diff options
author | Tor Andersson <tor@ccxvii.net> | 2023-01-18 13:28:02 +0100 |
---|---|---|
committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 13:02:39 +0100 |
commit | 26073215b9a279d3ea77274143da385615dd8a65 (patch) | |
tree | e7f2bf59efb4d458807b03a796818aae9da7505f /rules.js | |
parent | e73f785e5353c5b7b0fc437c8ce2cbbc82adbd1e (diff) | |
download | nevsky-26073215b9a279d3ea77274143da385615dd8a65.tar.gz |
2E supply rules.
Only show Supply button if supply is possible.
Smarter Lodya when Novgorod is in enemy hands.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 639 |
1 files changed, 488 insertions, 151 deletions
@@ -7,13 +7,10 @@ // 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) -// GUI: Remove battle mat. -// GUI: tucked map capabilities pop up on shift key +// GUI: siegeworks markers for walls and siegeworks (colored by side) // GUI: show moved/fought markers on mats during Feed phase // GUI: show sally/relief sally as unbesieged on map -// GUI: show siegeworks + walls on battle mat for protection indication // GUI: show feed x2 on lord mats with > 6 units -// GUI: battle event on lord mat (at top) - in client for Bridge and Field Organs // WONTFIX: choose crossbow/normal hit application order @@ -26,6 +23,8 @@ const data = require("./data.js") +const AUTOWALK = true + const BOTH = "Both" const TEUTONS = "Teutons" const RUSSIANS = "Russians" @@ -2839,6 +2838,7 @@ function end_heinrich_sees_the_curia() { if (game.state === "actions" && game.command === LORD_HEINRICH) { spend_all_actions() resume_actions() + update_supply_possible() } // No more muster of Heinrich @@ -4259,6 +4259,7 @@ function goto_actions() { } resume_actions() + update_supply_possible() } function resume_actions() { @@ -4633,6 +4634,7 @@ function march_with_group_3() { game.march = 0 spend_all_actions() resume_actions() + update_supply_possible() return } @@ -4650,6 +4652,7 @@ function march_with_group_3() { game.march = 0 resume_actions() + update_supply_possible() } // === ACTION: MARCH - AVOID BATTLE === @@ -5182,6 +5185,7 @@ function end_siege() { spend_all_actions() resume_actions() + update_supply_possible() } // === ACTION: STORM === @@ -5262,14 +5266,34 @@ function init_lodya_supply() { if (!is_winter()) { let lord = find_lodya_lord_in_shared() if (lord !== NOBODY) { - // No choice if enough ships and 2x boats >= boats + extra ships - let ships = get_lord_assets(lord, SHIP) let boats = get_lord_assets(lord, BOAT) - if (ships < 2 || boats < ships - 2) - return true - log("Lodya: Boats as 2 Boats each.") + let ships = get_lord_assets(lord, SHIP) + + // Automatic choice if Novgorod is unavailable for seaport supply. + if (is_supply_forbidden(LOC_NOVGOROD)) { + if (boats < ships) { + game.flags.lodya = -ships + log_lodya() + return false + } else { + game.flags.lodya = 0 + log_lodya() + return false + } + } + + // Automatic choice if enough ships and 2x boats >= boats + extra ships. + if (ships >= 2 && boats >= ships - 2) { + game.flags.lodya = 0 + log_lodya() + return false + } + + // Manual choice. + return true } } + // No choice. return false } @@ -5315,6 +5339,7 @@ function end_supply_lodya() { push_undo() log_lodya() init_supply() + resume_supply() game.state = "supply_source" } @@ -5327,7 +5352,37 @@ function log_lodya() { log(`Lodya: ${game.flags.lodya} Ships as Boats.