diff options
author | Tor Andersson <tor@ccxvii.net> | 2022-12-28 16:26:27 +0100 |
---|---|---|
committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 13:02:38 +0100 |
commit | 1a34aa786c78743b4af552b10789e4b62b2c7235 (patch) | |
tree | 692ecbdc00e389edc15042ffae3a1b7c85720f40 | |
parent | 526c226385c76f21339fc56831e52f1f21e2fedb (diff) | |
download | nevsky-1a34aa786c78743b4af552b10789e4b62b2c7235.tar.gz |
Relief Sally before Array.
-rw-r--r-- | play.html | 12 | ||||
-rw-r--r-- | play.js | 12 | ||||
-rw-r--r-- | rules.js | 322 |
3 files changed, 178 insertions, 168 deletions
@@ -1346,12 +1346,12 @@ body.shift .mustered_vassals { <div class="grid_array def" id="grid_d1"></div> <div class="grid_array def" id="grid_d2"></div> <div class="grid_array def" id="grid_d3"></div> - <div class="grid_array def" id="grid_rd1"></div> - <div class="grid_array def" id="grid_rd2"></div> - <div class="grid_array def" id="grid_rd3"></div> - <div class="grid_array att" id="grid_sa1"></div> - <div class="grid_array att" id="grid_sa2"></div> - <div class="grid_array att" id="grid_sa3"></div> + <div class="grid_array att" id="grid_rd1"></div> + <div class="grid_array att" id="grid_rd2"></div> + <div class="grid_array att" id="grid_rd3"></div> + <div class="grid_array def" id="grid_sa1"></div> + <div class="grid_array def" id="grid_sa2"></div> + <div class="grid_array def" id="grid_sa3"></div> </div> </div> @@ -499,12 +499,12 @@ const ui = { document.getElementById("mat_d1"), document.getElementById("mat_d2"), document.getElementById("mat_d3"), - document.getElementById("mat_rd1"), - document.getElementById("mat_rd2"), - document.getElementById("mat_rd3"), document.getElementById("mat_sa1"), document.getElementById("mat_sa2"), document.getElementById("mat_sa3"), + document.getElementById("mat_rd1"), + document.getElementById("mat_rd2"), + document.getElementById("mat_rd3"), ], battle_grid: document.getElementById("battle_grid"), battle_grid_array: [ @@ -514,12 +514,12 @@ const ui = { document.getElementById("grid_d1"), document.getElementById("grid_d2"), document.getElementById("grid_d3"), - document.getElementById("grid_rd1"), - document.getElementById("grid_rd2"), - document.getElementById("grid_rd3"), document.getElementById("grid_sa1"), document.getElementById("grid_sa2"), document.getElementById("grid_sa3"), + document.getElementById("grid_rd1"), + document.getElementById("grid_rd2"), + document.getElementById("grid_rd3"), ], } @@ -4852,13 +4852,53 @@ function start_battle() { } } - goto_attacker_battle_array() + goto_relief_sally() } -// === BATTLE: BATTLE ARRAY === +// === BATTLE: RELIEF SALLY === + +// NOTE: sallying attackers are flagged as besieged + +function is_lord_arrayed(lord) { + return game.battle.array.includes(lord) +} + +function goto_relief_sally() { + set_active_attacker() + if (has_besieged_friendly_lord(game.battle.where)) { + game.state = "relief_sally" + game.who = NOBODY + } else { + goto_array_attacker() + } +} + +states.relief_sally = { + prompt() { + view.prompt = "Battle: Relief Sally." + + // NOTE: max 3 lords stronghold so there's always room for all to sally + + // RULES: can lower lords sally without lieutenant? -// TODO (option A): order - attacking array, defending array, relief sally, reserve defender -// TODO (option B): order - attacking array + relief sally, defending array + reserve defender + let here = game.battle.where + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (get_lord_locale(lord) === here && is_lord_besieged(lord)) + if (!set_has(game.battle.reserves, lord)) + gen_action_lord(lord) + + view.actions.end_sally = 1 + }, + lord(lord) { + push_undo() + set_add(game.battle.reserves, lord) + }, + end_sally() { + goto_array_attacker() + }, +} + +// === BATTLE: BATTLE ARRAY === function has_reserves() { for (let lord of game.battle.reserves) @@ -4885,201 +4925,165 @@ function pop_first_reserve() { return NOBODY } -function prompt_array_lord(X1, X2, X3) { - let array = game.battle.array - - if (array[X1] === NOBODY || array[X2] === NOBODY || array[X3] === NOBODY) { - for (let lord of game.battle.reserves) - if (is_friendly_lord(lord)) - if (lord !