diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 92 |
1 files changed, 80 insertions, 12 deletions
@@ -974,7 +974,7 @@ exports.VIEW_SCHEMA = { is_morocco_tunisia_independent: {type: "boolean"}, border_zone_active: {type: "boolean"}, - border_zone_drm: {type: "integer", "nullable": true, minimum: -3, maximum: 0}, + border_zone_drm: {type: "integer", "nullable": true, minimum: MAX_BORDER_ZONE_DRM, maximum: 0}, units: {type: "array", minItems: unit_count, maxItems: unit_count, items: {type: "integer"}}, areas: {type: "array", minItems: area_count, maxItems: area_count, items: {type: "integer"}}, @@ -1472,6 +1472,16 @@ function goto_random_event() { delete game.events.gov_remobilize log_br() } + + if (game.events.gov_return) { + log("Units returned:") + for (const [u, loc] of Object.entries(game.events.gov_return)) { + log(`>U${u} to A${loc}`) + deploy_unit(u, loc) + } + delete game.events.gov_return + log_br() + } } states.random_event = { @@ -1483,7 +1493,7 @@ states.random_event = { }, reset() { // XXX DEBUG - // goto_nato_pressure() + // goto_suez_crisis() }, roll() { let rnd = 10 * roll_d6() + roll_d6() @@ -1707,14 +1717,20 @@ function goto_nato_pressure() { game.selected = [] let num_fr_x = count_friendly_units_on_map_of_type(FR_X) let num_fr_xx = count_friendly_units_on_map_of_type(FR_XX) - game.events.gov_remove_num = Math.min(roll, num_fr_x + 3 * num_fr_xx) - game.state = "event_gov_nato_pressure_select_units" + let to_remove = Math.min(roll, num_fr_x + 3 * num_fr_xx) + if (to_remove) { + game.events.gov_remove_num = to_remove + game.state = "event_gov_nato_pressure_select_units" + } else { + log("No French Army brigades to remove") + end_random_event() + } } states.event_gov_nato_pressure_select_units = { inactive: "to do NATO pressure", prompt() { - view.prompt = `NATO pressure: Select ${game.events.gov_remove_num} French Army brigades (division counts as 3) to remove from the map` + view.prompt = `NATO pressure: Select ${game.events.gov_remove_num} French Army brigade(s) (division counts as 3) to remove from the map` let target = 0 for (let u of game.selected) { @@ -1744,7 +1760,7 @@ states.event_gov_nato_pressure_select_units = { // The units may be re-mobilized at least one turn later. if (!game.events.gov_remobilize) game.events.gov_remobilize = [] - log("Removed units from map:") + log("Removed from map:") for (let u of list) { remove_unit(u, ELIMINATED) game.events.gov_remobilize.push(u) @@ -1755,19 +1771,71 @@ states.event_gov_nato_pressure_select_units = { } function goto_suez_crisis() { - log_h3("Suez Crisis. TODO") + log_h3("Suez Crisis.") if (game.events.suez_crisis || game.scenario === "1958" || game.scenario === "1960") { // Treat as "No Event" if rolled again, or playing 1958 or 1960 scenarios. log("No Event.") end_random_event() return } - // The Government player must remove 1d6 elite units from the map, up to the number actually available: - // they will return in the Reinforcement Phase of the next turn automatically - // - they do not need to be mobilized again but do need to be activated. - + game.phasing = GOV_NAME + set_active_player() game.events.suez_crisis = true - end_random_event() + + // The Government player must remove 1d6 elite units from the map, up to the number actually available + let roll = roll_1d6() + game.selected = [] + let num_el_x = count_friendly_units_on_map_of_type(EL_X) + let to_remove = Math.min(roll, num_el_x) + if (to_remove) { + game.events.gov_remove_num = to_remove + game.state = "event_gov_suez_crisis_select_units" + } else { + log("No French elite units to remove") + end_random_event() + } +} + +states.event_gov_suez_crisis_select_units = { + inactive: "to do Suez Crisis", + prompt() { + view.prompt = `Suez Crisis: Select ${game.events.gov_remove_num} French elite unit(s) to remove from the map` + + let target = 0 + for (let u of game.selected) { + if (unit_type(u) === EL_X) target += 1 + } + + for_each_friendly_unit_on_map(u => { + if (unit_type(u) === EL_X && (target < game.events.gov_remove_num || set_has(game.selected, u))) + gen_action_unit(u) + }) + + if (target >= game.events.gov_remove_num) { + gen_action("done") + } + }, + unit(u) { + set_toggle(game.selected, u) + }, + done() { + let list = game.selected + game.selected = [] + + // they will return in the Random Event Phase of the next turn automatically + // - they do not need to be mobilized again but do need to be activated. + // The units may be re-mobilized at least one turn later. + if (!game.events.gov_return) + game.events.gov_return = {} + log("Removed from map:") + for (let u of list) { + let loc = unit_loc(u) + remove_unit(u, ELIMINATED) + game.events.gov_return[u] = loc + } + delete game.events.gov_remove_num + end_random_event() + } } function goto_amnesty() { |