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-rw-r--r--rules.js50
1 files changed, 33 insertions, 17 deletions
diff --git a/rules.js b/rules.js
index 0291248..1ffaf9c 100644
--- a/rules.js
+++ b/rules.js
@@ -3,7 +3,9 @@
// TODO: optional rule - iron bridge
// TODO: optional rule - force marches
-// TODO: pause after battle ends (ui maybe?)
+// TODO: can sea move into fortified port that is under attack but not yet besieged?
+// TODO: pause after battle ends to show final result/action
+
exports.scenarios = [
"Third Crusade"
@@ -330,6 +332,10 @@ function road_was_last_used_by_enemy(from, to) {
return game.last_used[road_id(from, to)] == enemy(game.active);
}
+function road_was_last_used_by_friendly(from, to) {
+ return game.last_used[road_id(from, to)] == game.active;
+}
+
function road_type(a, b) {
return ROADS[road_id(a,b)];
}
@@ -532,6 +538,14 @@ function castle_limit(where) {
return TOWNS[where].rating;
}
+function is_more_room_in_castle(where) {
+ return count_blocks_in_castle(where) < castle_limit(where);
+}
+
+function is_within_castle_limit(where) {
+ return count_friendly(where) <= Math.max(1, castle_limit(where));
+}
+
function is_castle_town(where) {
return castle_limit(where) > 0;
}
@@ -649,12 +663,10 @@ function can_use_richards_sea_legs(who, to) {
// If combined with another attack, the English must be the Main Attacker.
if (is_contested_or_enemy_town(to)) {
if (is_english_crusader(who)) {
- if (game.attacker[to] == FRANKS) {
- let road = game.main_road[to];
- if (road)
- return (road == "England");
- }
- return true;
+ if (!game.attacker[to])
+ return true;
+ if (game.attacker[to] == FRANKS)
+ return (game.main_road[to] == "England");
}
}
return false;
@@ -734,8 +746,12 @@ function can_block_continue(who, from, to) {
}
function can_block_retreat_to(who, to) {
+ let from = game.location[who];
+ if (block_owner(who) == game.attacker[from]) {
+ if (!road_was_last_used_by_friendly(from, to))
+ return false;
+ }
if (is_friendly_field(to) || is_vacant_town(to)) {
- let from = game.location[who];
if (can_block_use_road(from, to)) {
if (road_was_last_used_by_enemy(from, to))
return false;
@@ -1656,7 +1672,7 @@ states.sea_move_to = {
remove_from_array(game.castle, game.who);
- if (besieged_player(to) == game.active) {
+ if (besieged_player(to) == game.active && is_more_room_in_castle(to)) {
// Move into besieged fortified port
game.castle.push(game.who);
log(game.active + " sea move:\n" + from + " \u2192 " + to + " castle.");
@@ -1937,8 +1953,9 @@ function start_combat() {
game.state = 'combat_deployment';
} else {
game.castle_owner = besieged_player(game.where);
- game.attacker[game.where] = enemy(game.castle_owner);
- console.log("CONTINUE SIEGE");
+ if (!game.attacker[game.where])
+ game.attacker[game.where] = enemy(game.castle_owner);
+ console.log("CONTINUE SIEGE", game.attacker[game.where]);
log("Existing siege continues.");
next_combat_round();
}
@@ -2191,6 +2208,7 @@ states.declare_storm = {
let n = game.storming.length;
console.log("STORM DECLARATION", n);
if (n == 0) {
+ game.flash = game.active + " decline to storm.";
log(game.active + " decline to storm.");
goto_declare_sally();
} else {
@@ -2241,8 +2259,10 @@ states.declare_sally = {
clear_undo();
let n = game.sallying.length;
console.log("SALLY DECLARATION", n);
- if (n == 0)
+ if (n == 0) {
+ game.flash = game.active + " decline to sally.";
log(game.active + " decline to sally.");
+ }
if (is_contested_battle_field()) {
if (!game.was_contested) {
log(game.active + " are now the attacker.");
@@ -3072,10 +3092,6 @@ function eliminate_besieging_blocks(owner) {
// WINTER SUPPLY
-function is_within_castle_limit(where) {
- return count_friendly(where) <= Math.max(1, castle_limit(where));
-}
-
function need_winter_supply_check() {
for (let town in TOWNS) {
if (town == game.winter_campaign)
@@ -3308,7 +3324,7 @@ function make_battle_view() {
show_castle: game.storming.length > 0 && game.state != 'declare_storm',
};
- if (is_under_siege(game.where))
+ if (is_under_siege(game.where) && !is_contested_battle_field(game.where))
battle.title = enemy(game.castle_owner) + " besiege " + game.where;
else
battle.title = game.attacker[game.where] + " attack " + game.where;