== game.who) - gen_action_battle_lord(lord) - } - - if (game.who !== NOBODY) { - if (array[X2] === NOBODY) { - gen_action_array(X2) - } else { - if (array[X1] === NOBODY) - gen_action_array(X1) - if (array[X3] === NOBODY) - gen_action_array(X3) - } - } - - if (!has_reserves() || (array[X1] !== NOBODY && array[X2] !== NOBODY && array[X3] !== NOBODY)) - view.actions.end_array = 1 -} - -function action_array_lord(pos) { +function action_array_place(pos) { push_undo_without_who() game.battle.array[pos] = game.who set_delete(game.battle.reserves, game.who) game.who = NOBODY } -function action_select_lord(lord) { - game.who = lord -} - -function goto_attacker_battle_array() { +function goto_array_attacker() { set_active_attacker() - game.state = "attacker_battle_array" + game.state = "array_attacker" game.who = NOBODY if (!has_reserves()) - goto_defender_battle_array() + goto_array_defender() } -states.attacker_battle_array = { +function prompt_array_place_attacker(X1, X2, X3) { + let array = game.battle.array + if (array[X2] === NOBODY) { + gen_action_array(X2) + } else { + if (array[X1] === NOBODY) + gen_action_array(X1) + if (array[X3] === NOBODY) + gen_action_array(X3) + } +} + +states.array_attacker = { prompt() { view.prompt = "Battle Array: Position your attacking lords." - prompt_array_lord(A1, A2, A3) + let array = game.battle.array + + let done = true + + // Select front Lord + if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord) && is_lord_unbesieged(lord)) { + gen_action_battle_lord(lord) + done = false + } + } + } + + // Select sallying Lord + if (array[SA1] === NOBODY || array[SA2] === NOBODY || array[SA3] === NOBODY) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord) && is_lord_besieged(lord)) { + gen_action_battle_lord(lord) + done = false + } + } + } + + if (game.who === NOBODY && done) + view.actions.end_array = 1 + + if (game.who !== NOBODY) { + // Place front Lord + if (is_lord_unbesieged(game.who)) { + // A2 is already filled by command lord! + if (array[A1] === NOBODY) + gen_action_array(A1) + if (array[A3] === NOBODY) + gen_action_array(A3) + } else { + // Place rear Lord + if (array[SA2] === NOBODY) { + gen_action_array(SA2) + } else { + if (array[SA1] === NOBODY) + gen_action_array(SA1) + if (array[SA3] === NOBODY) + gen_action_array(SA3) + } + } + } + }, + array: action_array_place, + battle_lord(lord) { + game.who = lord }, - battle_lord: action_select_lord, - array: action_array_lord, end_array() { - clear_undo() - goto_defender_battle_array() + goto_array_defender() }, } -function goto_defender_battle_array() { +function goto_array_defender() { + clear_undo() set_active_defender() - game.state = "defender_battle_array" + game.state = "array_defender" game.who = NOBODY let n = count_reserves() if (n === 1) { game.battle.array[D2] = pop_first_reserve() - goto_relief_sally() + end_array_defender() } if (n === 0) { - goto_relief_sally() + end_array_defender() } } -states.defender_battle_array = { +states.array_defender = { prompt() { view.prompt = "Battle Array: Position your defending lords." - prompt_array_lord(D1, D2, D3) - }, - battle_lord: action_select_lord, - array: action_array_lord, - end_array() { - clear_undo() - goto_relief_sally() - }, -} - -// === BATTLE: RELIEF SALLY === - -// NOTE: sallying attackers are flagged as besieged + let array = game.battle.array -function is_lord_arrayed(lord) { - return game.battle.array.includes(lord) -} + let done = true -function goto_relief_sally() { - set_active_attacker() - if (has_besieged_friendly_lord(game.battle.where)) { - game.state = "relief_sally" - game.who = NOBODY - } else { - goto_battle_rounds() - } -} + let empty_front = array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY + let empty_rear = array[SA1] !