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-rw-r--r--rules.js41
1 files changed, 29 insertions, 12 deletions
diff --git a/rules.js b/rules.js
index 2a40d94..3649995 100644
--- a/rules.js
+++ b/rules.js
@@ -2066,7 +2066,6 @@ function goto_combat_phase() {
return end_game_turn();
}
- game.moved = {};
game.combat_list = [];
for (let where in TOWNS)
if (is_contested_town(where))
@@ -2076,7 +2075,7 @@ function goto_combat_phase() {
function resume_combat_phase() {
reset_road_limits();
- game.moved = {};
+ reset_moved_for_combat();
if (game.combat_list.length > 0) {
game.active = game.p1;
@@ -2217,7 +2216,7 @@ function goto_regroup() {
lift_siege(game.where);
console.log("REGROUP", game.active);
reset_road_limits();
- game.moved = {};
+ reset_moved_for_combat();
game.state = 'regroup';
game.summary = [];
}
@@ -2266,6 +2265,10 @@ states.regroup_to = {
gen_action(view, 'town', to);
},
town: function (to) {
+ // We can regroup while reserves are still on the way...
+ remove_from_array(game.reserves1, game.who);
+ remove_from_array(game.reserves2, game.who);
+
let from = game.where;
game.summary.push([from, to]);
move_block(game.who, game.where, to);
@@ -2311,21 +2314,34 @@ function bring_on_reserves(reserves) {
log(s + " Saracen " + (s==1 ? "reserve arrives." : "reserves arrive."));
}
-function goto_combat_round(combat_round) {
- game.combat_round = combat_round;
- game.moved = {};
- game.summary = [];
+function reset_moved_for_combat() {
+ for (let b in game.moved) game.moved[b] = 0;
+ for (let b of game.reserves1) game.moved[b] = 1;
+ for (let b of game.reserves2) game.moved[b] = 1;
+}
- console.log("COMBAT ROUND", combat_round);
- log("~ Combat Round " + combat_round + " ~");
+function goto_combat_round(new_combat_round) {
+ game.combat_round = new_combat_round;
+ game.summary = [];
let was_contested = is_contested_battle_field();
- if (combat_round == 2)
+ if (game.combat_round === 1 && count_friendly_in_field_excluding_reserves(game.where) === 0) {
+ log("Combat round skipped because main attack regrouped away.");
+ console.log("MAIN ATTACK REGROUPED AWAY, SKIP ROUND 1");
+ game.combat_round = 2;
+ }
+
+ console.log("COMBAT ROUND", game.combat_round);
+ log("~ Combat Round " + game.combat_round + " ~");
+
+ if (game.combat_round == 2)
bring_on_reserves(game.reserves1);
- if (combat_round == 3)
+ if (game.combat_round == 3)
bring_on_reserves(game.reserves2);
+ reset_moved_for_combat();
+
if (is_contested_battle_field()) {
if (is_under_siege(game.where)) {
if (!was_contested) {
@@ -2487,7 +2503,7 @@ function sally_with_block(who) {
function goto_retreat_after_combat() {
console.log("RETREAT AFTER COMBAT");
- game.moved = {};
+ reset_moved_for_combat();
// withdraw all sallying blocks to castle.
for (let b of game.sallying)
@@ -2495,6 +2511,7 @@ function goto_retreat_after_combat() {
game.sallying.length = 0;
// TODO: 6.2 - In Sieges, the attacker /may/ retreat or stay on siege.
+
// withdraw all storming blocks to the field.
game.halfhit = null;
game.storming.length = 0;