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authorTor Andersson <tor@ccxvii.net>2023-01-19 21:26:08 +0100
committerTor Andersson <tor@ccxvii.net>2023-02-18 13:02:39 +0100
commitaea95aa6409971eb71533c9f66f723b58e2f46c1 (patch)
tree4c5865f528deaa932058baac630d0dc1058544e3 /rules.js
parent26073215b9a279d3ea77274143da385615dd8a65 (diff)
downloadnevsky-aea95aa6409971eb71533c9f66f723b58e2f46c1.tar.gz
Rename RD (reserve defender) to RG (rear guard)
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js143
1 files changed, 71 insertions, 72 deletions
diff --git a/rules.js b/rules.js
index 9afee28..c1e7b62 100644
--- a/rules.js
+++ b/rules.js
@@ -2,8 +2,6 @@
// TODO: Bridge - kn, sgt, 1x lh, maa, militia, serf, lh, ah
-// 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)
@@ -105,15 +103,15 @@ const D3 = 5
const SA1 = 6 // relief sally: attackers
const SA2 = 7
const SA3 = 8
-const RD1 = 9 // relief sally: reserve defenders
-const RD2 = 10
-const RD3 = 11
+const RG1 = 9 // relief sally: rearguard
+const RG2 = 10
+const RG3 = 11
const ARRAY_FLANKS = [
[ A2, A3 ], [ A1, A3 ], [ A1, A2 ],
[ D2, D3 ], [ D1, D3 ], [ D1, D2 ],
[ SA2, SA3 ], [ SA1, SA3 ], [ SA1, SA2 ],
- [ RD2, RD3 ], [ RD1, RD3 ], [ RD1, RD2 ],
+ [ RG2, RG3 ], [ RG1, RG3 ], [ RG1, RG2 ],
]
function find_card(name) {
@@ -6618,7 +6616,7 @@ states.relief_sally = {
// 2) Attacker positions front A.
// 3) Defender positions front D.
// 4) Attacker positions SA.
-// 5) Defender positions reaguard RD.
+// 5) Defender positions reaguard RG.
function has_friendly_reserves() {
for (let lord of game.battle.reserves)
@@ -6830,7 +6828,7 @@ states.array_rearguard = {
view.prompt = "Battle Array: Position your rearguard lords."
let array = game.battle.array
let done = true
- if (array[RD1] === NOBODY || array[RD2] === NOBODY || array[RD3] === NOBODY) {
+ if (array[RG1] === NOBODY || array[RG2] === NOBODY || array[RG3] === NOBODY) {
for (let lord of game.battle.reserves) {
if (lord !== game.who && is_friendly_lord(lord)) {
gen_action_lord(lord)
@@ -6841,7 +6839,7 @@ states.array_rearguard = {
if (done && game.who === NOBODY)
view.actions.end_array = 1
if (game.who !== NOBODY)
- prompt_array_place_opposed(RD1, RD2, RD3, SA1, SA3)
+ prompt_array_place_opposed(RG1, RG2, RG3, SA1, SA3)
},
array: action_array_place,
lord: action_select_lord,
@@ -7095,8 +7093,8 @@ states.bridge = {
if (is_attacker()) {
if (array[D2] !== NOBODY)
gen_action_lord(array[D2])
- if (array[RD2] !== NOBODY)
- gen_action_lord(array[RD2])
+ if (array[RG2] !== NOBODY)
+ gen_action_lord(array[RG2])
} else {
// Cannot play on Relief Sallying lord
if (array[A2] !== NOBODY)
@@ -7207,25 +7205,25 @@ function slide_array(from, to) {
function goto_reposition_battle() {
let array = game.battle.array
- // If all SA routed, send RD to reserve (end relief sally)
+ // If all SA routed, send RG to reserve (end relief sally)
if (array[SA1] === NOBODY && array[SA2] === NOBODY && array[SA3] === NOBODY) {
- if (array[RD1] !== NOBODY || array[RD2] !== NOBODY || array[RD3] !== NOBODY) {
+ if (array[RG1] !== NOBODY || array[RG2] !== NOBODY || array[RG3] !== NOBODY) {
log("Sallying routed.")
log("Rearguard to reserve.")
- send_to_reserve(RD1)
- send_to_reserve(RD2)
- send_to_reserve(RD3)
+ send_to_reserve(RG1)
+ send_to_reserve(RG2)
+ send_to_reserve(RG3)
}
}
- // If all D routed, advance RD to front
+ // If all D routed, advance RG to front
if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) {
log("Defenders routed.")
