diff options
-rw-r--r-- | rules.js | 450 |
1 files changed, 361 insertions, 89 deletions
@@ -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) { |