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-rw-r--r--rules.js450
1 files changed, 361 insertions, 89 deletions
diff --git a/rules.js b/rules.js
index 5369dc3..dea8d08 100644
--- a/rules.js
+++ b/rules.js
@@ -283,6 +283,26 @@ function count_enemy(where) {
return count;
}
+function count_friendly_in_field(where) {
+ let p = game.active;
+ let count = 0;
+ for (let b in BLOCKS)
+ if (game.location[b] == where && block_owner(b) == p)
+ if (!is_block_in_castle(b))
+ ++count;
+ return count;
+}
+
+function count_enemy_in_field(where) {
+ let p = ENEMY[game.active];
+ let count = 0;
+ for (let b in BLOCKS)
+ if (game.location[b] == where && block_owner(b) == p)
+ if (!is_block_in_castle(b))
+ ++count;
+ return count;
+}
+
function count_enemy_excluding_reserves(where) {
let p = ENEMY[game.active];
let count = 0;
@@ -299,6 +319,11 @@ function is_vacant_town(where) { return count_friendly(where) == 0 && count_enem
function is_contested_town(where) { return count_friendly(where) > 0 && count_enemy(where) > 0; }
function is_friendly_or_vacant_town(where) { return is_friendly_town(where) || is_vacant_town(where); }
+function is_friendly_field(where) { return count_friendly_in_field(where) > 0 && count_enemy_in_field(where) == 0; }
+function is_enemy_field(where) { return count_friendly_in_field(where) == 0 && count_enemy_in_field(where) > 0; }
+function is_contested_field(where) { return count_friendly_in_field(where) > 0 && count_enemy_in_field(where) > 0; }
+function is_friendly_or_vacant_field(where) { return is_friendly_field(where) || is_vacant_town(where); }
+
function castle_limit(where) {
return TOWNS[where].rating;
}
@@ -722,7 +747,7 @@ function end_player_turn() {
game.main_road = null;
if (game.active == game.p2) {
- goto_battle_phase();
+ goto_combat_phase();
} else {
game.active = game.p2;
start_player_turn();
@@ -1138,9 +1163,9 @@ function end_muster_move() {
}
}
-// BATTLE PHASE
+// COMBAT PHASE
-function is_siege_able(where) {
+function is_castle_town(where) {
return castle_limit(where) > 0;
}
@@ -1170,6 +1195,15 @@ function count_friends_in_field_and_reserve(where) {
return n;
}
+function count_reserves(where) {
+ let n = 0;
+ for (let b in BLOCKS)
+ if (block_owner(b) == game.active)
+ if (game.location[b] == where && is_battle_reserve(b))
+ ++n;
+ return n;
+}
+
function is_under_siege(where) {
return count_blocks_in_castle(where) > 0;
}
@@ -1178,53 +1212,102 @@ function is_block_in_castle(b) {
return game.castle.includes(b);
}
-function goto_battle_phase() {
+function is_block_in_castle_in(b, town) {
+ return game.location[b] == town && game.castle.includes(b);
+}
+
+function besieged_player(where) {
+ for (let b in BLOCKS)
+ if (is_block_in_castle_in(b, where))
+ return block_owner(b);
+ return null;
+}
+
+function besieging_player(where) {
+ return ENEMY[besieged_player(where)];
+}
+
+function goto_combat_phase() {
game.moved = {};
if (have_contested_towns()) {
game.active = game.p1;
- game.state = 'battle_phase';
+ game.state = 'combat_phase';
} else {
goto_draw_phase();
}
}
-states.battle_phase = {
+states.combat_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to choose a battle.";
- view.prompt = "Choose the next battle to fight!";
+ return view.prompt = "Waiting for " + game.active + " to choose a battle or siege.";
+ view.prompt = "Choose the next battle or siege!";
for (let where in TOWNS)
if (is_contested_town(where))
gen_action(view, 'town', where);
},
town: function (where) {
- start_battle(where);
+ start_combat(where);
},
}
-function start_battle(where) {
+function start_combat(where) {
+ console.log("START COMBAT");
+
game.flash = "";
log("");
log("Battle in " + where + ".");
game.where = where;
- game.battle_round = 0;