- if (array[RD1] !== NOBODY || array[RD2] !== NOBODY || array[RD3] !== NOBODY) {
+ if (array[RG1] !== NOBODY || array[RG2] !== NOBODY || array[RG3] !== NOBODY) {
log("Rearguard to front.")
- slide_array(RD1, D1)
- slide_array(RD2, D2)
- slide_array(RD3, D3)
+ slide_array(RG1, D1)
+ slide_array(RG2, D2)
+ slide_array(RG3, D3)
}
}
@@ -7244,7 +7242,7 @@ function goto_reposition_battle() {
slide_array(SA3, A3)
// then D back to reserve
- if (array[RD1] !== NOBODY || array[RD2] !== NOBODY || array[RD3] !== NOBODY) {
+ if (array[RG1] !== NOBODY || array[RG2] !== NOBODY || array[RG3] !== NOBODY) {
log("Rearguard to front.")
if (array[D1] !== NOBODY || array[D2] !== NOBODY || array[D3] !== NOBODY) {
@@ -7254,10 +7252,10 @@ function goto_reposition_battle() {
send_to_reserve(D3)
}
- // then RD to D
- slide_array(RD1, D1)
- slide_array(RD2, D2)
- slide_array(RD3, D3)
+ // then RG to D
+ slide_array(RG1, D1)
+ slide_array(RG2, D2)
+ slide_array(RG3, D3)
}
// and during the advance D may come back out from reserve
@@ -7310,7 +7308,7 @@ function can_reposition_advance() {
if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY)
return true
if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA2] !== NOBODY)
- if (array[RD1] === NOBODY || array[RD2] === NOBODY || array[RD3] === NOBODY)
+ if (array[RG1] === NOBODY || array[RG2] === NOBODY || array[RG3] === NOBODY)
return true
}
}
@@ -7336,9 +7334,9 @@ states.reposition_advance = {
if (array[D2] === NOBODY) gen_action_array(D2)
if (array[D3] === NOBODY) gen_action_array(D3)
if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA2] !== NOBODY) {
- if (array[RD1] === NOBODY) gen_action_array(RD1)
- if (array[RD2] === NOBODY) gen_action_array(RD2)
- if (array[RD3] === NOBODY) gen_action_array(RD3)
+ if (array[RG1] === NOBODY) gen_action_array(RG1)
+ if (array[RG2] === NOBODY) gen_action_array(RG2)
+ if (array[RG3] === NOBODY) gen_action_array(RG3)
}
}
}
@@ -7364,7 +7362,7 @@ function can_reposition_center() {
} else {
if (array[D2] === NOBODY && (array[D1] !== NOBODY || array[D3] !== NOBODY))
return true
- if (array[RD2] === NOBODY && (array[RD1] !== NOBODY || array[RD3] !== NOBODY))
+ if (array[RG2] === NOBODY && (array[RG1] !== NOBODY || array[RG3] !== NOBODY))
return true
}
return false
@@ -7389,9 +7387,9 @@ states.reposition_center = {
if (array[D1] !== NOBODY) gen_action_lord(game.battle.array[D1])
if (array[D3] !== NOBODY) gen_action_lord(game.battle.array[D3])
}
- if (array[RD2] === NOBODY) {
- if (array[RD1] !== NOBODY) gen_action_lord(game.battle.array[RD1])
- if (array[RD3] !== NOBODY) gen_action_lord(game.battle.array[RD3])
+ if (array[RG2] === NOBODY) {
+ if (array[RG1] !== NOBODY) gen_action_lord(game.battle.array[RG1])
+ if (array[RG3] !== NOBODY) gen_action_lord(game.battle.array[RG3])
}
}
@@ -7400,7 +7398,7 @@ states.reposition_center = {
if (from === A1 || from === A3) gen_action_array(A2)
if (from === D1 || from === D3) gen_action_array(D2)
if (from === SA1 || from === SA3) gen_action_array(SA2)
- if (from === RD1 || from === RD3) gen_action_array(RD2)