== NOBODY && (array[RD1] === NOBODY || array[RD2] === NOBODY || array[RD3] === NOBODY) -states.relief_sally = { - prompt() { - view.prompt = "Battle: Relief Sally" - let array = game.battle.array + if (empty_front || empty_rear) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord)) { + gen_action_battle_lord(lord) + done = false + } + } + } - // NOTE: max 3 lords stronghold so there's always room for all to sally + if (done && game.who === NOBODY) + view.actions.end_array = 1 - if (game.who === NOBODY) { - let here = game.battle.where - // RULES: can lower lords sally without lieutenant? - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (get_lord_locale(lord) === here && is_lord_besieged(lord)) { - if (!is_lord_arrayed(lord)) - gen_action_lord(lord) + if (game.who !== NOBODY) { + if (empty_front) { + if (array[D2] === NOBODY) { + gen_action_array(D2) + } else { + if (array[D1] === NOBODY) + gen_action_array(D1) + if (array[D3] === NOBODY) + gen_action_array(D3) } } - view.actions.end_sally = 1 - } else { - if (array[SA2] === NOBODY) { - gen_action_array(SA2) - } else if (array[D1] !== NOBODY && array[D3] === NOBODY && array[SA1] === NOBODY) { - gen_action_array(SA1) - } else if (array[D1] === NOBODY && array[D3] !== NOBODY && array[SA3] === NOBODY) { - gen_action_array(SA3) - } else { - if (array[SA1] === NOBODY) - gen_action_array(SA1) - if (array[SA3] === NOBODY) - gen_action_array(SA3) + if (empty_rear) { + if (array[RD2] === NOBODY) { + gen_action_array(RD2) + } else { + if (array[RD1] === NOBODY) + gen_action_array(RD1) + if (array[RD3] === NOBODY) + gen_action_array(RD3) + } } } }, - lord(lord) { - push_undo_without_who() - set_add(game.battle.reserves, lord) + array: action_array_place, + battle_lord(lord) { game.who = lord }, - array(pos) { - set_delete(game.battle.reserves, game.who) - set_lord_moved(game.who, pos) - game.battle.array[pos] = game.who - game.who = NOBODY - }, - end_sally() { - clear_undo() - game.who = NOBODY - goto_reserve_defenders() + end_array() { + end_array_defender() }, } -function goto_reserve_defenders() { - set_active_defender() - let array = game.battle.array - if (has_reserves() && (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA3] !== NOBODY)) - game.state = "reserve_defenders" - else - goto_attacker_events() -} - -states.reserve_defenders = { - prompt() { - view.prompt = "Battle: Array reserves against sallying lords." - let array = game.battle.array - - for (let lord of game.battle.reserves) - if (is_friendly_lord(lord) && !is_lord_arrayed(lord)) - if (lord !== game.who) - gen_action_battle_lord(lord) - - if (game.who !== NOBODY) { - if (array[RD2] === NOBODY) { - gen_action_array(RD2) - } else if (array[SA1] !== NOBODY && array[SA3] === NOBODY && array[RD1] === NOBODY) { - gen_action_array(RD1) - } else if (array[SA1] === NOBODY && array[SA3] !== NOBODY && array[RD3] === NOBODY) { - gen_action_array(RD3) - } else { - if (array[SA1] !== NOBODY) - gen_action_array(RD1) - if (array[SA3] !== NOBODY) - gen_action_array(RD3) - } - } - - if (!has_reserves() || (array[RD1] !== NOBODY && array[RD2] !== NOBODY && array[RD3] !== NOBODY)) - view.actions.end_array = 1 - }, - battle_lord: action_select_lord, - array: action_array_lord, - end_array() { - clear_undo() - goto_attacker_events() - }, +function end_array_defender() { + clear_undo() + goto_attacker_events() } // === BATTLE: EVENTS === @@ -5722,7 +5726,7 @@ function select_strike_group(i) { game.battle.hg = game.battle.groups[i][1] array_remove(game.battle.groups, i) - // Total hits from striking lords + // Total hits from striking lords. game.battle.h1 = 0 game.battle.h2 = 0 for (let p of game.battle.sg) { @@ -5730,7 +5734,7 @@ function select_strike_group(i) { game.battle.h2 += game.battle.ah2[p] } - // Round in favor of crossbow hits + // Round in favor of crossbow hits. if (game.battle.h2 & 1) { game.battle.h1 = (game.battle.h1 >> 1) game.battle.h2 = (game.battle.h2 >> 1) + 1 @@ -5742,6 +5746,12 @@ function select_strike_group(i) { game.battle.h2 = (game.battle.h2 >> 1) } + // Conceding side halves its total Hits, rounded up. + if (game.active === game.battle.conceded) { + game.battle.h1 = (game.battle.h1 + 1) >> 1 + game.battle.h2 = (game.battle.h2 + 1) >> 1 + } + log(`${format_group(game.battle.sg)} struck ${format_group(game.battle.hg)} for ${format_hits()}`) set_active_enemy() |