+}
+
+function raise_gov_psl(amount) {
+ game.gov_psl += amount
+ if (game.gov_psl > MAX_PSL) {
+ let excess_psl = game.gov_psl - MAX_PSL
+ log(`Government PSL exceeds ${MAX_PSL}; FLN ${-excess_psl} PSL`)
+ game.gov_psl = MAX_PSL
+ game.fln_psl -= excess_psl
+ }
+}
+
+function raise_fln_ap(amount) {
+ game.fln_ap = Math.min(MAX_PSL, game.fln_ap + amount)
+}
+
// #endregion
// #region AREA STATE
@@ -293,6 +322,14 @@ function is_area_algerian(l) {
return areas[l].type !== COUNTRY
}
+function is_area_urban(l) {
+ return areas[l].type === URBAN
+}
+
+function is_area_rural(l) {
+ return areas[l].type === RURAL
+}
+
// #endregion
// #region UNIT STATE
@@ -506,6 +543,13 @@ function has_friendly_unit_in_loc(x) {
return false
}
+function has_friendly_not_neutralized_unit_in_loc(x) {
+ for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
+ if (unit_loc(u) === x && 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)
@@ -1016,9 +1060,9 @@ function goto_fln_foreign_arms_shipment() {
log_h3("FLN Foreign arms shipment.")
// The FLN player adds 2d6 AP, minus the current number of Naval Points.
let roll = roll_2d6()
- let delta_ap = Math.max(roll - game.gov_naval, 0)
- log(`FLN adds ${roll} AP, minus ${game.gov_naval} Naval Points = ${delta_ap} AP`)
- game.fln_ap += delta_ap
+ let delta_ap = Math.max(roll - game.naval, 0)
+ log(`FLN adds ${roll} AP, minus ${game.naval} Naval Points = ${delta_ap} AP`)
+ raise_fln_ap(delta_ap)
end_random_event()
}
@@ -1065,11 +1109,11 @@ function goto_morocco_tunisia_independence() {
// Raise both FLN and Government PSL by 2d6;
let fln_roll = roll_2d6()
log(`Raising FLN PSL by ${fln_roll}`)
- game.fln_psl += fln_roll
+ raise_fln_psl(fln_roll)
let gov_roll = roll_2d6()
log(`Raising Government PSL by ${gov_roll}`)
- game.gov_psl += gov_roll
+ raise_fln_psl(gov_roll)
// FLN player may now Build/Convert units in these two countries as if a Front were there
// and Government may begin to mobilize the Border Zone. See 11.22.
@@ -1367,12 +1411,96 @@ states.gov_reinforcement = {
game.border_zone_drm -= 1
},
end_reinforcement() {
+ goto_fln_reinforcement_phase()
+ }
+}
+
+function give_fln_ap() {
+ // Give AP
+ log_h3("Areas under FLN control:")
+ for_each_algerian_map_area(loc => {
+ let control_ap = 0
+ if(is_area_urban(loc)) {
+ // He gets 5 AP for each Urban area he controls, or 2 AP if the area is contested but he has non-neutralized units there.
+ if (is_area_fln_control(loc)) {
+ control_ap += 5
+ } else if (has_friendly_not_neutralized_unit_in_loc(loc)) {
+ control_ap += 2
+ }
+ } else if (is_area_rural(loc)) {
+ // He gets 2 AP for each Rural area he controls, and 1 if the area is contested but he has non-neutralized units there.
+ if (is_area_fln_control(loc)) {
+ control_ap += 2
+ } else if (has_friendly_not_neutralized_unit_in_loc(loc)) {
+ control_ap += 1
+ }
+ }
+ // If an area is Terrorized, he gets 1 fewer AP than he normally would.
+ if (is_area_terrorized(loc)) control_ap -= 1
+ if (control_ap > 0) {
+ raise_fln_ap(control_ap)
+ log(`>${areas[loc].name} gave ${control_ap} AP`)
+ }
+ })
+
+ // The FLN PSL
+ // He gets AP equal to 10% (round fractions up) of his current PSL, minus the number of French Naval Points.
+ let psl_percentage = Math.ceil(0.10 * game.fln_psl)
+ let psl_ap = Math.max(psl_percentage - game.naval, 0)
+ log(`PSL gave ${psl_ap} AP`)
+ raise_fln_ap(psl_ap)
+}
+
+function goto_fln_reinforcement_phase() {
+ game.phasing = FLN_NAME
+ set_active_player()
+ log_h2(`${game.active} Reinforcement`)
+ game.state = "fln_reinforcement"
+ game.selected = []
+
+ // Make sure all available units can be deployed
+ for_each_friendly_unit_in_loc(FREE, u => {
+ set_unit_loc(u, DEPLOY)
+ set_unit_box(u, OC)
+ })
+
+ give_fln_ap()
+}
+
+states.fln_reinforcement = {
+ inactive: "to do reinforcement",
+ prompt() {
+ view.prompt = "Reinforcement: Build & Augment units"
+
+ // XXX debug
+ gen_action("reset")
+ gen_action("end_reinforcement")
+ },
+ unit(u) {
+ set_toggle(game.selected, u)
+ },
+ loc(to) {
+ let list = game.selected
+ game.selected = []
+ push_undo()
+ log("Mobilized:")
+ for (let who of list) {
+ mobilize_unit(who, to)
+ }
+ let cost = mobilization_cost(list)
+ game.gov_psl -= cost
+ log(`Paid ${cost} PSP`)
+ },
+ reset() {
+ goto_gov_reinforcement_phase()
+ },
+ end_reinforcement() {
// XXX debug
- log("End of Gov reinforcement...")
goto_next_turn()
}
}
+
function goto_next_turn() {
game.turn += 1