diff options
author | Tor Andersson <tor@ccxvii.net> | 2024-10-17 16:31:15 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2024-10-17 16:31:23 +0200 |
commit | 71a7bac00a296c5de994fe4d92d0b46d8c01d069 (patch) | |
tree | 446d3b9cf126ef0684d712c68ff09e160bf2e59a /rules.js | |
parent | 9d4e9253df7b3430bbe7e8313320388970ae494f (diff) | |
download | maria-71a7bac00a296c5de994fe4d92d0b46d8c01d069.tar.gz |
remove dead code and simplify game.moved handling
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 73 |
1 files changed, 12 insertions, 61 deletions
@@ -167,8 +167,6 @@ const piece_name = [ "hussar", "hussar", ] -const all_power_generals_rev = all_power_generals.map(list => list.slice().reverse()) - const all_pieces = [ ...all_power_generals.flat(), ...all_power_trains.flat() ] const all_generals = [ ...all_power_generals.flat() ] @@ -639,42 +637,6 @@ function add_one_troop(p) { } } -function remove_one_troop(p) { - for (let x of all_power_generals_rev[game.power]) { - if (game.pos[x] === game.pos[p] && game.troops[x] > 1) { - game.troops[x] -- - break - } - } -} - -function retire_general(p) { - // save troops if possible - let s = game.pos[p] - let n = game.troops[p] - game.pos[p] = REMOVED - game.troops[p] = 0 - set_in_supply(p) - - if (is_map_space(s)) { - for (let p of all_power_generals[game.power]) { - if (game.pos[p] === s) { - let x = Math.min(n, 8 - game.troops[p]) - game.troops[p] += x - n -= x - } - } - if (n > 1) - log("P" + p + " retired with " + n + " troops.") - else if (n === 1) - log("P" + p + " retired with 1 troop.") - else - log("P" + p + " retired.") - } else { - log("P" + p + " retired.") - } -} - function eliminate_general(p, indent) { if (indent) log(">P" + p + " eliminated") @@ -1162,7 +1124,6 @@ function move_general_to(to, is_force_march) { let from = game.pos[who] let stop = false - set_add(game.moved, game.selected) game.pos[game.selected] = to // Cannot conquer if force marching. @@ -1202,10 +1163,9 @@ function move_general_to(to, is_force_march) { } } - // uniting stacks: flag all as moved and stop moving + // uniting stacks: stop moving for (let p of all_coop_generals(pow)) { if (game.pos[p] === to && game.selected !== p) { - set_add(game.moved, p) stop = true } } @@ -1249,8 +1209,6 @@ states.move_supply_train = { this.stop() }, stop() { - let who = game.selected - set_add(game.moved, who) end_move_piece() }, space(to) { @@ -1262,7 +1220,6 @@ states.move_supply_train = { if (!set_has(data.cities.main_roads[from], to)) game.main = 0 - set_add(game.moved, who) game.pos[who] = to if (++game.count === 2 + game.main) @@ -1326,7 +1283,6 @@ states.move_general = { } }, stop() { - set_add(game.moved, game.selected) end_move_piece() }, space(to) { @@ -1457,6 +1413,17 @@ states.move_give = { } function end_move_piece() { + let here = game.pos[game.selected] + + // uniting stacks: flag all as moved + if (is_general(game.selected)) { + for (let p of all_coop_generals(game.power)) + if (game.pos[p] === here) + set_add(game.moved, p) + } else { + set_add(game.moved, game.selected) + } + log_move_path() if (game.move_elim) { @@ -1591,13 +1558,6 @@ function has_re_entry_space(p) { return false } -function is_attack_position(s) { - for (let p of all_enemy_generals(game.power)) - if (set_has(data.cities.adjacent[s], game.pos[p])) - return true - return false -} - function can_recruit_anything_in_theory() { let unused_everywhere = max_power_troops(game.power) - count_used_troops() return unused_everywhere > 0 || count_eliminated_trains() > 0 @@ -2122,13 +2082,6 @@ function set_active_winner() { set_active_defender() } -function set_active_loser() { - if (game.count > 0) - set_active_defender() - else - set_active_attacker() -} - function remove_stack_from_combat(s) { for (let i = game.combat.length - 2; i >= 0; i -= 2) if (game.combat[i] === s || game.combat[i + 1] === s) @@ -2140,8 +2093,6 @@ function goto_retreat() { let lost = [ 0, 0, 0, 0, 0, 0 ] // per power! let loser = get_loser() - let loser_power = get_stack_power(loser) - let winner_power = get_stack_power(get_winner()) // no more fighting for the loser remove_stack_from_combat(loser) |