diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 137 |
1 files changed, 42 insertions, 95 deletions
@@ -369,6 +369,10 @@ function is_area_rural(l) { return areas[l].type === RURAL } +function is_border_crossing(from, to) { + return from !== to && (is_area_country(from) || is_area_country(to)) +} + // #endregion // #region UNIT STATE @@ -1523,8 +1527,7 @@ states.gov_reinforcement = { } } - // XXX debug - // TODO confirmation when no units are activated? + // XXX confirmation when no units are activated? gen_action("end_reinforcement") }, unit(u) { @@ -1646,8 +1649,8 @@ function give_fln_ap() { // 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) { + log(`>${areas[loc].name}`) raise_fln_ap(control_ap) - log(`>${areas[loc].name} gave ${control_ap} AP`) } }) @@ -1655,7 +1658,7 @@ function give_fln_ap() { // 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`) + log(`Received 10% of PSL, - ${game.naval} Naval Points`) raise_fln_ap(psl_ap) } @@ -1778,8 +1781,6 @@ states.fln_reinforcement = { } } - // XXX debug - gen_action("reset") gen_action("end_reinforcement") }, unit(u) { @@ -1811,11 +1812,7 @@ states.fln_reinforcement = { let unit = pop_selected() convert_fln_unit(unit, FAILEK) }, - reset() { - goto_fln_reinforcement_phase() - }, end_reinforcement() { - // XXX debug end_reinforcement() } } @@ -1865,8 +1862,7 @@ states.gov_deployment = { } } - // XXX debug - // TODO confirmation when no units are activated? + // XXX confirmation when no units are activated? gen_action("end_deployment") }, unit(u) { @@ -1964,8 +1960,7 @@ states.fln_deployment = { } } - // XXX debug - // TODO confirmation when no units are activated? + // XXX confirmation when no units are activated? gen_action("end_deployment") }, unit(u) { @@ -2114,8 +2109,6 @@ states.fln_propaganda = { gen_action("roll") } - - gen_action("reset") }, unit(u) { set_toggle(game.selected, u) @@ -2159,10 +2152,6 @@ states.fln_propaganda = { } else { end_fln_mission() } - }, - reset() { - // XXX debug - game.state = "fln_operations" } } @@ -2206,7 +2195,6 @@ states.fln_distribute_mission_result = { gen_action("remove_fln_psl") gen_action("add_gov_psl") } - gen_action("reset") }, add_fln_psl() { push_undo() @@ -2237,10 +2225,6 @@ states.fln_distribute_mission_result = { push_undo() log(">Government PSL +1") distribute_gov_psl(1) - }, - reset() { - // XXX debug - game.state = "fln_operations" } } @@ -2291,8 +2275,6 @@ states.fln_strike = { gen_action("roll") } - - gen_action("reset") }, unit(u) { set_toggle(game.selected, u) @@ -2354,10 +2336,6 @@ states.fln_strike = { } // TODO Government must react with one unit, otherwise -1d6 PSP - }, - reset() { - // XXX debug - game.state = "fln_operations" } } @@ -2390,38 +2368,50 @@ states.fln_move = { let zone = area_zone(first_unit_loc) for_each_map_area_in_zone(zone, to => { // A unit may move from one area to any other area within its current wilaya. - if (first_unit_loc !== to) + if (!game.events.jealousy_and_paranoia && first_unit_loc !== to) gen_action_loc(to) // A unit may also move to an area in a wilaya adjacent to its current one (that is, the two share a land border), // but the area moved to must be adjacent to at least one area in its current wilaya. // Morocco and Tunisia are treated as single-area wilaya for this purpose. for_each_adjecent_map_area(to, adj => { - gen_action_loc(adj) + if (is_border_crossing(to, adj)) { + if (game.is_morocco_tunisia_independent) + gen_action_loc(adj) + } else if (!game.events.jealousy_and_paranoia) { + gen_action_loc(adj) + } }) }) // Allow deselect gen_action_unit(first_unit) } - - gen_action("reset") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let unit = pop_selected() + let loc = unit_loc(unit) push_undo() - // TODO check MST for success - - log(`>Moved ${units[unit].name} to ${areas[to].name}`) - set_unit_loc(unit, to) - set_unit_box(unit, OC) - }, - reset() { - // XXX debug - game.state = "fln_operations" + let drm = 0 + for_each_enemy_unit_in_loc_box(to, PTL, _u => { + drm -= 1 + }) + if (is_border_crossing(loc, to)) { + drm += game.border_zone_drm + } + let [_result, effect] = roll_mst(drm) + if (effect === '+') { + log(`Eliminated ${units[unit].name} in ${areas[loc].name}`) + eliminate_unit(unit) + } else { + log(`>Moved ${units[unit].name} to ${areas[to].name}`) + set_unit_loc(unit, to) + set_unit_box(unit, OC) + } + end_fln_mission() } } @@ -2442,15 +2432,9 @@ states.fln_raid = { gen_action_unit(u) } }) - - gen_action("reset") }, unit(u) { set_toggle(game.selected, u) - }, - reset() { - // XXX debug - game.state = "fln_operations" } } @@ -2472,12 +2456,6 @@ states.fln_harass = { gen_action_unit(u) } }) - - gen_action("reset") - }, - reset() { - // XXX debug - game.state = "fln_operations" } } @@ -2538,11 +2516,6 @@ states.gov_flush = { inactive: "to do Flush mission", prompt() { view.prompt = "Flush: TODO" - gen_action("reset") - }, - reset() { - // XXX debug - game.state = "gov_operations" } } @@ -2557,11 +2530,6 @@ states.gov_intelligence = { inactive: "to do Intelligence mission", prompt() { view.prompt = "Intelligence: TODO" - gen_action("reset") - }, - reset() { - // XXX debug - game.state = "gov_operations" } } @@ -2576,11 +2544,6 @@ states.gov_civil_affairs = { inactive: "to do Civil Affairs mission", prompt() { view.prompt = "Civil Affairs: TODO" - gen_action("reset") - }, - reset() { - // XXX debug - game.state = "gov_operations" } } @@ -2595,11 +2558,6 @@ states.gov_suppression = { inactive: "to do Suppression mission", prompt() { view.prompt = "Suppression: TODO" - gen_action("reset") - }, - reset() { - // XXX debug - game.state = "gov_operations" } } @@ -2614,18 +2572,11 @@ states.gov_population_resettlement = { inactive: "to do Population Resettlement mission", prompt() { view.prompt = "Population Resettlement: TODO" - gen_action("reset") - }, - reset() { - // XXX debug - game.state = "gov_operations" } } function end_operations_phase() { game.passes = 0 - // XXX - log("End Operations Phase") goto_turn_interphase() } @@ -2960,23 +2911,16 @@ function goto_turn_interphase() { // TODO check if we need to mobilize / remove any units if (check_victory()) - return - - // goto_next_turn() + return } states.turn_interphase = { prompt() { - view.prompt = "Turn Interphase:" - gen_action("done") - gen_action("reset") + view.prompt = "Turn Interphase" + gen_action("end_turn") }, - done() { + end_turn() { goto_next_turn() - }, - reset() { - // XXX debug - goto_turn_interphase() } } @@ -3125,7 +3069,10 @@ function roll_mst(drm) { let result = MST[roll + 1] let effect = MST_EFFECT[roll + 1] - log(`>MST ${result}${effect}`) + let effect_str = '' + if (effect === '+') effect_str = ' (bad)' + if (effect === '@') effect_str = ' (good)' + log(`>Mission Success: ${result}${effect}${effect_str}`) return [result, effect] } |