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authorTor Andersson <tor@ccxvii.net>2022-12-30 01:45:21 +0100
committerTor Andersson <tor@ccxvii.net>2023-02-18 13:02:38 +0100
commitd4765ff05c1d51f296c0e0b8891f884356fca209 (patch)
tree481e3a1ac9ff285f428cec55f9347c470d5d44ac
parent5d7400432889fb9de7be20fe6b8306e767b9ddbb (diff)
downloadnevsky-d4765ff05c1d51f296c0e0b8891f884356fca209.tar.gz
Assigns hit by hit to any of the lords in the hit group.
-rw-r--r--rules.js283
1 files changed, 145 insertions, 138 deletions
diff --git a/rules.js b/rules.js
index 80788b5..e0dcfe3 100644
--- a/rules.js
+++ b/rules.js
@@ -827,6 +827,10 @@ function is_marshal(lord) {
}
}
+function is_armored_force(type) {
+ return type === KNIGHTS || type === SERGEANTS || type === MEN_AT_ARMS
+}
+
function is_no_event_card(c) {
if (c === 18 || c === 19 || c === 20)
return true
@@ -5871,8 +5875,6 @@ function goto_strike_storm() {
}
game.battle.sg = [ A2 ]
game.battle.hg = [ D2 ]
- set_active_enemy()
- select_hit_lord(game.battle.array[D2])
} else {
if (game.battle.garrison) {
if (game.battle.array[D2] === NOBODY)
@@ -5884,9 +5886,9 @@ function goto_strike_storm() {
}
game.battle.sg = [ D2 ]
game.battle.hg = [ A2 ]
- set_active_enemy()
- select_hit_lord(game.battle.array[A2])
}
+
+ goto_apply_hits()
}
function goto_strike_battle() {
@@ -5941,8 +5943,6 @@ function end_strike_choice() {
game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front], GROUPS[s][game.battle.rc][rear])
console.log("STRIKE")
- console.log("hits", game.battle.ah1)
- console.log("crossbow hits", game.battle.ah2)
debug_battle_array(front, rear)
debug_group_list(game.battle.groups)
@@ -6059,48 +6059,67 @@ function select_strike_group(i) {
log(`${format_group(game.battle.sg)} struck ${format_group(game.battle.hg)} for ${format_hits()}`)
- goto_select_hit_lord()
+ goto_apply_hits()
+}
+
+// === BATTLE: APPLY HITS / PROTECTION / ROLL WALLS ===
+
+function has_unrouted_forces_in_hit_group() {
+ if (game.battle.storm && game.active !== game.battle.attacker)
+ if (game.battle.garrison)
+ return true
+ for (let p of game.battle.hg) {
+ let lord = game.battle.array[p]
+ console.log("lord1", lord, has_unrouted_units(lord), game.pieces.forces[lord])
+ if (has_unrouted_units(lord))
+ return true
+ }
+ return false
}
-function goto_select_hit_lord() {
+function goto_apply_hits() {
set_active_enemy()
+
if (game.battle.hg.length === 0)
- end_hit_lord()
- else if (game.battle.hg.length === 1)
- select_hit_lord(game.battle.array[game.battle.hg[0]])
- else
- game.state = "select_hit_lord"
-}
+ end_apply_hits()
-states.select_hit_lord = {
- prompt() {
- view.prompt = `${format_strike_step()}: Select Lord to take ${format_hits()}.`
- for (let pos of game.battle.hg)
- gen_action_battle_lord(game.battle.array[pos])
- },
- battle_lord(lord) {
- select_hit_lord(lord)
- },
+ if (game.battle.storm) {
+ if (game.active === game.battle.attacker)
+ roll_for_siegeworks()
+ else
+ roll_for_walls()
+ } else if (game.battle.sally) {
+ if (game.active !== game.battle.attacker)
+ roll_for_siegeworks()
+ } else {
+ let s = game.battle.sg[0]
+ if (s === SA1 || s === SA2 || s === SA3)
+ roll_for_siegeworks()
+ }
+
+ resume_apply_hits()
}
-function roll_for_protection(name, prot, n) {
- let total = 0
- if (n > 0) {
- let rolls = []
- for (let i = 0; i < n; ++i) {
- let die = roll_die()
- if (die <= prot) {
- rolls.push(DIE_HIT[die])
- } else {
- rolls.push(DIE_MISS[die])
- total++
- }
- }
- log(name)
- logi(rolls.join(", "))
- logi("Total " + total)
+function resume_apply_hits() {
+ if (game.battle.h1 + game.battle.h2 === 0) {
+ end_apply_hits()
+ } else if (!has_unrouted_forces_in_hit_group()) {
+ console.log("wha?", game.battle.hg, has_unrouted_forces_in_hit_group())
+ log("TODO: remaining hits!")