+ game.combat_round = 0;
+ game.storming = [];
+ game.sallying = [];
- if (is_siege_able(where)) {
+ if (is_castle_town(where)) {
if (!is_under_siege(where)) {
+ console.log("START SIEGE");
log("~ Combat Deployment ~");
game.active = ENEMY[game.attacker[game.where]];
game.state = 'combat_deployment';
} else {
+ console.log("CONTINUE SIEGE");
log("Siege continues from previous turn.");
- game.state = 'battle_round';
- start_battle_round();
+ resume_combat();
}
} else {
- game.state = 'battle_round';
- start_battle_round();
+ console.log("START NON-SIEGE");
+ resume_combat();
}
}
+function lift_siege(where) {
+ console.log("SIEGE LIFTED IN", where);
+ for (let b in BLOCKS)
+ if (is_block_in_castle_in(b, game.where))
+ remove_from_array(game.castle, b);
+}
+
+function end_combat() {
+ console.log("END COMBAT IN", game.where);
+
+ game.active = game.p1;
+ if (is_contested_town(game.where)) {
+ console.log("SIEGE CONTINUES NEXT TURN...");
+ } else {
+ lift_siege(game.where);
+ }
+
+ game.where = null;
+ game.flash = "";
+ game.battle_round = 0;
+ reset_road_limits();
+ game.moved = {};
+ delete game.storming;
+ delete game.sallying;
+ goto_combat_phase();
+}
+
+// COMBAT DEPLOYMENT
+
states.combat_deployment = {
show_battle: true,
prompt: function (view, current) {
@@ -1262,15 +1345,270 @@ states.combat_deployment = {
else
log(n + " units withdraw.");
game.active = game.attacker[game.where];
- if (count_enemies_in_field_and_reserve(game.where) == 0) {
+ if (count_enemies_in_field_and_reserve(game.where) == 0) {
+ console.log("DEFENDER REFUSED FIELD BATTLE");
return goto_regroup();
}
- game.state = 'battle_round';
- start_battle_round();
+ resume_combat();
+ },
+ undo: pop_undo
+}
+
+// REGROUP AFTER FIELD BATTLE/SIEGE VICTORY
+
+function goto_regroup() {
+ console.log("REGROUP", game.active);
+ reset_road_limits();
+ game.state = 'regroup';
+ game.turn_log = [];
+}
+
+states.regroup = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to regroup.";
+ view.prompt = "Regroup: Choose an army to move.";
+ gen_action_undo(view);
+ gen_action(view, 'end_regroup');
+ for (let b in BLOCKS) {
+ if (game.location[b] == game.where) {
+ if (can_block_regroup(b))
+ gen_action(view, 'block', b);
+ }
+ }
+ },
+ block: function (who) {
+ push_undo();
+ game.who = who;
+ game.state = 'regroup_to';
+ },
+ end_regroup: function () {
+ clear_undo();
+ print_turn_log(game.active + " regroups:");
+ if (is_contested_town(game.where))
+ resume_combat();
+ else
+ end_combat();
+ },
+ undo: pop_undo
+}
+
+states.regroup_to = {
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to regroup.";
+ view.prompt = "Regroup: Move the army to a friendly or vacant town.";
+ gen_action_undo(view);
+ gen_action(view, 'block', game.who);
+ for (let to of TOWNS[game.where].exits)
+ if (can_block_regroup_to(game.who, to))
+ gen_action(view, 'town', to);
+ },
+ town: function (to) {
+ let from = game.where;
+ game.turn_log.push([from, to]);
+ move_block(game.who, game.where, to);
+ game.who = null;
+ game.state = 'regroup';
+ },
+ block: pop_undo,
+ undo: pop_undo
+}
+
+// COMBAT ROUND
+
+function resume_combat() {
+ console.log("RESUME COMBAT");
+ switch (game.combat_round) {
+ case 0: return goto_combat_round(1);
+ case 1: return goto_combat_round(2);
+ case 2: return goto_combat_round(3);
+ case 3: return goto_retreat_after_combat();
+ }
+}
+
+function bring_on_reserves(reserves) {
+ for (let b in BLOCKS)
+ if (game.location[b] == game.where)
+ remove_from_array(reserves, b);
+}
+
+function goto_combat_round(combat_round) {
+ console.log("COMBAT ROUND", combat_round);
+ game.combat_round = combat_round;
+
+ let was_contested = is_contested_field(game.where);
+
+ if (combat_round == 2)