`) } -// === ACTION: SUPPLY === +// === ACTION: SUPPLY (SEARCHING) === + +let _supply_stat = 0 +let _supply_stop = new Array(last_locale+1) +let _supply_reached = new Array(last_locale+1) + +let _supply_seen = new Array(last_locale+1).fill(0) +let _supply_cost = new Array(last_locale+1) +let _supply_boats = new Array(last_locale+1) +let _supply_carts = new Array(last_locale+1) + +function is_supply_forbidden(here) { + if (has_unbesieged_enemy_lord(here)) + return true + if (is_unbesieged_enemy_stronghold(here)) + return true + if (is_friendly_territory(here) && has_conquered_marker(here)) + if (!has_siege_marker(here)) + return true + return false +} + +function init_supply_forbidden() { + _supply_stat = 0 + for (let here = 0; here <= last_locale; ++here) { + if (is_supply_forbidden(here)) + _supply_stop[here] = 1 + else + _supply_stop[here] = 0 + } +} function init_supply() { let season = current_season() @@ -5336,7 +5391,7 @@ function init_supply() { let carts = 0 let sleds = 0 let ships = 0 - let seats = 2 + let available = 2 if (season === SUMMER) { carts = get_shared_assets(here, CART) @@ -5353,84 +5408,184 @@ function init_supply() { ships = 2 if (is_famine_in_play()) - seats = game.flags.famine ? 0 : 1 - - let sources = list_supply_sources(ships) - let reachable = filter_reachable_supply_sources(sources, boats, carts, sleds) - let supply_seats = filter_usable_supply_seats(reachable) - let supply_seaports = filter_usable_supply_seaports(reachable, ships) + available = game.flags.famine ? 0 : 1 - game.supply = { supply_seats, supply_seaports, seats, boats, carts, sleds, ships } -} - -function list_supply_sources(ships) { - let sources = [] - - for_each_seat(game.command, seat => { set_add(sources, seat) }, false) + let seats = [] + if (available > 0) { + for_each_seat(game.command, seat => { + if (!is_supply_forbidden(seat)) + seats.push(seat) + }, true) + available = Math.min(seats.length, available) + } + let seaports = [] if (ships > 0) { if (game.active === TEUTONS) for (let port of data.seaports) - set_add(sources, port) + if (!is_supply_forbidden(port)) + seaports.push(port) if (game.active === RUSSIANS) - set_add(sources, LOC_NOVGOROD) + if (!is_supply_forbidden(LOC_NOVGOROD)) + seaports.push(LOC_NOVGOROD) } + if (seaports.length === 0) + ships = 0 - return sources + game.supply = { seats, seaports, available, boats, carts, sleds, ships } } -let _supply_stat = 0 -let _supply_stop = new Array(last_locale+1) -let _supply_reached = new Array(last_locale+1) +function search_supply_winter(start, sleds, exit) { + if (_supply_stop[start]) + return 0 + _supply_reached[start] = 1 + _supply_cost[start] = 0 + if (exit && set_has(exit, start)) + return 1 + if (sleds === 0) + return 0 + let queue = [ start ] + while (queue.length > 0) { + let item = queue.shift() + let here = item & 63 + let used = item >> 6 + if (used + 1 <= sleds) { + for (let next of data.locales[here].adjacent) { + if (!_supply_reached[next] && !_supply_stop[next]) { + if (exit && set_has(exit, next)) + return 1 + _supply_reached[next] = 1 + _supply_cost[next] = used + 1 + if (used + 1 < sleds) + queue.push(next | ((used + 1) << 6)) + } + } + } + _supply_stat++ + } + return 0 +} -let _supply_seen = new Array(last_locale+1) -let _supply_boats = new Array(last_locale+1) -let _supply_carts = new Array(last_locale+1) +function search_supply_rasputitsa(start, boats, exit) { + if (_supply_stop[start]) + return 0 + _supply_reached[start] = 1 + _supply_cost[start] = 0 + if (exit && set_has(exit, start)) + return 1 + if (boats === 0) + return 0 + let queue = [ start ] + while (queue.length > 0) { + let item = queue.shift() + let here = item & 63 + let used = item >> 6 + if (used + 1 <= boats) { + for (let next of data.locales[here].adjacent_by_waterway) { + if (!_supply_reached[next] && !