+ // TODO: calculate new hit group for the current striking group, and resume or end if no valid targets
+ end_apply_hits()
+ } else {
+ game.state = "apply_hits"
}
- return total
+}
+
+function end_apply_hits() {
+ console.log("end_apply_hits")
+ set_active_enemy()
+ if (game.battle.storm)
+ goto_next_strike()
+ else
+ goto_select_strike_group()
}
function roll_for_walls() {
@@ -6128,26 +6147,28 @@ function roll_for_siegeworks() {
}
}
-function select_hit_lord(lord) {
- if (game.battle.storm) {
- if (game.active === game.battle.attacker)
- roll_for_siegeworks()
- else
- roll_for_walls()
- } else if (game.battle.sally) {
- if (game.active !== game.battle.attacker)
- roll_for_siegeworks()
- } else {
- let s = game.battle.sg[0]
- if (s === SA1 || s === SA2 || s === SA3)
- roll_for_siegeworks()
+function roll_for_protection(name, prot, n) {
+ let total = 0
+ if (n > 0) {
+ let rolls = []
+ for (let i = 0; i < n; ++i) {
+ let die = roll_die()
+ if (die <= prot) {
+ rolls.push(DIE_HIT[die])
+ } else {
+ rolls.push(DIE_MISS[die])
+ total++
+ }
+ }
+ log(name)
+ logi(rolls.join(", "))
+ logi("Total " + total)
}
-
- game.who = lord
- game.state = "hit_lord"
- resume_hit_lord()
+ return total
}
+// === BATTLE: ASSIGN HITS TO UNITS / ROLL BY HIT / ROUT ===
+
function rout_lord(lord) {
log(`L${lord} routed!`)
@@ -6156,6 +6177,8 @@ function rout_lord(lord) {
// remove from battle array
game.battle.array[p] = NOBODY
+ // FIXME cleanup TODO, removing from which groups
+
// remove from current hit group
array_remove_item(game.battle.hg, p)
@@ -6175,15 +6198,6 @@ function rout_lord(lord) {
set_add(game.battle.routed, lord)
}
-function resume_hit_lord() {
- if (
- (game.battle.h1 === 0 && game.battle.h2 === 0) ||
- (game.who === GARRISON && !game.battle.garrison) ||
- (game.who !== GARRISON && !has_unrouted_units(game.who))
- )
- end_hit_lord()
-}
-
function rout_unit(lord, type) {
if (lord === GARRISON) {
if (type === KNIGHTS)
@@ -6200,11 +6214,7 @@ function rout_unit(lord, type) {
}
}
-function is_armored_force(type) {
- return type === KNIGHTS || type === SERGEANTS || type === MEN_AT_ARMS
-}
-
-function action_hit_lord(lord, type) {
+function action_apply_hits(lord, type) {
let protection = FORCE_PROTECTION[type]
let evade = FORCE_EVADE[type]
@@ -6238,73 +6248,78 @@ function action_hit_lord(lord, type) {
else
game.battle.h1--
- if (!has_unrouted_units(lord)) {
+ if (!has_unrouted_units(lord))
rout_lord(lord)
- if (game.battle.h1 > 0 || game.battle.h2 > 0)
- log("TODO: remaining hits!")
- }
- resume_hit_lord()
+ resume_apply_hits()
}
-function prompt_hit_armored_forces(lord) {
+function prompt_hit_armored_forces() {
let has_armored = false
- if (get_lord_forces(lord, KNIGHTS) > 0) {
- gen_action_knights(lord)
- has_armored = true
- }
- if (get_lord_forces(lord, SERGEANTS) > 0) {
- gen_action_sergeants(lord)
- has_armored = true
- }
- if (get_lord_forces(lord, MEN_AT_ARMS) > 0) {
- gen_action_men_at_arms(lord)
- has_armored = true
+ for (let p of game.battle.hg) {
+ let lord = game.battle.array[p]
+ if (get_lord_forces(lord, KNIGHTS) > 0) {
+ gen_action_knights(lord)
+ has_armored = true
+ }
+ if (get_lord_forces(lord, SERGEANTS) > 0) {
+ gen_action_sergeants(lord)
+ has_armored = true
+ }
+ if (get_lord_forces(lord, MEN_AT_ARMS) > 0) {
+ gen_action_men_at_arms(lord)
+ has_armored = true
+ }
}
return has_armored
}
-function prompt_hit_unarmored_forces(lord) {
- if (get_lord_forces(lord, LIGHT_HORSE) > 0)
- gen_action_light_horse(lord)
- if (get_lord_forces(lord, ASIATIC_HORSE) > 0)
