diff options
-rw-r--r-- | play.js | 1 | ||||
-rw-r--r-- | rules.js | 165 |
2 files changed, 138 insertions, 28 deletions
@@ -1572,6 +1572,7 @@ function on_update() { action_button("remove", "Remove") action_button("surrender", "Surrender") action_button("siegeworks", "Siegeworks") + action_button("boats_x2", "Boats x2") // Use all commands action_button("use_legate", "Legate") @@ -1,7 +1,6 @@ "use strict" // TODO: Bridge - kn, sgt, 1x lh, maa, militia, serf, lh, ah -// TODO: Lodya capability during supply! // TODO: 2nd edition supply rule - no reuse of transports // TODO: s/RD/RG/ (rearguard) @@ -717,14 +716,10 @@ function count_lord_boats(lord) { let boats = get_lord_assets(lord, BOAT) if (lord_has_capability(lord, AOW_RUSSIAN_LODYA)) { - // TODO: one option or the other (only matters for supply) - let ships = get_lord_assets(lord, SHIP) - if (ships > 2) - ships = 2 - if (boats * 2 > boats + ships) - boats = boats * 2 + if (game.flags.lodya === 0) + boats *= 2 else - boats = boats + ships + boats += game.flags.lodya } return boats @@ -747,11 +742,7 @@ function count_lord_ships(lord) { } if (lord_has_capability(lord, AOW_RUSSIAN_LODYA)) { - // TODO: one option or the other (only matters for supply) - let boats = get_lord_assets(lord, BOAT) - if (boats > 2) - boats = 2 - ships += boats + ships -= game.flags.lodya } return ships @@ -1622,6 +1613,7 @@ exports.setup = function (seed, scenario, options) { first_march: 0, teutonic_raiders: 0, famine: 0, + lodya: 0, }, command: NOBODY, @@ -2513,7 +2505,7 @@ function goto_russian_event_osilian_revolt() { states.osilian_revolt = { prompt() { view.prompt = "Osilian Revolt: On Calendar, shift Service of Andreas or Heinrich 2 boxes left." - // Note: Service only! + // NOTE: Service only! if (is_lord_on_map(LORD_ANDREAS) && game.who !== LORD_ANDREAS) gen_action_service(LORD_ANDREAS) if (is_lord_on_map(LORD_HEINRICH) && game.who !== LORD_HEINRICH) @@ -4266,7 +4258,6 @@ function goto_actions() { } resume_actions() - update_supply() } function resume_actions() { @@ -4519,7 +4510,11 @@ states.march_way = { function march_with_group_1() { let way = game.march.approach - let transport = count_group_transport(data.ways[way].type) + let type = data.ways[way].type + + init_lodya_march(type) + + let transport = count_group_transport(type) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) @@ -4637,7 +4632,6 @@ function march_with_group_3() { game.march = 0 spend_all_actions() resume_actions() - update_supply() return } @@ -4655,7 +4649,6 @@ function march_with_group_3() { game.march = 0 resume_actions() - update_supply() } // === ACTION: MARCH - AVOID BATTLE === @@ -5214,16 +5207,128 @@ function goto_sally() { start_sally() } -// === ACTION: SUPPLY === +// === CAPABILITY: LODYA === -function update_supply() { - // TODO: Lodya - select boat OR ship (we count both here...) +// NOTE: Lodya = 0 is boats as 2x boats +// NOTE: Lodya > 0 is ships as boats +// NOTE: Lodya < 0 is boats as ships - if (game.actions < 1) { - game.supply = 0 - return +function find_lodya_lord_in_shared() { + 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 (lord_has_capability(lord, AOW_RUSSIAN_LODYA)) + return lord + return NOBODY +} + +function find_lodya_lord_in_group() { + for (let lord of game.group) + if (lord_has_capability(lord, AOW_RUSSIAN_LODYA)) + return lord + return NOBODY +} + +function init_lodya_sail() { + let lord = find_lodya_lord_in_group() + if (lord !== NOBODY) { + game.flags.lodya = -Math.min(2, get_lord_assets(lord, BOAT)) + if (game.flags.lodya < 0) + log_lodya() + } else { + game.flags.lodya = 0 + } +} + +function init_lodya_march(type) { + game.flags.lodya = 0 + if (!is_winter() && type === "waterway") { + let lord = find_lodya_lord_in_group() + if (lord !== NOBODY) { + let ships = Math.min(2, get_lord_assets(lord, SHIP)) + let boats = get_lord_assets(lord, BOAT) + if (boats > ships) + game.flags.lodya = 0 // 2x boats + else + game.flags.lodya = ships + log_lodya() + } } +} + +function init_lodya_supply() { + game.flags.lodya = 0 + 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.") + } + } + return false +} + +states.supply_lodya = { + prompt() { + view.prompt = "Lodya: Boats as 2 Boats each, or Ships or Boats as the other: " + let lord = find_lodya_lord_in_shared() + let boats = get_lord_assets(lord, BOAT) + game.flags.lodya + let ships = get_lord_assets(lord, SHIP) - game.flags.lodya + view.prompt += ` ${boats} Boats,` + view.prompt += ` ${ships} Ships.` + view.actions.done = 1 + if (game.flags.lodya === 0) { + view.actions.boats_x2 = 1 + if (get_lord_assets(lord, SHIP) > 0) + view.actions.take_boat = 1 + if (get_lord_assets(lord, BOAT) > 0) + view.actions.take_ship = (ships < 2) ? 1 : 0 + view.actions.done = 0 + } + if (ships < 2 && game.flags.lodya === -1 && get_lord_assets(lord, BOAT) >= 2) { + view.actions.take_boat = 0 + view.actions.take_ship = (ships < 2) ? 1 : 0 + } + if (game.flags.lodya === 1 && get_lord_assets(lord, SHIP) >= 2) { + view.actions.take_boat = 1 + view.actions.take_ship = 0 + } + }, + take_boat() { + push_undo() + game.flags.lodya ++ + }, + take_ship() { + push_undo() + game.flags.lodya -- + }, + boats_x2: end_supply_lodya, + done: end_supply_lodya, +} + +function end_supply_lodya() { + push_undo() + log_lodya() + init_supply() + game.state = "supply_source" +} +function log_lodya() { + if (game.flags.lodya === 0) + log("Lodya: Boats as 2 Boats each.") + else if (game.flags.lodya < 0) + log(`Lodya: ${-game.flags.lodya} Boats as Ships.`) + else + log(`Lodya: ${game.flags.lodya} Ships as Boats.`) +} + +// === ACTION: SUPPLY === + +function init_supply() { let season = current_season() let here = get_lord_locale(game.command) let boats = 0 @@ -5424,7 +5529,7 @@ function filter_usable_supply_seaports(reachable, ships) { function can_action_supply() { if (game.actions < 1) return false - return can_supply() + return true // TODO - Lodya & pre-search? } function can_supply() { @@ -5437,7 +5542,12 @@ function can_supply() { function goto_supply() { push_undo() - game.state = "supply_source" + if (init_lodya_supply()) { + game.state = "supply_lodya" + } else { + init_supply() + game.state = "supply_source" + } } states.supply_source = { @@ -5494,7 +5604,6 @@ function end_supply() { game.supply = 0 spend_action(1) resume_actions() - update_supply() } // === ACTION: FORAGE === @@ -5749,6 +5858,7 @@ function can_action_sail() { function goto_sail() { push_undo() + init_lodya_sail() game.state = "sail" } @@ -5819,7 +5929,6 @@ states.sail = { spend_all_actions() resume_actions() - update_supply() }, } |