_supply_stop[next]) { + if (exit && set_has(exit, next)) + return 1 + _supply_reached[next] = 1 + _supply_cost[next] = used + 1 + if (used + 1 < boats) + queue.push(next | ((used + 1) << 6)) + } + } + } + _supply_stat++ + } + return 0 +} -function filter_reachable_supply_sources(sources, boats, carts, sleds) { - _supply_stat = 0 - _supply_stop.fill(0) - _supply_reached.fill(0) +function search_supply_summer(here, boats, carts, exit) { + _supply_stat++ - for (let here = 0; here <= last_locale; ++here) { - if (has_unbesieged_enemy_lord(here)) - _supply_stop[here] = 1 - else if (is_unbesieged_enemy_stronghold(here)) - _supply_stop[here] = 1 - else if (is_friendly_territory(here) && has_conquered_marker(here)) - if (!has_siege_marker(here)) - _supply_stop[here] = 1 + // Been here before with same or more transports remaining + if (_supply_boats[here] >= boats && _supply_carts[here] >= carts) + return 0 + + // First time here with this many transports remaining + if (_supply_boats[here] <= boats && _supply_carts[here] <= carts) { + _supply_boats[here] = boats + _supply_carts[here] = carts } - // NOTE: Impossible situation - if (_supply_stop[get_lord_locale(game.command)]) - return [] + _supply_reached[here] = 1 + if (exit && set_has(exit, here)) + return 1 - switch (current_season()) { - case SUMMER: - _supply_seen.fill(0) - _supply_boats.fill(-1) - _supply_carts.fill(-1) - search_supply_reachable_summer(get_lord_locale(game.command), boats, carts) - break - case EARLY_WINTER: - case LATE_WINTER: - search_supply_reachable_winter(get_lord_locale(game.command), sleds) - break - case RASPUTITSA: - search_supply_reachable_rasputitsa(get_lord_locale(game.command), boats) - break + _supply_seen[here] = 1 + + if (boats > 0) { + for (let next of data.locales[here].adjacent_by_waterway) { + if (!_supply_seen[next] && !_supply_stop[next]) { + if (search_supply_summer(next, boats-1, carts, exit)) { + _supply_seen[here] = 0 + return 1 + } + } + } } - let result = [] - for (let here of sources) - if (_supply_reached[here]) - set_add(result, here) - console.log("SUPPLY SEARCH", _supply_stat, sources, result, _supply_reached.join("")) - return result + if (carts > 0) { + for (let next of data.locales[here].adjacent_by_trackway) { + if (!_supply_seen[next] && !_supply_stop[next]) { + if (search_supply_summer(next, boats, carts-1, exit)) { + _supply_seen[here] = 0 + return 1 + } + } + } + } + + _supply_seen[here] = 0 + return 0 } -function search_supply_reachable_summer(here, boats, carts) { +function init_summer_path() { + init_supply_forbidden() + + // First pass to create best-cost-so-far for each combo of boats to carts + let gate = { + boats: new Array(game.supply.boats+1).fill(0), + carts: new Array(game.supply.carts+1).fill(0), + } + _supply_stat = 0 + _supply_boats.fill(-1) + _supply_carts.fill(-1) + search_summer_path_pass1(game.supply.here, game.supply.end, game.supply.boats, game.supply.carts, gate) + console.log("SUMMER GATE", _supply_stat, JSON.stringify(gate)) + + // Second pass which lists acceptable paths + _supply_stat = 0 + _supply_boats.fill(-1) + _supply_carts.fill(-1) + game.supply.path = [] + search_summer_path_pass2([], game.supply.here, game.supply.end, game.supply.boats, game.supply.carts, gate) + console.log("SUMMER PATH", _supply_stat, JSON.stringify(game.supply.path).length) + + // Auto-pick path if only one choice. + if (AUTOWALK && game.supply.path.length === 2) + walk_supply_path_way(game.supply.path[0] >> 8, game.supply.path[0] & 255) +} + +function search_summer_path_pass1(here, end, boats, carts, gate) { + _supply_stat++ + + if (here === end) { + for (let c = 0; c <= carts; ++c) + if (boats > gate.boats[c]) + gate.boats[c] = boats + for (let b = 0; b <= boats; ++b) + if (carts > gate.carts[b]) + gate.carts[b] = carts + return + } + + // Worse than the best path found + if (boats < gate.boats[carts] || carts < gate.carts[boats]) + return + // Been here before with same or more transports remaining if (_supply_boats[here] >= boats && _supply_carts[here] >= carts) return @@ -5441,102 +5596,171 @@ function search_supply_reachable_summer(here, boats, carts) { _supply_carts[here] = carts } - _supply_reached[here] = 1 - - _supply_stat++ _supply_seen[here] = 1 + if (boats > 0) for (let next of data.locales[here].adjacent_by_waterway) - if (!