diff options
author | Tor Andersson <tor@ccxvii.net> | 2022-12-15 21:14:12 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 13:02:38 +0100 |
commit | 994e87d2490b855b32ff49a43fc5a36275fb66d9 (patch) | |
tree | e6f8507657676cba06bd9d4f0ec4b6afe9753f50 /rules.js | |
parent | 894ef1e70c278f09b1e413cd85c2e1ac5e1f518b (diff) | |
download | nevsky-994e87d2490b855b32ff49a43fc5a36275fb66d9.tar.gz |
Improve avoid battle / withdraw sequence.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 272 |
1 files changed, 183 insertions, 89 deletions
@@ -2192,11 +2192,10 @@ function goto_actions() { set_flag(FLAG_FIRST_MARCH) // 4.1.3 Lieutenants MUST take lower lord + game.group = [ game.command ] let lower = get_lower_lord(game.command) if (lower !== NOBODY) - game.group = [ game.command, lower ] - else - game.group = [ game.command ] + set_add(game.group, lower) if (game.active === TEUTONS) { if (has_global_capability(AOW_TEUTONIC_ORDENSBURGEN)) { @@ -2466,13 +2465,13 @@ states.march_laden = { let avail = get_available_actions() if (avail >= 2) { view.prompt += " Laden!" - // TODO: button as well? + view.actions.march = 1 // other button? gen_action_laden_march(to) } else { view.prompt += " Laden with 1 action left." } } else { - // TODO: button as well? + view.actions.march = 1 gen_action_locale(to) } } else { @@ -2501,18 +2500,19 @@ states.march_laden = { loot(lord) { drop_loot(lord) }, - laden_march(to) { - march_with_group_2(true) - }, - locale(to) { - march_with_group_2(false) - }, + march: march_with_group_2, + locale: march_with_group_2, + laden_march: march_with_group_2, } -function march_with_group_2(laden) { +function march_with_group_2() { let from = get_lord_locale(game.command) let way = game.approach let to = game.where + let transport = count_group_transport(way) + let prov = count_group_assets(PROV) + let loot = count_group_assets(LOOT) + let laden = loot > 0 || prov > transport if (group_has_teutonic_converts()) spend_march_action(0) @@ -2537,7 +2537,7 @@ function march_with_group_2(laden) { lift_siege(from) if (has_unbesieged_enemy_lord(to)) { - goto_approach() + goto_avoid_battle() } else { march_with_group_3() } @@ -2576,32 +2576,7 @@ function march_with_group_3() { game.state = "actions" } -// === ACTION: MARCH - APPROACH - AVOID BATTLE / WITHDRAW === - -function spoil_prov(lord) { - log("Discarded Provender.") - add_lord_assets(lord, PROV, -1) - game.spoils = pack4_set(game.spoils, PROV, pack4_get(game.spoils) + 1) -} - -function spoil_loot(lord) { - log("Discarded Loot.") - add_lord_assets(lord, LOOT, -1) - game.spoils = pack4_set(game.spoils, LOOT, pack4_get(game.spoils) + 1) -} - -function goto_approach () { - let to = game.where - set_active_enemy() - game.stack = game.group - game.who = NOBODY - game.state = "approach" - game.group = [] - game.spoils = 0 - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (get_lord_locale(lord) === to) - game.group.push(lord) -} +// === ACTION: MARCH - AVOID BATTLE === function count_besieged_lords(loc) { let n = 0 @@ -2621,11 +2596,16 @@ function stronghold_capacity(loc) { return stronghold_strength(loc) - count_besieged_lords(loc) } -function resume_approach() { - if (has_unbesieged_friendly_lord(game.where)) - game.state = "approach" - else - end_approach() +function spoil_prov(lord) { + log("Discarded Provender.") + add_lord_assets(lord, PROV, -1) + game.spoils = pack4_set(game.spoils, PROV, pack4_get(game.spoils) + 1) +} + +function spoil_loot(lord) { + log("Discarded Loot.") + add_lord_assets(lord, LOOT, -1) + game.spoils = pack4_set(game.spoils, LOOT, pack4_get(game.spoils) + 1) } function can_avoid_battle(to, way) { @@ -2638,35 +2618,58 @@ function can_avoid_battle(to, way) { return true } -states.approach = { +function select_all_lords() { + game.group = [] + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (get_lord_locale(lord) === game.where) + game.group.push(lord) +} + +function goto_avoid_battle() { + clear_undo() + set_active_enemy() + game.stack = game.group + game.who = NOBODY + game.state = "avoid_battle" + game.spoils = 0 + resume_avoid_battle() +} + +function resume_avoid_battle() { + if (has_unbesieged_friendly_lord(game.where)) { + // TODO: select all or no lords? + select_all_lords() + // game.group = [] + game.state = "avoid_battle" + } else { + goto_withdraw() + } +} + +states.avoid_battle = { prompt() { - view.prompt = `Approach: Avoid Battle, Withdraw, or Battle.