+ bring_on_reserves(game.reserves1);
+ if (combat_round == 3)
+ bring_on_reserves(game.reserves2);
+
+ if (is_contested_field(game.where)) {
+ if (is_under_siege(game.where)) {
+ if (!was_contested) {
+ log("Relief forces arrive!");
+ console.log("RELIEF FORCE ARRIVED");
+ if (game.storming.length > 0) {
+ log("Storming canceled by arriving relief force.");
+ console.log("STORMING CANCELED");
+ game.storming.length = 0;
+ }
+ }
+ let old_attacker = game.attacker[game.where];
+ game.attacker[game.where] = besieged_player(game.where);
+ console.log("NEW ATTACKER IS", game.attacker[game.where]);
+ if (old_attacker != game.attacker[game.where])
+ log(game.attacker[game.where] + " is now the attacker.");
+ }
+ return goto_field_battle();
+ }
+
+ goto_declare_storm();
+}
+
+function goto_declare_storm() {
+ if (game.storming.length == castle_limit(game.where))
+ return goto_storm_battle();
+ game.active = besieging_player(game.where);
+ game.state = 'declare_storm';
+}
+
+states.declare_storm = {
+ show_battle: true,
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to declare storming.";
+ view.prompt = "Storm: Declare which blocks should storm the castle.";
+ if (game.storming.length < castle_limit(game.where)) {
+ for (let b in BLOCKS) {
+ if (block_owner(b) == game.active && !is_battle_reserve(b)) {
+ if (game.location[b] == game.where && !game.storming.includes(b)) {
+ gen_action(view, 'battle_storm', b);
+ gen_action(view, 'block', b);
+ }
+ }
+ }
+ }
+ gen_action_undo(view);
+ gen_action(view, 'next');
+ },
+ battle_storm: function (who) {
+ push_undo();
+ game.storming.push(who);
+ },
+ block: function (who) {
+ push_undo();
+ game.storming.push(who);
+ },
+ next: function () {
+ clear_undo();
+ let n = game.storming.length;
+ console.log("STORM DECLARATION", n);
+ if (n == 0) {
+ log(game.active + " declines to storm.");
+ goto_declare_sally();
+ } else {
+ if (n == 1)
+ log("1 unit storms the castle.");
+ else
+ log(n + " units storm the castle.");
+ goto_storm_battle();
+ }
},
undo: pop_undo
}
+function goto_declare_sally() {
+ game.active = besieged_player(game.where);
+ game.state = 'declare_sally';
+ game.was_contested = is_contested_field(game.where);
+}
+
+states.declare_sally = {
+ show_battle: true,
+ prompt: function (view, current) {
+ if (is_inactive_player(current))
+ return view.prompt = "Waiting for " + game.active + " to declare sallying.";
+ view.prompt = "Sally: Declare which blocks should sally onto the field.";
+ for (let b in BLOCKS) {
+ if (block_owner(b) == game.active && !is_battle_reserve(b)) {
+ if (game.location[b] == game.where && !game.sallying.includes(b)) {
+ gen_action(view, 'battle_sally', b);
+ gen_action(view, 'block', b);
+ }
+ }
+ }
+ gen_action_undo(view);
+ gen_action(view, 'next');
+ },
+ battle_sally: function (who) {
+ push_undo();
+ remove_from_array(game.castle, who);
+ game.sallying.push(who);
+ },
+ block: function (who) {
+ push_undo();
+ remove_from_array(game.castle, who);
+ game.sallying.push(who);
+ },
+ next: function () {
+ clear_undo();
+ let n = game.sallying.length;
+ console.log("SALLY DECLARATION", n);
+ if (n == 1)
+ log("1 unit sally.");
+ else
+ log(n + " units sally.");
+ if (is_contested_field(game.where)) {
+ if (!game.was_contested) {
+ log(game.active + " is now the attacker.");
+ console.log("NEW ATTACKER IS", game.active);
+ game.attacker[where] = game.active;
+ }
+ goto_field_battle();
+ } else if (count_reserves(game.where) > 0) {
+ resume_combat();
+ } else {
+ goto_siege_attrition();
+ }
+ },
+ undo: pop_undo
+}
+
+// RETREAT AFTER COMBAT
+
+function goto_retreat_after_combat() {
+ console.log("RETREAT AFTER COMBAT");
+// withdraw all sallying units to castle.