_supply_seen[next] && !_supply_stop[next]) - search_supply_reachable_summer(next, boats - 1, carts) + if (!_supply_stop[next] && !_supply_seen[next]) + search_summer_path_pass1(next, end, boats-1, carts, gate) + if (carts > 0) for (let next of data.locales[here].adjacent_by_trackway) - if (!_supply_seen[next] && !_supply_stop[next]) - search_supply_reachable_summer(next, boats, carts - 1) + if (!_supply_stop[next] && !_supply_seen[next]) + search_summer_path_pass1(next, end, boats, carts-1, gate) + _supply_seen[here] = 0 } -function search_supply_reachable_winter(start, sleds) { - _supply_reached[start] = 1 - if (0 < sleds) { - let queue = [ start ] - while (queue.length > 0) { - let item = queue.shift() - let here = item & 63 - let used = item >> 6 - for (let next of data.locales[here].adjacent) { - if (!_supply_reached[next] && !_supply_stop[next]) { - _supply_reached[next] = 1 - if (used + 1 < sleds) - queue.push(next | ((used + 1) << 6)) - } +function search_summer_path_pass2(path, here, end, boats, carts, gate) { + _supply_stat++ + + // Worse than the best path found + if (boats < gate.boats[carts] || carts < gate.carts[boats]) + return + + if (here === end) { + console.log(" path", path.map(wl=>data.locales[wl>>8].name).join(","), boats, carts) + let out1 = game.supply.path + for (let i = 0; i < path.length; ++i) { + let wayloc = path[i] + let out2 = map_get(out1, wayloc, null) + if (out2 === null) { + if (i < path.length - 1) + map_set(out1, wayloc, out2 = []) + else + map_set(out1, wayloc, 0) } + out1 = out2 } + return + } + + // Been here before with same or more transports remaining + if (_supply_boats[here] >= boats && _supply_carts[here] >= carts) + return + + // First time here with this many transports remaining + if (_supply_boats[here] <= boats && _supply_carts[here] <= carts) { + _supply_boats[here] = boats + _supply_carts[here] = carts } + + _supply_seen[here] = 1 + + if (boats > 0) { + for (let [next, way] of data.locales[here].waterways) { + if (!_supply_stop[next] && !_supply_seen[next]) { + path.push((next << 8) | way) + search_summer_path_pass2(path, next, end, boats-1, carts, gate) + path.pop() + } + } + } + + if (carts > 0) { + for (let [next, way] of data.locales[here].trackways) { + if (!_supply_stop[next] && !_supply_seen[next]) { + path.push((next << 8) | way) + search_summer_path_pass2(path, next, end, boats, carts-1, gate) + path.pop() + } + } + } + + _supply_seen[here] = 0 } -function search_supply_reachable_rasputitsa(start, boats) { - _supply_reached[start] = 1 - if (0 < boats) { - let queue = [ start ] - while (queue.length > 0) { - let item = queue.shift() - let here = item & 63 - let used = item >> 6 - for (let next of data.locales[here].adjacent_by_waterway) { - if (!_supply_reached[next] && !_supply_stop[next]) { - _supply_reached[next] = 1 - if (used + 1 < boats) - queue.push(next | ((used + 1) << 6)) - } +// === ACTION: SUPPLY === + +function update_supply_possible() { + if (game.actions < 1) { + game.supply = 0 + return + } + + let lord = find_lodya_lord_in_shared() + if (lord !== NOBODY) { + if (!is_winter()) { + if (!is_supply_forbidden(LOC_NOVGOROD)) { + if (get_lord_assets(lord, BOAT) >= 2 && update_supply_possible_lodya(-2)) + return + if (get_lord_assets(lord, BOAT) >= 1 && update_supply_possible_lodya(-1)) + return } + if (get_lord_assets(lord, SHIP) >= 2 && update_supply_possible_lodya(2)) + return + if (get_lord_assets(lord, SHIP) >= 1 && update_supply_possible_lodya(1)) + return } + update_supply_possible_lodya(0) + } else { + update_supply_possible_pass() + console.log("POSSIBLE SEARCH", _supply_stat, game.supply) } } -function filter_usable_supply_seats(reachable) { +function update_supply_possible_lodya(x) { + game.flags.lodya = x + update_supply_possible_pass() + console.log("LODYA POSSIBLE