` + view.prompt = `Avoid Battle` view.group = game.group let here = get_lord_locale(game.command) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (get_lord_locale(lord) === here) + if (get_lord_locale(lord) === here && !is_lower_lord(lord)) gen_action_lord(lord) if (game.group.length > 0) { - if (is_unbesieged_friendly_stronghold(here)) { - if (game.group.length <= stronghold_capacity(here)) - view.actions.withdraw = 1 - else - view.actions.withdraw = 0 - } - for (let [to, way] of data.locales[here].ways) { if (can_avoid_battle(to, way)) gen_action_locale(to) } } - view.actions.battle = 1 + view.actions.end_avoid_battle = 1 }, lord(lord) { set_toggle(game.group, lord) + if (is_upper_lord(lord)) + set_toggle(game.group, get_lower_lord(lord)) }, locale(to) { push_undo() @@ -2681,17 +2684,9 @@ states.approach = { avoid_battle_1() } }, - withdraw() { + end_avoid_battle() { push_undo() - for (let lord of game.group) { - log(`Withdrew with L${lord}`) - set_lord_besieged(lord, 1) - } - resume_approach() - }, - battle() { - game.group = [] - log("TODO: Battles") + goto_withdraw() }, } @@ -2777,10 +2772,87 @@ function avoid_battle_2() { game.where = get_lord_locale(game.command) game.avoid = 0 - resume_approach() + resume_avoid_battle() +} + +// === ACTION: MARCH - AMBUSH === + +// TODO - ambush cancels avoid battle + +// === ACTION: MARCH - WITHDRAW === + +function can_withdraw() { + if (is_unbesieged_friendly_stronghold(game.where)) + if (stronghold_capacity(game.where) > 0) + return true + return false +} + +function goto_withdraw() { + if (has_unbesieged_friendly_lord(game.where) && can_withdraw()) { + if (count_friendly_lords_at(game.where) <= stronghold_capacity(game.where)) + select_all_lords() + else + game.group = [] + game.state = "withdraw" + } else { + end_withdraw() + } +} + +states.withdraw = { + prompt() { + view.prompt = `Withdraw` + view.group = game.group + + let here = get_lord_locale(game.command) + let capacity = stronghold_capacity(here) + + if (game.group.length < capacity) { + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { + if (get_lord_locale(lord) === here && !is_lower_lord(lord)) { + if (is_upper_lord(lord)) { + if (game.group.length + 2 <= capacity) + gen_action_lord(lord) + } else { + gen_action_lord(lord) + } + } + } + } + + if (game.group.length > 0) + view.actions.withdraw = 1 + else + view.actions.withdraw = 0 + + view.actions.end_withdraw = 1 + }, + lord(lord) { + set_toggle(game.group, lord) + if (is_upper_lord(lord)) + set_toggle(game.group, get_lower_lord(lord)) + }, + withdraw() { + push_undo() + for (let lord of game.group) { + log(`Withdrew with L${lord}`) + set_lord_besieged(lord, 1) + } + end_withdraw() + }, + end_withdraw() { + end_withdraw() + }, +} + +function end_withdraw() { + log("TODO: Battles") + end_approach() } function end_approach() { + clear_undo() set_active_enemy() game.where = get_lord_locale(game.command) game.who = game.command @@ -2796,6 +2868,16 @@ function goto_divide_spoils() { march_with_group_3() } +states.divide_spoils = { + prompt() { + view.actions.pass = 1 + }, + pass() { + game.spoils = 0 + march_with_group_3() + }, +} + // === ACTION: SIEGE === function count_friendly_lords_at(loc) { @@ -2810,70 +2892,82 @@ function count_besieging_lords(loc) { return count_friendly_lords_at(loc) } +function can_siegeworks() { + let here = get_lord_locale(game.command) + if (count_besieging_lords(here) >= stronghold_strength(here)) + if (count_siege_markers(here) < 4) + return true + return false +} + function can_action_siege(avail) { let here = get_lord_locale(game.command) if (!is_first_action()) return false - if (is_enemy_stronghold(here)) { - if (count_besieged_lords(here) === 0) - return true - if (count_besieging_lords(here) >= stronghold_strength(here)) - return true - // no effect if no surrender, no siegeworks, and no enemy lords to starve - } + if (is_enemy_stronghold(here)) + return true return false } function do_action_siege() { push_undo() let here = get_lord_locale(game.command) + log(`Sieged at %${here}.`) + goto_surrender() +} + +function goto_surrender() { + let here = get_lord_locale(game.command) if (count_besieged_lords(here) === 0) game.state = "surrender" else - siegeworks_1() + goto_siegeworks() } states.surrender = { prompt() { view.prompt = "Siege: You may roll for Surrender." view.actions.surrender = 1 - view.actions.pass = 1 + if (can_siegeworks()) + view.actions.siegeworks = 1 + else + view.actions.pass = 1 }, surrender() { - clear_undo() log("TODO: Surrender roll!") - siegeworks_1() + goto_siegeworks() + }, + siegeworks() { + log("Declined Surrender.") + goto_siegeworks() }, pass() { log("Declined Surrender.") - siegeworks_1() + goto_siegeworks() }, } -function siegeworks_1() { - let here = get_lord_locale(game.command) - if (count_besieging_lords(here) >= stronghold_strength(here)) { - if (count_siege_markers(here) < 4) { - game.state = "siegeworks" - } - } - siegeworks_2() +function goto_siegeworks() { + if (can_siegeworks()) + game.state = "siegeworks" + else + end_siege() } states.siegeworks = { prompt() { - view.prompt = "Siege: Add one Siege marker." + view.prompt = "Siege: Siegeworks - add one siege marker." let here = get_lord_locale(game.command) gen_action_locale(here) }, locale(here) { log("Added Siege marker.") add_siege_marker(here) - siegeworks_2() + end_siege() }, } -function siegeworks_2() { +function end_siege() { let here = get_lord_locale(game.command) // All Lords of both sides moved/fought |