diff options
author | Tor Andersson <tor@ccxvii.net> | 2023-01-05 21:14:16 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 13:02:38 +0100 |
commit | 0883de6fe9d4469304efc9387d70f100fe635f13 (patch) | |
tree | 17a8772c2972c83d9629d80722640ee00ee7d7bc | |
parent | 708bc14b8bb408e9ea916869ee90d0b9c29450d2 (diff) | |
download | nevsky-0883de6fe9d4469304efc9387d70f100fe635f13.tar.gz |
Simpler Ambush.
-rw-r--r-- | rules.js | 98 |
1 files changed, 57 insertions, 41 deletions
@@ -129,7 +129,7 @@ const RD2 = 10 const RD3 = 11 const battle_array_name = [ - "A1", "A2", "A2", + "A1", "A2", "A3", "D1", "D2", "D3", "SA1", "SA2", "SA3", "RD1", "RD2", "RD3", @@ -6347,6 +6347,7 @@ states.array_defender_storm = { function goto_attacker_events() { set_active_attacker() + log_br() if (can_play_battle_events()) game.state = "attacker_events" else @@ -6359,6 +6360,7 @@ function end_attacker_events() { function goto_defender_events() { set_active_defender() + log_br() if (can_play_battle_events()) game.state = "defender_events" else @@ -6895,6 +6897,24 @@ states.reposition_storm = { // === BATTLE: TOTAL HITS === +function get_battle_array(pos) { + if (game.battle.ambush & 1) + if (pos === A1 || pos === A3 || pos === SA1 || pos === SA3) + return NOBODY + if (game.battle.ambush & 2) + if (pos === D1 || pos === D3 || pos === RD1 || pos === RD3) + return NOBODY + return game.battle.array[pos] +} + +function filled(pos) { + return get_battle_array(pos) !== NOBODY +} + +function empty(pos) { + return get_battle_array(pos) === NOBODY +} + const battle_defending_positions = [ D1, D2, D3, RD1, RD2, RD3 ] const battle_attacking_positions = [ A1, A2, A3, SA1, SA2, SA3 ] @@ -7005,18 +7025,18 @@ function has_lord_strike(lord) { return false } -function has_center_strike(X2, Y2) { - return ( - has_lord_strike(game.battle.array[X2]) || - has_lord_strike(game.battle.array[Y2]) - ) +function has_center_strike(AX, DX) { + if (game.active === game.battle.attacker) + return has_lord_strike(get_battle_array(AX)) + else + return has_lord_strike(get_battle_array(DX)) } function has_sa_strike() { return ( - has_lord_strike(game.battle.array[SA1]) || - has_lord_strike(game.battle.array[SA2]) || - has_lord_strike(game.battle.array[SA3]) + has_lord_strike(get_battle_array(SA1)) || + has_lord_strike(get_battle_array(SA2)) || + has_lord_strike(get_battle_array(SA3)) ) } @@ -7103,24 +7123,24 @@ function has_no_unrouted_forces() { } function has_sa_without_rd() { - if (game.active === game.battle.attacker) { - let array = game.battle.array - if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA3] !== NOBODY) - if (array[RD1] === NOBODY && array[RD2] === NOBODY && array[RD3] === NOBODY) + if (game.active === game.battle.attacker) + if (filled(SA1) || filled(SA2) || filled(SA3)) + if (empty(RD1) && empty(RD2) && empty(RD3)) return true - } return false } function select_lone_defender() { - let array = game.battle.array - if (array[D1] !== NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) + let has_d1 = filled(D1) + let has_d2 = filled(D2) + let has_d3 = filled(D3) + if (has_d1 && !has_d2 && !has_d3) return D1 - if (array[D1] === NOBODY && array[D2] !== NOBODY && array[D3] === NOBODY) + if (!has_d1 && has_d2 && !has_d3) return D2 - if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] !== NOBODY) + if (!has_d1 && !has_d2 && has_d3) return D3 - if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) + if (!has_d1 && !has_d2 && !has_d3) return 0 // no target! return -1 // choice of target } @@ -7128,7 +7148,7 @@ function select_lone_defender() { function pack_battle_array_front() { let x = 0 for (let i = 0; i < 6; ++i) - if (game.battle.array[i] >= 0) + if (filled(i)) x |= (1 << i) return x } @@ -7136,7 +7156,7 @@ function pack_battle_array_front() { function pack_battle_array_rear() { let x = 0 for (let i = 0; i < 6; ++i) - if (game.battle.array[i+6] >= 0) + if (filled(i+6)) x |= (1 << i) return x } @@ -7377,11 +7397,11 @@ function goto_strike_choice() { } function prompt_strike_choice(X1, X2, X3, Y2) { - if (game.battle.array[X2] === NOBODY && game.battle.array[Y2] !== NOBODY) { + if (empty(X2) && filled(Y2)) { view.who = game.battle.array[Y2] - if (game.battle.array[X1] !== NOBODY) + if (filled(X1)) gen_action_lord(game.battle.array[X1]) - if (game.battle.array[X3] !== NOBODY) + if (filled(X3)) gen_action_lord(game.battle.array[X3]) } } @@ -7409,17 +7429,13 @@ states.rear_strike_choice = { view.prompt = `${format_strike_step()}: Strike who?` if (has_sa_without_rd()) { if (has_sa_strike()) { - let array = game.battle.array view.group = [] - if (array[SA1] !== NOBODY) view.group.push(SA1) - if (array[SA2] !== NOBODY) view.group.push(SA2) - if (array[SA3] !== NOBODY) view.group.push(SA3) - if (array[D1] !== NOBODY) - gen_action_lord(array[D1]) - if (array[D2] !== NOBODY) - gen_action_lord(array[D2]) - if (array[D3] !== NOBODY) - gen_action_lord(array[D3]) + if (filled(SA1)) view.group.push(SA1) + if (filled(SA2)) view.group.push(SA2) + if (filled(SA3)) view.group.push(SA3) + if (filled(D1)) gen_action_lord(array[D1]) + if (filled(D2)) gen_action_lord(array[D2]) + if (filled(D3)) gen_action_lord(array[D3]) } } else { if (game.active === game.battle.attacker) @@ -7530,10 +7546,10 @@ function has_unrouted_forces_in_target() { function is_flanked_target() { if (game.battle.targets.length === 1) { let pos = game.battle.targets[0] - let has_d1 = game.battle.array[D1] !== NOBODY && game.battle.array[A1] === NOBODY - let has_d2 = game.battle.array[D2] !== NOBODY && game.battle.array[A2] === NOBODY - let has_d3 = game.battle.array[D3] !== NOBODY && game.battle.array[A3] === NOBODY - let has_a2 = game.battle.array[A2] !== NOBODY + let has_d1 = filled(D1) && empty(A1) + let has_d2 = filled(D2) && empty(A2) + let has_d3 = filled(D3) && empty(A3) + let has_a2 = filled(A2) switch (pos) { case A1: return has_d2 || (has_d3 && !has_a2) @@ -7569,11 +7585,11 @@ function goto_assign_hits() { console.log("SA without RD (getting hit)") if (!is_flanked_target()) { console.log(" unflanked, SA added to hit group") - if (game.battle.array[SA1] !== NOBODY) + if (filled(SA1)) game.battle.targets.push(SA1) - if (game.battle.array[SA2] !== NOBODY) + if (filled(SA2)) game.battle.targets.push(SA2) - if (game.battle.array[SA3] !== NOBODY) + if (filled(SA3)) game.battle.targets.push(SA3) } } |