SEARCH", _supply_stat, x, game.supply) + return game.supply +} + +function update_supply_possible_pass() { + init_supply() + init_supply_forbidden() + _supply_reached.fill(0) let sources = [] - for_each_seat( - game.command, - (seat) => { - if (set_has(reachable, seat)) - sources.push(seat) - }, - true - ) - return sources + for (let loc of game.supply.seats) + set_add(sources, loc) + for (let loc of game.supply.seaports) + set_add(sources, loc) + switch (current_season()) { + case SUMMER: + _supply_boats.fill(-1) + _supply_carts.fill(-1) + game.supply = search_supply_summer(get_lord_locale(game.command), game.supply.boats, game.supply.carts, sources) + break + case EARLY_WINTER: + case LATE_WINTER: + game.supply = search_supply_winter(get_lord_locale(game.command), game.supply.sleds, sources) + break + case RASPUTITSA: + game.supply = search_supply_rasputitsa(get_lord_locale(game.command), game.supply.boats, sources) + break + } } -function filter_usable_supply_seaports(reachable, ships) { - if (ships > 0) { - let sources = [] - if (game.active === TEUTONS) { - for (let port of data.seaports) { - if (set_has(reachable, port)) { - set_add(sources, port) - } - } - } - if (game.active === RUSSIANS) { - if (set_has(reachable, LOC_NOVGOROD)) { - set_add(sources, LOC_NOVGOROD) - } - } - return sources +function search_supply_cost() { + init_supply_forbidden() + _supply_reached.fill(0) + switch (current_season()) { + case SUMMER: + _supply_boats.fill(-1) + _supply_carts.fill(-1) + search_supply_summer(get_lord_locale(game.command), game.supply.boats, game.supply.carts, null) + break + case EARLY_WINTER: + case LATE_WINTER: + search_supply_winter(get_lord_locale(game.command), game.supply.sleds, null) + break + case RASPUTITSA: + search_supply_rasputitsa(get_lord_locale(game.command), game.supply.boats, null) + break } - return null + console.log("SUPPLY COST", _supply_stat) } function can_action_supply() { if (game.actions < 1) return false - return true // TODO - Lodya & pre-search? + return !!game.supply } function can_supply() { - if (game.supply.seats > 0 && game.supply.supply_seats.length > 0) + if (game.supply.available > 0 && game.supply.seats.length > 0) return true - if (game.supply.ships > 0 && game.supply.supply_seaports.length > 0) + if (game.supply.ships > 0 && game.supply.seaports.length > 0) return true return false } @@ -5547,10 +5771,27 @@ function goto_supply() { game.state = "supply_lodya" } else { init_supply() + resume_supply() game.state = "supply_source" } } +function resume_supply() { + if (game.supply.available + game.supply.ships === 0) { + game.supply.seats = [] + game.supply.seaports = [] + } else { + search_supply_cost() + game.supply.seats = game.supply.seats.filter(loc => _supply_reached[loc]) + game.supply.seaports = game.supply.seaports.filter(loc => _supply_reached[loc]) + } + + if (can_supply()) + game.state = "supply_source" + else + end_supply() +} + states.supply_source = { prompt() { if (!can_supply()) { @@ -5569,25 +5810,23 @@ states.supply_source = { if (game.supply.ships > 0) view.prompt += ` ${game.supply.ships} ship` - if (game.supply.seats > 0) - for (let source of game.supply.supply_seats) + if (game.supply.available > 0) + for (let source of game.supply.seats) gen_action_locale(source) if (game.supply.ships > 0) - for (let source of game.supply.supply_seaports) + for (let source of game.supply.seaports) gen_action_locale(source) view.actions.end_supply = 1 }, locale(source) { - // TODO: 2nd ed - no reusing of transports! - - if (game.supply.supply_seats.includes(source)) { + if (game.supply.seats.includes(source)) { log(`Supplied from seat at %${source}.`) if (is_famine_in_play()) { log("Famine.") game.flags.famine = 1 } - array_remove_item(game.supply.supply_seats, source) - game.supply.seats-- + game.supply.available-- + array_remove_item(game.supply.seats, source) } else { log(`Supplied from seaport at %${source}.