diff options
author | Tor Andersson <tor@ccxvii.net> | 2022-12-29 13:51:29 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 13:02:38 +0100 |
commit | 1159095b92d85e934037f2c0323135b2e443b0e6 (patch) | |
tree | fe70ff3c54f7fe1e6d6fb3cd087d5520480bc0d8 /rules.js | |
parent | fe861a54da448078aac87288a1e8929a8bc2c5fb (diff) | |
download | nevsky-1159095b92d85e934037f2c0323135b2e443b0e6.tar.gz |
Storm.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 434 |
1 files changed, 364 insertions, 70 deletions
@@ -1,9 +1,6 @@ "use strict" -// TODO: STORM - // TODO: SA without RD -// TODO: disband vassals? // TODO: choose crossbow/normal hit application order // TODO: hit remainders @@ -13,6 +10,10 @@ // TODO: mark moved/fought units (blue highlight?) // TODO: mark command lord different from selected lord? +// TODO - precompute possible supply lines for faster rejections + +// TODO: show siegeworks + walls on battle mat for protection indication? + // clean up game.who (use only in muster / events, not for command) // TODO: remove push_state/pop_state stuff - use explicit substates with common functions instead // game.levy/command instead of game.who for levy (like game.command for campaign) @@ -3606,6 +3607,15 @@ function march_with_group_3() { return } + siege_conquer_locale(here) + + game.march = 0 + + resume_actions() + update_supply() +} + +function siege_conquer_locale(here) { remove_legate_if_endangered(here) if (is_unbesieged_enemy_stronghold(here)) { @@ -3617,11 +3627,6 @@ function march_with_group_3() { if (is_trade_route(here)) { conquer_trade_route(here) } - - game.march = 0 - - resume_actions() - update_supply() } // === ACTION: MARCH - AVOID BATTLE === @@ -4851,6 +4856,7 @@ function goto_battle() { function init_battle(here, is_storm, is_sally) { game.battle = { where: here, + round: 1, storm: is_storm, sally: is_sally, relief: 0, @@ -4909,6 +4915,42 @@ function start_sally() { goto_array_attacker() } +function init_garrison(knights, men_at_arms) { + game.battle.garrison = { knights, men_at_arms, h1: 0, h2: 0 } +} + +function start_storm() { + let here = get_lord_locale(game.command) + + log_h3(`Storm at %${here}`) + + init_battle(here, 1, 0) + + // TODO: 2nd edition garrison forces + if (here === LOC_NOVGOROD) + init_garrison(0, 3) + else if (is_city(here)) + init_garrison(0, 3) + else if (is_fort(here)) + init_garrison(0, 1) + else if (is_bishopric(here)) + init_garrison(1, 3) + else if (is_castle(here)) + init_garrison(1, 2) + + // All lords must storm + for (let lord = first_lord; lord <= last_lord; ++lord) { + if (get_lord_locale(lord) === here) { + set_lord_moved(lord, 1) + if (lord !== game.command) + set_add(game.battle.reserves, lord) + } + } + + // NOTE: Only one lord at a time can storm. + goto_array_defender_storm() +} + // === BATTLE: RELIEF SALLY === // NOTE: sallying attackers are flagged as besieged @@ -5152,6 +5194,38 @@ function end_array_defender() { goto_attacker_events() } +// === STORM: ARRAY === + +function goto_array_defender_storm() { + clear_undo() + set_active_defender() + game.state = "array_defender_storm" + game.who = NOBODY + let n = count_reserves() + if (n === 1) { + game.battle.array[D2] = pop_first_reserve() + end_array_defender() + } + if (n === 0) { + end_array_defender() + } +} + +states.array_defender_storm = { + prompt() { + view.prompt = "Storm Array: Choose a defending lord." + + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord)) + gen_action_battle_lord(lord) + }, + battle_lord(lord) { + set_delete(game.battle.reserves, lord) + game.battle.array[D2] = lord + end_array_defender() + }, +} + // === BATTLE: EVENTS === function goto_attacker_events() { @@ -5174,10 +5248,18 @@ function goto_battle_rounds() { } function goto_concede() { - game.state = "concede" + // No concede during first round of Storm + if (game.battle.storm) { + if (game.battle.round === 1) + goto_reposition_storm() + else + game.state = "concede_storm" + } else { + game.state = "concede_battle" + } } -states.concede = { +states.concede_battle = { prompt() { view.prompt = "Battle: Concede the Field?" view.actions.concede = 1 @@ -5186,17 +5268,29 @@ states.concede = { concede() { log(game.active + " concede.") game.battle.conceded = game.active - goto_reposition() + goto_reposition_battle() }, battle() { - if (game.battle.storm) { - goto_reposition() - } else { - set_active_enemy() - if (game.active === game.battle.attacker) - goto_reposition() - } - } + set_active_enemy() + if (game.active === game.battle.attacker) + goto_reposition_battle() + }, +} + +states.concede_storm = { + prompt() { + view.prompt = "Storm: Concede?" + view.actions.concede = 1 + view.actions.battle = 1 + }, + concede() { + log(game.active + " concede.") + game.battle.conceded = game.active + end_battle() + }, + battle() { + goto_reposition_storm() + }, } // === BATTLE: REPOSITION === @@ -5217,9 +5311,14 @@ function slide_array(from, to) { game.battle.array[from] = NOBODY } -function goto_reposition() { +function goto_reposition_battle() { let array = game.battle.array + if (game.battle.storm) { + goto_reposition_storm() + return + } + // TODO: strict order of these three relief sally reassessment steps // If no SA left, RD to reserve (relief sally ended) @@ -5395,6 +5494,49 @@ states.reposition_center = { }, } +// === STORM: REPOSITION === + +function can_reposition_storm() { + return has_reserves() +} + +function goto_reposition_storm() { + if (can_reposition_storm()) + game.state = "reposition_storm" + else + end_reposition_storm() +} + +function end_reposition_storm() { + game.who = NOBODY + set_active_enemy() + if (game.active === game.battle.attacker) + goto_start_strike() + else + goto_reposition_storm() +} + +states.reposition_storm = { + prompt() { + view.prompt = "Reposition: You may switch positions between Front and any Reserve Lord." + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord) && lord !== game.who) + gen_action_lord(lord) + }, + lord(lord) { + log(`Swapped in L${lord}.`) + set_delete(game.battle.reserves, lord) + if (game.active === game.battle.attacker) { + set_add(game.battle.reserves, game.battle.array[A2]) + game.battle.array[A2] = lord + } else { + set_add(game.battle.reserves, game.battle.array[D2]) + game.battle.array[A2] = lord + } + end_reposition_storm() + }, +} + // === BATTLE: STRIKE === const STEP_ARRAY = [ @@ -5610,6 +5752,18 @@ function count_storm_hits(ix, lord, step) { } } +function count_garrison_hits(step) { + switch (step) { + case STORM_STEP_DEF_ARCHERY: + game.battle.ah2[1] += game.battle.garrison.men_at_arms + break + case STORM_STEP_DEF_MELEE: + game.battle.ah1[1] += game.battle.garrison.knights + game.battle.ah1[1] += game.battle.garrison.men_at_arms + break + } +} + function goto_start_strike() { game.battle.step = 0 goto_strike() @@ -5640,15 +5794,60 @@ function goto_strike() { return } - let s = game.battle.step & 1 - if (s) + if (game.battle.step & 1) set_active_attacker() else set_active_defender() + if (game.battle.storm) + goto_strike_storm() + else + goto_strike_battle() +} + +function goto_strike_storm() { + let s = game.battle.step & 1 + + log_h4(storm_step_name[game.battle.step]) + + game.battle.ah1 = [ 0, 0 ] + game.battle.ah2 = [ 0, 0 ] + if (s) { + count_storm_hits(0, game.battle.array[A2], game.battle.step) + } else { + count_storm_hits(0, game.battle.array[D2], game.battle.step) + count_garrison_hits(game.battle.step) + } + + game.battle.h1 = game.battle.ah1[0] + game.battle.ah1[1] + game.battle.h2 = game.battle.ah2[0] + game.battle.ah2[1] + round_hits() + + set_active_enemy() + if (game.active === game.battle.attacker) { + if (game.battle.garrison.knights > 0 || game.battle.garrison.men_at_arms > 0) + log(`Garrison and L${game.battle.array[A2]} struck L${game.battle.array[D2]} for ${format_hits()}`) + else + log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]} for ${format_hits()}`) + game.battle.sg = [ A2 ] + game.battle.hg = [ D2 ] + select_hit_lord(game.battle.array[A2]) + } else { + if (game.battle.garrison.knights > 0 || game.battle.garrison.men_at_arms > 0) + log(`L${game.battle.array[D2]} struck Garrison and L${game.battle.array[A2]} for ${format_hits()}`) + else + log(`L${game.battle.array[D2]} struck L${game.battle.array[A2]} for ${format_hits()}`) + game.battle.sg = [ D2 ] + game.battle.hg = [ A2 ] + select_hit_lord(game.battle.array[D2]) + } +} + +function goto_strike_battle() { + let s = game.battle.step & 1 + log_h4(battle_step_name[game.battle.step]) - // TODO: garrison hits game.battle.ah1 = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] game.battle.ah2 = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] for (let p of STEP_ARRAY[s]) @@ -5780,6 +5979,20 @@ states.select_strike_group = { }, } +function round_hits() { + // Round in favor of crossbow hits. + if (game.battle.h2 & 1) { + game.battle.h1 = (game.battle.h1 >> 1) + game.battle.h2 = (game.battle.h2 >> 1) + 1 + } else { + if (game.battle.h1 & 1) + game.battle.h1 = (game.battle.h1 >> 1) + 1 + else + game.battle.h1 = (game.battle.h1 >> 1) + game.battle.h2 = (game.battle.h2 >> 1) + } +} + function select_strike_group(i) { game.battle.sg = game.battle.groups[i][0] game.battle.hg = game.battle.groups[i][1] @@ -5793,17 +6006,7 @@ function select_strike_group(i) { game.battle.h2 += game.battle.ah2[p] } - // Round in favor of crossbow hits. - if (game.battle.h2 & 1) { - game.battle.h1 = (game.battle.h1 >> 1) - game.battle.h2 = (game.battle.h2 >> 1) + 1 - } else { - if (game.battle.h1 & 1) - game.battle.h1 = (game.battle.h1 >> 1) + 1 - else - game.battle.h1 = (game.battle.h1 >> 1) - game.battle.h2 = (game.battle.h2 >> 1) - } + round_hits() // Conceding side halves its total Hits, rounded up. if (game.active === game.battle.conceded) { @@ -5837,14 +6040,14 @@ states.select_hit_lord = { }, } -function roll_for_protection(prot, n) { +function roll_for_protection(name, prot, n) { let result = 0 for (let i = 0; i < n; ++i) { let die = roll_die() if (die <= prot) { - logi("${die} canceled") + logi("${name} ${die} canceled") } else { - logi("${die} hit") + logi("${name} ${die}") result ++ } } @@ -5859,18 +6062,18 @@ function roll_for_walls() { else if (is_city(here) || is_fort(here) || here === LOC_NOVGOROD) prot = 3 if (prot > 0) { - log("Rolled for ${prot} walls:") - game.battle.ah1 = roll_for_protection(prot, game.battle.ah1) - game.battle.ah2 = roll_for_protection(prot, game.battle.ah2) + log("Walls 1-${prot}:") + game.battle.ah2 = roll_for_protection("crossbow", prot, game.battle.ah2) + game.battle.ah1 = roll_for_protection("hit", prot, game.battle.ah1) } } function roll_for_siegeworks() { let prot = count_siege_markers(game.battle.where) if (prot > 0) { - log("Rolled for ${prot} siegeworks:") - game.battle.ah1 = roll_for_protection(prot, game.battle.ah1) - game.battle.ah2 = roll_for_protection(prot, game.battle.ah2) + log("Siegeworks 1-${prot}:") + game.battle.ah2 = roll_for_protection("crossbow", prot, game.battle.ah2) + game.battle.ah1 = roll_for_protection("hit", prot, game.battle.ah1) } } @@ -5973,30 +6176,79 @@ function action_hit_lord(lord, type) { resume_hit_lord() } +function prompt_hit_armored_forces(lord) { + 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 + } + 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 = { prompt() { view.prompt = `${battle_step_name[game.battle.step]}: Assign ${format_hits()} to units.` view.who = game.who - // TODO: h1 or h2 + // TODO: h1 or h2 choice - // TODO: Storm - attacker must apply to armored first + 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) + if (!has_armored) + prompt_hit_unarmored_forces(game.who) + } else { + // Storm - defender must apply hits to garrison first + if (game.battle.garrison.knights > 0 || game.battle.garrison.men_at_arms > 0) { + if (game.battle.garrison.knights > 0) + gen_action_knights(-1) + if (game.battle.garrison.men_at_arms > 0) + gen_action_men_at_arms(-1) + } else { + prompt_hit_forces(game.who) + } + } - let lord = game.who - 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) + } else { + prompt_hit_forces(game.who) + } }, knights(lord) { action_hit_lord(lord, KNIGHTS) @@ -6050,7 +6302,15 @@ function end_battle_round() { return } - goto_concede() + game.battle.round ++ + if (game.battle.storm) { + if (game.battle.round > count_siege_markers(game.battle.where)) { + game.battle.loser = game.battle.attacker + end_battle() + } + } else { + goto_concede() + } } // === ENDING THE BATTLE === @@ -6085,7 +6345,25 @@ function end_battle() { } set_active_loser() - goto_battle_withdraw() + if (game.battle.storm && game.battle.attacker !== game.battle.loser) + goto_sack() + else + goto_battle_withdraw() +} + +// === ENDING THE BATTLE: SACK === + +function goto_sack() { + log("TODO: Sack") + + remove_all_siege_markers(game.battle.where) + + game.state = "sack" + // transfer_assets_except_ships() +} + +function end_sack() { + goto_battle_losses() } // === ENDING THE BATTLE: WITHDRAW === @@ -6431,10 +6709,17 @@ function end_battle_losses() { function action_losses(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] - let target = Math.max(protection, evade) - if (game.active === game.battle.loser && game.active !== game.battle.conceded) - target = 1 + + if (game.battle.storm) { + // Attackers in a Storm always roll vs 1 + if (game.active === game.battle.attacker) + target = 1 + } else { + // Losers in a Battle roll vs 1 if they did not concede + if (game.active === game.battle.loser && game.active !== game.battle.conceded) + target = 1 + } let die = roll_die() if (die <= target) { @@ -6617,17 +6902,26 @@ states.battle_service = { function goto_battle_aftermath() { set_active(game.battle.attacker) + let here = game.battle.where + let storm = game.battle.storm + game.battle = 0 + // Events - if (game.events.length > 0) - game.events = game.events.filter((c) => data.cards[c].when !== "hold") + discard_events("hold") // Recovery spend_all_actions() - game.battle = 0 - // Siege/Conquest - march_with_group_3() + if (game.march) { + march_with_group_3() + } else if (game.battle.storm) { + siege_conquer_locale(here) + resume_actions() + } else { + siege_conquer_locale(here) + resume_actions() + } } // === CAMPAIGN: FEED === |