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authorTor Andersson <tor@ccxvii.net>2023-01-10 16:45:20 +0100
committerTor Andersson <tor@ccxvii.net>2023-02-18 13:02:39 +0100
commit24ec8c363fdd4f79091a82ed1e85c072cc6e0261 (patch)
tree718655865eb7e275ee78b7d79dc333e05a094f52 /rules.js
parent241f9dc2e8862bfbe7dff58ce8560066eb83f4ce (diff)
downloadnevsky-24ec8c363fdd4f79091a82ed1e85c072cc6e0261.tar.gz
Tweak combat log.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js114
1 files changed, 81 insertions, 33 deletions
diff --git a/rules.js b/rules.js
index e88a2ba..70c05f9 100644
--- a/rules.js
+++ b/rules.js
@@ -4,6 +4,8 @@
// TODO: Lodya capability during supply!
// TODO: 2nd edition supply rule - no reuse of transports
+// TODO: s/RD/RG/ (rearguard)
+
// FIXME: lift_sieges / besieged needs checking! (automatic after disband_lord, manual after move/sail, extra careful manual after battle)
// FIXME: remove_legate_if_endangered needs checking! (automatic after disband_lord, manual after move/sail, manual after battle)
@@ -4626,7 +4628,6 @@ function march_with_group_3() {
if (is_unbesieged_enemy_stronghold(here)) {
add_siege_marker(here)
- log(`Encamped.`)
spend_all_actions() // ENCAMP
}
@@ -6696,7 +6697,7 @@ states.concede_battle = {
view.actions.battle = 1
},
concede() {
- log(game.active + " concede.")
+ log(game.active + " conceded.")
game.battle.conceded = game.active
goto_reposition_battle()
},
@@ -6714,7 +6715,7 @@ states.concede_storm = {
view.actions.battle = 1
},
concede() {
- log(game.active + " concede.")
+ log(game.active + " conceded.")
game.battle.conceded = game.active
end_battle()
},
@@ -7368,12 +7369,27 @@ function format_strike_step() {
}
function format_hits() {
- if (game.battle.xhits > 0 && game.battle.hits > 0)
+ if (game.battle.xhits > 0 && game.battle.hits > 0) {
return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hits`
- else if (game.battle.xhits > 0)
- return `${game.battle.xhits} crossbow hits`
- else
- return `${game.battle.hits} hits`
+ if (game.battle.xhits > 1 && game.battle.hits > 1)
+ return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hits`
+ else if (game.battle.xhits > 1)
+ return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hit`
+ else if (game.battle.hits > 1)
+ return `${game.battle.xhits} crossbow hit and ${game.battle.hits} hits`
+ else
+ return `${game.battle.xhits} crossbow hit and ${game.battle.hits} hit`
+ } else if (game.battle.xhits > 0) {
+ if (game.battle.xhits > 1)
+ return `${game.battle.xhits} crossbow hits`
+ else
+ return `${game.battle.xhits} crossbow hit`
+ } else {
+ if (game.battle.hits > 1)
+ return `${game.battle.hits} hits`
+ else
+ return `${game.battle.hits} hit`
+ }
}
function goto_first_strike() {
@@ -7451,15 +7467,19 @@ function goto_strike() {
hits = 12
}
- if (xhits > 0)
+ if (xhits > 2)
log(`L${lord} ${xhits / 2} crossbow hits`)
- if (hits > 0)
+ else if (xhits > 0)
+ log(`L${lord} ${xhits / 2} crossbow hit`)
+ if (hits > 2)
log(`L${lord} ${hits / 2} hits`)
+ else if (hits > 0)
+ log(`L${lord} ${hits / 2} hit`)
}
}
if (did_concede())
- log("Pursuit halved hits")
+ log("Pursuit halved hits.")