`) game.supply.ships-- @@ -5595,16 +5834,119 @@ states.supply_source = { add_lord_assets(game.command, PROV, 1) - if (!can_supply()) - end_supply() + spend_supply_transport(source) }, end_supply: end_supply, } function end_supply() { - game.supply = 0 spend_action(1) resume_actions() + game.supply = 1 // supply is possible! +} + +function spend_supply_transport(source) { + if (source === get_lord_locale(game.command)) { + resume_supply() + return + } + + switch (current_season()) { + case SUMMER: + game.supply.here = get_lord_locale(game.command) + game.supply.end = source + game.state = "supply_path" + init_summer_path() + break + case EARLY_WINTER: + case LATE_WINTER: + search_supply_cost() + game.supply.sleds -= _supply_cost[source] + resume_supply() + break + case RASPUTITSA: + search_supply_cost() + game.supply.boats -= _supply_cost[source] + resume_supply() + break + } +} + +states.supply_path = { + prompt() { + view.prompt = "Supply: Trace path to supply source." + view.supply = [ game.supply.here, game.supply.end ] + if (game.supply.boats > 0) + view.prompt += ` ${game.supply.boats} boat` + if (game.supply.carts > 0) + view.prompt += ` ${game.supply.carts} cart` + for (let i = 0; i < game.supply.path.length; i += 2) { + let wayloc = game.supply.path[i] + gen_action_locale(wayloc >> 8) + } + }, + locale(next) { + let useloc = -1 + let useway = -1 + let twoway = false + for (let i = 0; i < game.supply.path.length; i += 2) { + let wayloc = game.supply.path[i] + let way = wayloc & 255 + let loc = wayloc >> 8 + if (loc === next) { + if (useloc < 0) { + useloc = loc + useway = way + } else { + twoway = true + } + } + } + if (twoway) { + game.state = "supply_path_way" + game.supply.next = next + } else { + walk_supply_path_way(next, useway) + } + }, +} + +function walk_supply_path_way(next, way) { + let type = data.ways[way].type + if (type === "waterway") + game.supply.boats-- + else + game.supply.carts-- + game.supply.here = next + game.supply.path = map_get(game.supply.path, (next << 8) | way) + if (game.supply.path === 0) + resume_supply() + else + // Auto-pick path if only one choice. + if (AUTOWALK && game.supply.path.length === 2) + walk_supply_path_way(game.supply.path[0] >> 8, game.supply.path[0] & 255) +} + +states.supply_path_way = { + prompt() { + view.prompt = "Supply: Trace path to supply source." + view.supply = [ game.supply.here, game.supply.end ] + if (game.supply.boats > 0) + view.prompt += ` ${game.supply.boats} boat` + if (game.supply.carts > 0) + view.prompt += ` ${game.supply.carts} cart` + for (let i = 0; i < game.supply.path.length; i += 2) { + let wayloc = game.supply.path[i] + let way = wayloc & 255 + let loc = wayloc >> 8 + if (loc === game.supply.next) + gen_action_way(way) + } + }, + way(way) { + game.state = "supply_path" + walk_supply_path_way(game.supply.next, way) + }, } // === ACTION: FORAGE === @@ -5930,6 +6272,7 @@ states.sail = { spend_all_actions() resume_actions() + update_supply_possible() }, } @@ -6424,7 +6767,6 @@ states.array_attacker = { } }, array: action_array_place, - array: action_array_place, lord: action_select_lord, end_array: end_array_attacker, } @@ -7481,10 +7823,6 @@ for each battle step: */ -function format_group(g) { - return g.map(p=>lord_name[game.battle.array[p]]).join(", ") -} - function format_strike_step() { // TODO: format strike group and target groups too? if (game.battle.storm) @@ -7494,7 +7832,6 @@ function format_strike_step() { function format_hits() { if (game.battle.xhits > 0 && game.battle.hits > 0) { - return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hits` if (game.battle.xhits > 1 && game.battle.hits > 1) return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hits` else if (game.battle.xhits > 1) |