- gen_action_asiatic_horse(lord)
- if (get_lord_forces(lord, MILITIA) > 0)
- gen_action_militia(lord)
- if (get_lord_forces(lord, SERFS) > 0)
- gen_action_serfs(lord)
-}
-
-function prompt_hit_forces(lord) {
- if (get_lord_forces(lord, KNIGHTS) > 0)
- gen_action_knights(lord)
- if (get_lord_forces(lord, SERGEANTS) > 0)
- gen_action_sergeants(lord)
- if (get_lord_forces(lord, LIGHT_HORSE) > 0)
- gen_action_light_horse(lord)
- if (get_lord_forces(lord, ASIATIC_HORSE) > 0)
- gen_action_asiatic_horse(lord)
- if (get_lord_forces(lord, MEN_AT_ARMS) > 0)
- gen_action_men_at_arms(lord)
- if (get_lord_forces(lord, MILITIA) > 0)
- gen_action_militia(lord)
- if (get_lord_forces(lord, SERFS) > 0)
- gen_action_serfs(lord)
-}
-
-states.hit_lord = {
+function prompt_hit_unarmored_forces() {
+ for (let p of game.battle.hg) {
+ let lord = game.battle.array[p]
+ if (get_lord_forces(lord, LIGHT_HORSE) > 0)
+ gen_action_light_horse(lord)
+ if (get_lord_forces(lord, ASIATIC_HORSE) > 0)
+ gen_action_asiatic_horse(lord)
+ if (get_lord_forces(lord, MILITIA) > 0)
+ gen_action_militia(lord)
+ if (get_lord_forces(lord, SERFS) > 0)
+ gen_action_serfs(lord)
+ }
+}
+
+function prompt_hit_forces() {
+ for (let p of game.battle.hg) {
+ let lord = game.battle.array[p]
+ if (get_lord_forces(lord, KNIGHTS) > 0)
+ gen_action_knights(lord)
+ if (get_lord_forces(lord, SERGEANTS) > 0)
+ gen_action_sergeants(lord)
+ if (get_lord_forces(lord, LIGHT_HORSE) > 0)
+ gen_action_light_horse(lord)
+ if (get_lord_forces(lord, ASIATIC_HORSE) > 0)
+ gen_action_asiatic_horse(lord)
+ if (get_lord_forces(lord, MEN_AT_ARMS) > 0)
+ gen_action_men_at_arms(lord)
+ if (get_lord_forces(lord, MILITIA) > 0)
+ gen_action_militia(lord)
+ if (get_lord_forces(lord, SERFS) > 0)
+ gen_action_serfs(lord)
+ }
+}
+
+states.apply_hits = {
prompt() {
view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.`
- view.who = game.who
// TODO: h1 or h2 choice
if (game.battle.storm) {
if (game.active === game.battle.attacker) {
// Storm - attacker must apply hits to armored first
- let has_armored = prompt_hit_armored_forces(game.who)
+ let has_armored = prompt_hit_armored_forces()
if (!has_armored)
- prompt_hit_unarmored_forces(game.who)
+ prompt_hit_unarmored_forces()
} else {
// Storm - defender must apply hits to garrison first
if (game.battle.garrison) {
@@ -6313,46 +6328,37 @@ states.hit_lord = {
if (game.battle.garrison.men_at_arms > 0)
gen_action_men_at_arms(GARRISON)
} else {
- prompt_hit_forces(game.who)
+ prompt_hit_forces()
}
}
} else {
- prompt_hit_forces(game.who)
+ prompt_hit_forces()
}
},
knights(lord) {
- action_hit_lord(lord, KNIGHTS)
+ action_apply_hits(lord, KNIGHTS)
},
sergeants(lord) {
- action_hit_lord(lord, SERGEANTS)
+ action_apply_hits(lord, SERGEANTS)
},
light_horse(lord) {
- action_hit_lord(lord, LIGHT_HORSE)
+ action_apply_hits(lord, LIGHT_HORSE)
},
asiatic_horse(lord) {
- action_hit_lord(lord, ASIATIC_HORSE)
+ action_apply_hits(lord, ASIATIC_HORSE)
},
men_at_arms(lord) {
- action_hit_lord(lord, MEN_AT_ARMS)
+ action_apply_hits(lord, MEN_AT_ARMS)
},
militia(lord) {
- action_hit_lord(lord, MILITIA)
+ action_apply_hits(lord, MILITIA)
},
serfs(lord) {
- action_hit_lord(lord, SERFS)
+ action_apply_hits(lord, SERFS)
},
}
-function end_hit_lord() {
- game.who = NOBODY
- set_active_enemy()
- if (game.battle.storm)
- goto_next_strike()
- else
- goto_select_strike_group()
-}
-
// === BATTLE: NEW ROUND ===
function end_battle_round() {
@@ -6383,6 +6389,7 @@ function end_battle_round() {
end_battle()
}
} else {
+ set_active_attacker()
goto_concede()
}
}