// Strike left or right or reserve defender
if (is_attacker_step())
@@ -7590,24 +7610,36 @@ function goto_strike_total_hits() {
let hits = 0
let xhits = 0
+ let slist = []
+ let tlist = []
+
// STORM: Garrison strikes
if (is_defender_step() && game.battle.storm && game.battle.garrison) {
let garr_hits = count_garrison_hits()
let garr_xhits = count_garrison_xhits()
- if (garr_xhits > 0)
+ if (garr_hits + garr_xhits > 0)
+ slist.push("Garrison")
+ if (garr_xhits > 2)
log(`Garrison ${garr_xhits/2} crossbow hits`)
- if (garr_hits > 0)
+ else if (garr_xhits > 0)
+ log(`Garrison ${garr_xhits/2} crossbow hit`)
+ if (garr_hits > 2)
log(`Garrison ${garr_hits/2} hits`)
+ else if (garr_hits > 0)
+ log(`Garrison ${garr_hits/2} hit`)
hits += garr_hits
xhits += garr_xhits
}
// Total hits
for (let pos of game.battle.strikers) {
- hits += game.battle.ah[pos]
- xhits += game.battle.ahx[pos]
- game.battle.ah[pos] = 0
- game.battle.ahx[pos] = 0
+ if (game.battle.ah[pos] + game.battle.ahx[pos] > 0) {
+ slist.push(lord_name[game.battle.array[pos]])
+ hits += game.battle.ah[pos]
+ xhits += game.battle.ahx[pos]
+ game.battle.ah[pos] = 0
+ game.battle.ahx[pos] = 0
+ }
}
// Round in favor of crossbow hits.
@@ -7631,7 +7663,11 @@ function goto_strike_total_hits() {
game.battle.hits = hits
game.battle.xhits = xhits
- log(format_group(game.battle.strikers) + " struck")
+ tlist = []
+ for_each_target(lord => tlist.push(lord_name[lord]))
+
+ log_br()
+ log(slist.join(" and ") + " struck " + tlist.join(" and ") + " for " + format_hits() + ".")
goto_strike_roll_walls()
}
@@ -7669,13 +7705,6 @@ function goto_strike_roll_walls() {
}
}
- if (game.battle.xhits > 0)
- logi(`${game.battle.xhits} crossbow hits`)
- if (game.battle.hits > 0)
- logi(`${game.battle.hits} hits`)
- if (game.battle.hits + game.battle.xhits === 0)
- logi(`No hits`)
-
goto_assign_hits()
}
@@ -7700,8 +7729,8 @@ function roll_for_walls() {
prot--
}
if (prot > 0) {
- game.battle.xhits = roll_for_protection(`Walls 1-${prot} vs crossbow`, prot, game.battle.xhits)
- game.battle.hits = roll_for_protection(`Walls 1-${prot}`, prot, game.battle.hits)
+ game.battle.xhits = roll_for_protection(`Walls 1-${prot}`, true, prot, game.battle.xhits)
+ game.battle.hits = roll_for_protection(`Walls 1-${prot}`, false, prot, game.battle.hits)
} else {
logi("No walls.")
}
@@ -7714,8 +7743,8 @@ function roll_for_siegeworks() {
prot--
}
if (prot > 0) {
- game.battle.xhits = roll_for_protection(`Siegeworks 1-${prot} vs crossbow`, prot, game.battle.xhits)
- game.battle.hits = roll_for_protection(`Siegeworks 1-${prot}`, prot, game.battle.hits)
+ game.battle.xhits = roll_for_protection(`Siegeworks 1-${prot}`, true, prot, game.battle.xhits)
+ game.battle.hits = roll_for_protection(`Siegeworks 1-${prot}`, false, prot, game.battle.hits)
} else {
logi("No siegeworks.")
}
@@ -7728,14 +7757,14 @@ function roll_for_ravens_rock() {
prot--
}
if (prot > 0) {
- game.battle.xhits = roll_for_protection(`Raven's Rock 1-${prot} vs crossbow`, prot, game.battle.xhits)
- game.battle.hits = roll_for_protection(`Raven's Rock 1-${prot}`, prot, game.battle.hits)
+ game.battle.xhits = roll_for_protection(`Raven's Rock 1-${prot}`, true, prot, game.battle.xhits)
+ game.battle.hits = roll_for_protection(`Raven's Rock 1-${prot}`, false, prot, game.battle.hits)
} else {
logi("No Raven's Rock.")
}
}
-function roll_for_protection(name, prot, n) {
+function roll_for_protection(name, crossbow, prot, n) {
let total = 0
if (n > 0) {
let rolls = []
@@ -7748,7 +7777,26 @@ function roll_for_protection(name, prot, n) {
total++
}
}
- logi(name + ": " + rolls.join(", "))
+ if (crossbow)
+ logi(name + " vs crossbow:")
+ else
+ logi(name + ":")
+ logii(rolls.join(", "))
+ if (crossbow) {
+ if (total > 0)
+ logi(`${total} crossbow hits`)
+ else if (total === 1)
+ logi(`${total} crossbow hit`)
+ else
+ logi(`No crossbow hits`)
+ } else {
+ if (total > 1)
+ logi(`${total} hits`)
+ else if (total === 1)
+ logi(`${total} hit`)
+ else
+ logi(`No hits`)
+ }
}
return total
}