+ if (from === RG1 || from === RG3) gen_action_array(RG2)
}
},
lord(lord) {
@@ -7483,7 +7481,7 @@ function get_battle_array(pos) {
if (pos === A1 || pos === A3 || pos === SA1 || pos === SA3)
return NOBODY
if (game.battle.ambush & 2)
- if (pos === D1 || pos === D3 || pos === RD1 || pos === RD3)
+ if (pos === D1 || pos === D3 || pos === RG1 || pos === RG3)
return NOBODY
return game.battle.array[pos]
}
@@ -7496,7 +7494,7 @@ function empty(pos) {
return get_battle_array(pos) === NOBODY
}
-const battle_defending_positions = [ D1, D2, D3, RD1, RD2, RD3 ]
+const battle_defending_positions = [ D1, D2, D3, RG1, RG2, RG3 ]
const battle_attacking_positions = [ A1, A2, A3, SA1, SA2, SA3 ]
const battle_steps = [
@@ -7692,12 +7690,12 @@ function find_strike_target(S) {
case D1: return find_closest_target(A1, A2, A3)
case D2: return find_closest_target_center(A2)
case D3: return find_closest_target(A3, A2, A1)
- case SA1: return find_closest_target(RD1, RD2, RD3)
- case SA2: return find_closest_target_center(RD2)
- case SA3: return find_closest_target(RD3, RD2, RD1)
- case RD1: return find_closest_target(SA1, SA2, SA3)
- case RD2: return find_closest_target_center(SA2)
- case RD3: return find_closest_target(SA3, SA2, SA1)
+ case SA1: return find_closest_target(RG1, RG2, RG3)
+ case SA2: return find_closest_target_center(RG2)
+ case SA3: return find_closest_target(RG3, RG2, RG1)
+ case RG1: return find_closest_target(SA1, SA2, SA3)
+ case RG2: return find_closest_target_center(SA2)
+ case RG3: return find_closest_target(SA3, SA2, SA1)
}
}
@@ -7709,8 +7707,8 @@ function has_strike_target(S) {
if (S === D1 || S === D2 || S === D3)
return filled(A1) || filled(A2) || filled(A3)
if (S === SA1 || S === SA2 || S === SA3)
- return filled(RD1) || filled(RD2) || filled(RD3) || (!game.battle.rearguard && (filled(D1) || filled(D2) || filled(D3)))
- if (S === RD1 || S === RD2 || S === RD3)
+ return filled(RG1) || filled(RG2) || filled(RG3) || (!game.battle.rearguard && (filled(D1) || filled(D2) || filled(D3)))
+ if (S === RG1 || S === RG2 || S === RG3)
return filled(SA1) || filled(SA2) || filled(SA3)
}
@@ -7766,9 +7764,9 @@ function flanks_position(S, T) {
if (S === D1 || S === D2 || S === D3)
return flanks_position_row(S, T, D1, D2, D3, A1, A2, A3)
if (S === SA1 || S === SA2 || S === SA3)
- return flanks_position_row(S, T, SA1, SA2, SA3, RD1, RD2, RD3)
- if (S === RD1 || S === RD2 || S === RD3)
- return flanks_position_row(S, T, RD1, RD2, RD3, SA1, SA2, SA3)
+ return flanks_position_row(S, T, SA1, SA2, SA3, RG1, RG2, RG3)
+ if (S === RG1 || S === RG2 || S === RG3)
+ return flanks_position_row(S, T, RG1, RG2, RG3, SA1, SA2, SA3)
}
function flanks_all_positions(S, TT) {
@@ -7855,7 +7853,7 @@ function format_hits() {
function goto_first_strike() {
game.battle.step = 0
- if (filled(RD1) || filled(RD2) || filled(RD3))
+ if (filled(RG1) || filled(RG2) || filled(RG3))
game.battle.rearguard = 1
else
game.battle.rearguard = 0
@@ -7945,20 +7943,20 @@ function goto_strike() {
if (did_concede())
log("Pursuit halved hits.")
