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-rw-r--r--rules.js105
1 files changed, 69 insertions, 36 deletions
diff --git a/rules.js b/rules.js
index e81f3c1..e454739 100644
--- a/rules.js
+++ b/rules.js
@@ -1120,7 +1120,7 @@ function can_move_train_to(to) {
return !has_any_piece(to)
}
-function can_continue_train_from(from) {
+function can_continue_train_from(_) {
return true
}
@@ -1305,9 +1305,6 @@ states.move_supply_train_NEW = {
},
space(to) {
let who = game.selected[0]
- let from = game.pos[who]
-
- // TODO: path?
set_add(game.moved, who)
game.pos[who] = to
@@ -1910,6 +1907,7 @@ states.combat_attack = {
}
},
pass() {
+ clear_undo()
resolve_combat()
},
}
@@ -1939,6 +1937,7 @@ states.combat_defend = {
}
},
pass() {
+ clear_undo()
resolve_combat()
},
}
@@ -2008,17 +2007,16 @@ function resolve_combat() {
log("Tie.")
next_combat()
} else if (game.count > 0) {
- set_active_attacker()
game.selected = select_stack(game.defender)
goto_retreat()
} else {
- set_active_defender()
game.selected = select_stack(game.attacker)
goto_retreat()
}
}
function next_combat() {
+ clear_undo()
log_br()
set_active_current_power()
game.count = 0
@@ -2050,6 +2048,13 @@ function get_loser() {
return game.count < 0 ? game.attacker : game.defender
}
+function set_active_winner() {
+ if (game.count > 0)
+ set_active_attacker()
+ else
+ set_active_defender()
+}
+
function goto_retreat() {
let hits = Math.abs(game.count)
@@ -2081,22 +2086,67 @@ function goto_retreat() {
}
}
- // remove eliminated generals
- for (let i = game.selected.length - 1; i >= 0; --i) {
- let p = game.selected[i]
+ resume_retreat()
+}
+
+function resume_retreat() {
+ // eliminate generals with no more hits
+ for (let p of game.selected) {
if (game.troops[p] === 0) {
- log("P" + p + " eliminated.")
- game.pos[p] = ELIMINATED
- array_remove(game.selected, i)
+ game.state = "retreat_eliminate_hits"
+ return
}
}
+ // retreat remaining generals
if (game.selected.length > 0) {
- game.retreat = search_retreat(loser, winner, Math.abs(game.count))
- game.state = "retreat"
- } else {
- next_combat()
+ game.retreat = search_retreat(get_loser(), get_winner(), Math.abs(game.count))
+ if (game.retreat.length > 0) {
+ // victor chooses retreat destination
+ set_active_winner()
+ game.state = "retreat"
+ } else {
+ // eliminate if there are no retreat possibilities
+ delete game.retreat
+ game.state = "retreat_eliminate_trapped"
+ }
+ return
}
+
+ // no retreat if generals wiped out
+ next_combat()
+}
+
+states.retreat_eliminate_hits = {
+ prompt() {
+ prompt("Eliminate generals without troops.")
+ // remove eliminated generals
+ for (let p of game.selected)
+ if (game.troops[p] === 0)
+ gen_action_piece(p)
+ },
+ piece(p) {
+ log("P" + p + " eliminated.")
+ game.pos[p] = ELIMINATED
+ set_delete(game.selected, p)
+ resume_retreat()
+ },
+}
+
+states.retreat_eliminate_trapped = {
+ prompt() {
+ prompt("Eliminate generals without a retreat path.")
+ for (let p of game.selected)
+ gen_action_piece(p)
+ },
+ piece(_) {
+ log("Trapped.")
+ for (let p of game.selected) {
+ game.pos[p] = ELIMINATED
+ game.troops[p] = 0
+ }
+ next_combat()
+ },
}
// search distances from winner within retreat range
@@ -2168,12 +2218,7 @@ states.retreat = {
prompt("Retreat loser " + Math.abs(game.count))
view.selected = game.selected
view.retreat = game.retreat
- if (game.retreat.length === 0) {
- prompt("Eliminate loser.")
- gen_action_piece(game.selected[0])
- } else {
- map_for_each_key(game.retreat, gen_action_space)
- }
+ map_for_each_key(game.retreat, gen_action_space)
},
space(to) {
push_undo()
@@ -2182,19 +2227,7 @@ states.retreat = {
game.pos[p] = to
}
delete game.retreat
- game.state = "retreat_done"
- // next_combat()
- },
- piece(_) {
- push_undo()
- log("Eliminated.")
- for (let p of game.selected) {
- game.pos[p] = ELIMINATED
- game.troops[p] = 0
- }
- delete game.retreat
- game.state = "retreat_done"
- // next_combat()
+ next_combat()
},
}
@@ -2601,7 +2634,7 @@ function make_seeded_fate_deck() {
let aside = []
for (let i = 0; i < 4; ++i)
aside.push(deck.pop())
-
+
deck.push(FC_ELISABETH)
deck.push(FC_POEMS)
deck.push(FC_AMERICA)