diff options
-rw-r--r-- | rules.js | 76 |
1 files changed, 67 insertions, 9 deletions
@@ -1541,17 +1541,20 @@ states.supply_suffer = { gen_action_piece(p) }, piece(p) { + log(`>P${p} at S${game.pos[p]}`) set_delete(game.supply.suffer, p) if (is_out_of_supply(p)) { - log(`>P${p} at S${game.pos[p]} -2 troops`) + //log(`>P${p} at S${game.pos[p]} -2 troops`) game.troops[p] -= 2 } else { - log(`>P${p} at S${game.pos[p]} -1 troop`) + //log(`>P${p} at S${game.pos[p]} -1 troop`) set_out_of_supply(p) game.troops[p] -= 1 } - if (game.troops[p] <= 0) + if (game.troops[p] <= 0) { eliminate_general(p, true) + lose_vp(coop_major_power(game.power), 1) + } if (game.supply.suffer.length === 0) resume_supply() }, @@ -2273,8 +2276,10 @@ states.re_enter_train_where = { // remove hussars for (let p of all_hussars) { - log("P" + p + " removed.") - game.pos[p] = ELIMINATED + if (game.pos[p] === to) { + log("P" + p + " removed.") + game.pos[p] = ELIMINATED + } } }, } @@ -2913,6 +2918,19 @@ function goto_retreat() { if (lost[pow] > 0) log(power_name[pow] + " lost " + (lost[pow]) + " troops.") + // track VP gained and lost + if (game.count > 0) { + game.winner_power = coop_major_power(get_stack_power(game.attacker)) + game.loser_power = coop_major_power(get_stack_power(game.defender)) + } else { + game.winner_power = coop_major_power(get_stack_power(game.defender)) + game.loser_power = coop_major_power(get_stack_power(game.attacker)) + } + game.lost_generals = 0 + game.lost_troops = 0 + for (let pow of all_powers) + game.lost_troops += lost[pow] + resume_retreat() } @@ -2920,6 +2938,7 @@ function resume_retreat() { // eliminate generals with no more hits for (let p of game.selected) { if (game.troops[p] === 0) { + game.lost_generals += 1 game.state = "retreat_eliminate_hits" return } @@ -2941,7 +2960,7 @@ function resume_retreat() { } // no retreat if generals wiped out - next_combat() + finish_combat() } states.retreat_eliminate_hits = { @@ -2969,9 +2988,12 @@ states.retreat_eliminate_trapped = { }, piece(_) { log("Trapped.") - for (let p of game.selected) + for (let p of game.selected) { + game.lost_generals += 1 + game.lost_troops += game.troops[p] eliminate_general(p, false) - next_combat() + } + finish_combat() }, } @@ -3075,10 +3097,46 @@ states.retreat_done = { view.actions.next = 1 }, next() { - next_combat() + finish_combat() }, } +function gain_vp(pow, n) { + let old_vp = game.vp[pow] + game.vp[pow] = Math.min(2, game.vp[pow] + n) + if (game.vp[pow] > old_vp) + log(`${power_name[pow]} +${game.vp[pow] - old_vp} VP.`) +} + +function lose_vp(pow, n) { + let old_vp = game.vp[pow] + game.vp[pow] = Math.max(0, game.vp[pow] - n) + if (game.vp[pow] < old_vp) + log(`${power_name[pow]} -${old_vp - game.vp[pow]} VP.`) +} + +function finish_combat() { + let n = 0 + if (game.lost_troops >= 6) + n = 2 + else if (game.lost_troops >= 3) + n = 1 + else if (game.lost_generals > 0) + n = 1 + + if (n > 0) { + gain_vp(game.winner_power, n) + lose_vp(game.loser_power, n) + } + + delete game.loser_power + delete game.winner_power + delete game.lost_generals + delete game.lost_troops + + next_combat() +} + /* RETRO-ACTIVE CONQUEST */ function log_conquest(conq) { |