diff options
author | Tor Andersson <tor@ccxvii.net> | 2023-01-20 14:25:48 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 13:02:39 +0100 |
commit | 5f91c39ed2c0dd350ce09680c364a5450e79855e (patch) | |
tree | 23cb6731d0107e43d5c1f540611cac7a0c7f32cf /rules.js | |
parent | 7e66481e744bd3a58b3e30014c856a48ba1a39e3 (diff) | |
download | nevsky-5f91c39ed2c0dd350ce09680c364a5450e79855e.tar.gz |
Bridge.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 130 |
1 files changed, 114 insertions, 16 deletions
@@ -973,6 +973,14 @@ function is_russian_lord(lord) { return lord >= first_p2_lord && lord <= last_p2_lord } +function is_p1_lord(lord) { + return lord >= first_p1_lord && lord <= last_p1_lord +} + +function is_p2_lord(lord) { + return lord >= first_p2_lord && lord <= last_p2_lord +} + function is_friendly_lord(lord) { return lord >= first_friendly_lord && lord <= last_friendly_lord } @@ -7103,8 +7111,11 @@ states.bridge = { lord(lord) { log(`Played E${game.what} on L${lord}.`) if (!game.battle.bridge) - game.battle.bridge = [] - set_add(game.battle.bridge, lord) + game.battle.bridge = { lord1: NOBODY, lord2: NOBODY, n1: 0, n2: 0 } + if (is_p1_lord(lord)) + game.battle.bridge.lord1 = lord + else + game.battle.bridge.lord2 = lord resume_battle_events() }, } @@ -7547,29 +7558,105 @@ function count_melee_hits(lord) { return count_horse_hits(lord) + count_foot_hits(lord) } +function assemble_melee_forces(lord) { + let forces = { + knights: get_lord_forces(lord, KNIGHTS), + sergeants: get_lord_forces(lord, SERGEANTS), + light_horse: get_lord_forces(lord, LIGHT_HORSE), + men_at_arms: get_lord_forces(lord, MEN_AT_ARMS), + militia: get_lord_forces(lord, MILITIA), + serfs: get_lord_forces(lord, SERFS), + } + + if (is_marsh_in_play()) { + forces.knights = 0 + forces.sergeants = 0 + forces.light_horse = 0 + } + + if (game.battle.bridge && (game.battle.bridge.lord1 === lord || game.battle.bridge.lord12 === lord)) { + let n = is_p1_lord(lord) ? game.battle.bridge.n1 : game.battle.bridge.n2 + + console.log("FORCES1", forces, n) + + log(`Bridge L${lord}`) + + if (is_horse_step()) { + // Pick at most 1 LH if there are any Foot (for +1/2 rounding benefit) + if (forces.men_at_arms + forces.militia + forces.serfs > 0 && forces.light_horse > 1) + forces.light_horse = 1 + + if (forces.knights >= n) + forces.knights = n + n -= forces.knights + if (forces.sergeants >= n) + forces.sergeants = n + n -= forces.sergeants + if (forces.light_horse >= n) + forces.light_horse = n + n -= forces.light_horse + + if (forces.knights > 0) logi(`${forces.knights} Knights`) + if (forces.sergeants > 0) logi(`${forces.sergeants} Sergeants`) + if (forces.light_horse > 0) logi(`${forces.light_horse} Light Horse`) + if (forces.knights + forces.sergeants + forces.light_horse === 0) logi(`None`) + } + + if (is_foot_step()) { + if (forces.men_at_arms >= n) + forces.men_at_arms = n + n -= forces.men_at_arms + if (forces.militia >= n) + forces.militia = n + n -= forces.militia + if (forces.serfs >= n) + forces.serfs = n + n -= forces.serfs + + if (forces.men_at_arms > 0) logi(`${forces.men_at_arms} Men-at-Arms`) + if (forces.militia > 0) logi(`${forces.militia} Militia`) + if (forces.serfs > 0) logi(`${forces.serfs} Serfs`) + if (forces.men_at_arms + forces.militia + forces.serfs === 0) logi(`None`) + } + + console.log("FORCES2", forces, n) + + if (is_p1_lord(lord)) + game.battle.bridge.n1 = n + else + game.battle.bridge.n2 = n + } + + return forces +} + function count_horse_hits(lord) { let hits = 0 if (!is_marsh_in_play()) { + let forces = assemble_melee_forces(lord) + + if (game.battle.storm) + hits += forces.knights << 1 + else + hits += forces.knights << 2 + hits += forces.sergeants << 1 + hits += forces.light_horse + if (game.battle.field_organ === lord && game.battle.round === 1) { log(`Field Organ L${lord}.`) - hits += get_lord_forces(lord, KNIGHTS) << 1 - hits += get_lord_forces(lord, SERGEANTS) << 1 + hits += forces.knights << 1 + hits += forces.sergeants << 1 } - if (game.battle.storm) - hits += get_lord_forces(lord, KNIGHTS) << 1 - else - hits += get_lord_forces(lord, KNIGHTS) << 2 - hits += get_lord_forces(lord, SERGEANTS) << 1 - hits += get_lord_forces(lord, LIGHT_HORSE) } return hits } function count_foot_hits(lord) { + let forces = assemble_melee_forces(lord) let hits = 0 - hits += get_lord_forces(lord, MEN_AT_ARMS) << 1 - hits += get_lord_forces(lord, MILITIA) - hits += get_lord_forces(lord, SERFS) + hits += forces.men_at_arms << 1 + hits += forces.militia + hits += forces.serfs return hits } @@ -7645,6 +7732,14 @@ function is_melee_step() { return game.battle.step >= 2 } +function is_horse_step() { + return game.battle.step === 2 || game.battle.step === 3 +} + +function is_foot_step() { + return game.battle.step === 4 || game.battle.step === 5 +} + function did_concede() { return game.active === game.battle.conceded } @@ -7852,6 +7947,12 @@ function format_hits() { function goto_first_strike() { game.battle.step = 0 + + if (game.battle.bridge) { + game.battle.bridge.n1 = game.battle.round + game.battle.bridge.n2 = game.battle.round + } + if (filled(RG1) || filled(RG2) || filled(RG3)) game.battle.rearguard = 1 else @@ -7901,9 +8002,6 @@ function goto_strike() { if (is_archery_step() && is_hill_in_play()) log("Hill") - if (is_melee_step() && game.battle.bridge) - log("TODO: Bridge") - // Generate hits if (!game.battle.storm) { game.battle.ah = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] |