+// withdraw all storming units to field.
+// if field is contested then
+// attacker must retreat
+// defender may regroup
+// end
+ goto_siege_attrition();
+}
+
+// SIEGE ATTRITION
+
+function goto_siege_attrition() {
+ console.log("SIEGE ATTRITION");
+}
+
+// FIELD AND STORM BATTLE
+
+function goto_field_battle() {
+ console.log("FIELD BATTLE");
+}
+
+function goto_storm_battle() {
+ console.log("STORM BATTLE");
+}
+
+// OLD CRUFT
+
+/*
+
function resume_battle() {
game.who = null;
if (game.victory)
@@ -1296,17 +1634,6 @@ function end_battle() {
goto_retreat();
}
-function bring_on_reserves(round) {
- for (let b in BLOCKS) {
- if (game.location[b] == game.where) {
- if (round == 2)
- remove_from_array(game.reserves1, b);
- else if (round == 3)
- remove_from_array(game.reserves2, b);
- }
- }
-}
-
function start_battle_round() {
if (++game.battle_round <= 3) {
log("~ Battle Round " + game.battle_round + " ~");
@@ -1639,63 +1966,7 @@ states.retreat_in_battle = {
}
}
-function goto_regroup() {
- game.active = game.attacker[game.where];
- if (is_enemy_town(game.where))
- game.active = ENEMY[game.active];
- game.state = 'regroup';
- game.turn_log = [];
-}
-
-states.regroup = {
- prompt: function (view, current) {
- if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to regroup.";
- view.prompt = "Regroup: Choose an army to move.";
- gen_action_undo(view);
- gen_action(view, 'end_regroup');
- for (let b in BLOCKS) {
- if (game.location[b] == game.where) {
- if (can_block_regroup(b))
- gen_action(view, 'block', b);
- }
- }
- },
- block: function (who) {
- push_undo();
- game.who = who;
- game.state = 'regroup_to';
- },
- end_regroup: function () {
- print_turn_log(game.active + " regroups:");
- game.where = null;
- clear_undo();
- goto_battle_phase();
- },
- undo: pop_undo
-}
-
-states.regroup_to = {
- prompt: function (view, current) {
- if (is_inactive_player(current))
- return view.prompt = "Waiting for " + game.active + " to regroup.";
- view.prompt = "Regroup: Move the army to a friendly or vacant town.";
- gen_action_undo(view);
- gen_action(view, 'block', game.who);
- for (let to of TOWNS[game.where].exits)
- if (can_block_regroup_to(game.who, to))
- gen_action(view, 'town', to);
- },
- town: function (to) {
- let from = game.where;
- game.turn_log.push([from, to]);
- move_block(game.who, game.where, to);
- game.who = null;
- game.state = 'regroup';
- },
- block: pop_undo,
- undo: pop_undo
-}
+*/
// DRAW PHASE
@@ -1763,13 +2034,14 @@ function make_battle_view() {
let battle = {
FA: [], FC: [], FR: [],
SA: [], SC: [], SR: [],
+ storming: game.storming,
+ sallying: game.sallying,
flash: game.flash
};
battle.title = game.attacker[game.where] + " attacks " + game.where;
- if (game.battle_round == 0) {
+ if (game.combat_round == 0) {
battle.title += " \u2014 combat deployment";
- } else {
}
function fill_cell(cell, owner, fn) {