- // Strike left or right or reserve defender
+ // Strike left or right or defender
if (is_attacker_step())
game.battle.fc = strike_left_or_right(has_strike, A2, D1, D2, D3)
else
game.battle.fc = strike_left_or_right(has_strike, D2, A1, A2, A3)
- if (is_sa_without_rd()) {
- // NOTE: striking reserve defenders is handled in strike_group and assign_hits
- game.battle.rc = RD2
+ if (is_sa_without_rg()) {
+ // NOTE: striking rearguard is handled in strike_group and assign_hits
+ game.battle.rc = RG2
} else {
if (is_attacker_step())
- game.battle.rc = strike_left_or_right(has_strike, SA2, RD1, RD2, RD3)
+ game.battle.rc = strike_left_or_right(has_strike, SA2, RG1, RG2, RG3)
else
- game.battle.rc = strike_left_or_right(has_strike, RD2, SA1, SA2, SA3)
+ game.battle.rc = strike_left_or_right(has_strike, RG2, SA1, SA2, SA3)
}
if (game.battle.storm) {
@@ -7992,7 +7990,7 @@ function prompt_target_2(S1, T1, T3) {
gen_action_lord(game.battle.array[T3])
}
-function is_sa_without_rd() {
+function is_sa_without_rg() {
return !game.battle.rearguard && (filled(SA1) || filled(SA2) || filled(SA3))
}
@@ -8004,7 +8002,7 @@ function prompt_left_right() {
else
prompt_target_2(D2, A1, A3)
} else {
- if (is_sa_without_rd()) {
+ if (is_sa_without_rg()) {
view.prompt = `${format_strike_step()}: Strike which defender?`
view.group = []
if (filled(SA1)) view.group.push(SA1)
@@ -8016,9 +8014,9 @@ function prompt_left_right() {
} else {
view.prompt = `${format_strike_step()}: Strike left or right?`
if (is_attacker_step())
- prompt_target_2(SA2, RD1, RD3)
+ prompt_target_2(SA2, RG1, RG3)
else
- prompt_target_2(RD2, SA1, SA3)
+ prompt_target_2(RG2, SA1, SA3)
}
}
}
@@ -8058,7 +8056,7 @@ states.strike_group = {
},
lord(lord) {
let pos = get_lord_array_position(lord)
- if ((pos === SA1 || pos === SA2 || pos === SA3) && is_sa_without_rd()) {
+ if ((pos === SA1 || pos === SA2 || pos === SA3) && is_sa_without_rg()) {
game.battle.strikers = [ SA1, SA2, SA3 ]
game.battle.rc = strike_defender_row()
} else {
@@ -8284,7 +8282,7 @@ function goto_assign_hits() {
} else {
if (game.battle.fc < 0 && set_has(game.battle.strikers, D2))
return goto_assign_left_right()
- if (game.battle.rc < 0 && set_has(game.battle.strikers, RD2))
+ if (game.battle.rc < 0 && set_has(game.battle.strikers, RG2))
return goto_assign_left_right()
}
@@ -8310,8 +8308,8 @@ function end_assign_hits() {
function for_each_target(fn) {
let start = game.battle.strikers[0]
- // SA without RD striking D, target is always flanked
- if ((start === SA1 || start === SA2 || start === SA3) && is_sa_without_rd()) {
+ // SA without RG striking D, target is always flanked
+ if ((start === SA1 || start === SA2 || start === SA3) && is_sa_without_rg()) {
fn(game.battle.array[game.battle.rc])
return
}
@@ -8325,8 +8323,8 @@ function for_each_target(fn) {
if (flanks_position(striker, target))
return
- // SA without RD flank all D (target must take all hits)
- if ((target === D1 || target === D2 || target === D3) && is_sa_without_rd())
+ // SA without RG flank all D (target must take all hits)
+ if ((target === D1 || target === D2 || target === D3) && is_sa_without_rg())
return
// If other lord flanks all strikers, he may take hits instead
@@ -8334,8 +8332,8 @@ function for_each_target(fn) {
if (filled(flanker) && flanks_all_positions(flanker, game.battle.strikers))
fn(game.battle.array[flanker])
- // SA without RD flank all D (and can thus take hits from A)
- if ((target === A1 || target === A2 || target === A3) && is_sa_without_rd()) {
+ // SA without RG flank all D (and can thus take hits from A)
+ if ((target === A1 || target === A2 || target === A3) && is_sa_without_rg()) {
if (filled(SA1)) fn(game.battle.array[SA1])
if (filled(SA2)) fn(game.battle.array[SA2])
if (filled(SA3)) fn(game.battle.array[SA3])
@@ -8465,23 +8463,24 @@ function rout_lord(lord) {
// Remove from battle array
game.battle.array[pos] = NOBODY
- // Strike left or right or reserve defender
+ // Strike left or right or defender
+
if (pos >= A1 && pos <= A3) {
game.battle.fc = strike_left_or_right(is_striking, D2, A1, A2, A3)
}
else if (pos >= D1 && pos <= D3) {
game.battle.fc = strike_left_or_right(is_striking, A2, D1, D2, D3)
- if (is_sa_without_rd())
+ if (is_sa_without_rg())
game.battle.rc = strike_defender_row()
}
else if (pos >= SA1 && pos <= SA3) {
- game.battle.rc = strike_left_or_right(is_striking, RD2, SA1, SA2, SA3)
+ game.battle.rc = strike_left_or_right(is_striking, RG2, SA1, SA2, SA3)
}
- else if (pos >= RD1 && pos <= RD3) {
- game.battle.rc = strike_left_or_right(is_striking, SA2, RD1, RD2, RD3)
+ else if (pos >= RG1 && pos <= RG3) {
+ game.battle.rc = strike_left_or_right(is_striking, SA2, RG1, RG2, RG3)
}
}