diff options
-rw-r--r-- | play.js | 5 | ||||
-rw-r--r-- | rules.js | 103 |
2 files changed, 70 insertions, 38 deletions
@@ -1,11 +1,12 @@ "use strict" +// TODO: Feed x2 markers on lord mats with >6 units + // TODO: tooltip on cylinders // fealty rating and starting assets + forces on calendar // current assets and forces on map -// TODO: battle.where marker on map -// TODO: battle.conceded pursuit marker on battle mat +// TODO: battle.where marker on map, remove cylinders? // inactive command cylinder color - other color outline // moved/fought lord coloring - blue outline? @@ -5,13 +5,12 @@ // TODO: choose crossbow/normal hit application order // TODO: precompute distance to supply lines for faster supply path rejection +// TODO - precompute possible supply lines for faster rejections // Use BFS for winter/rasputitsa supply // TODO: Lodya capability during supply! // TODO: 2nd edition supply rule - no reuse of transports -// TODO - precompute possible supply lines for faster rejections - // TODO: show command lord different from selected lord (inactive player) // TODO: show siegeworks + walls on battle mat for protection indication? @@ -40,6 +39,7 @@ const FEED_PAY_DISBAND = true // feed, pay, disband in one go const WASTAGE_DISCARD = true // wastage, discard in one go // option ACTIVE_FEED_FIRST // active card feeds first (instead of P1 always first) // option DELAY_PAY_IF_NO_FEED_OR_DISBAND +// TODO service shift before spoils // option SERVICE_BEFORE_SPOILS const DIE_HIT = "01234567" @@ -842,6 +842,20 @@ function is_no_event_card(c) { return false } +function is_p1_card(c) { + return c <= last_p1_card_no_event +} + +function is_p2_card(c) { + return c >= first_p2_card +} + +function is_friendly_card(c) { + if (game.active === P1) + return is_p1_card(c) + return is_p2_card(c) +} + function can_discard_card(c) { if (set_has(game.hand1, c)) return true @@ -1188,7 +1202,6 @@ function has_conquered_stronghold(loc) { function is_friendly_stronghold_locale(loc) { if (is_stronghold(loc) || has_friendly_castle(loc)) - // TODO: use full "is friendly locale" check here, or just color of stronghold? return is_friendly_locale(loc) return false } @@ -1502,6 +1515,18 @@ function discard_events(when) { } } +function discard_friendly_events(when) { + for (let i = 0; i < game.events.length; ) { + let c = game.events[i] + if (is_friendly_card(c) && data.cards[c].when === when) { + array_remove(game.events, i) + discard_card(c) + } else { + ++i + } + } +} + exports.setup = function (seed, scenario, options) { game = { seed, @@ -2099,7 +2124,6 @@ function discard_global_capability(c) { } if (c === AOW_RUSSIAN_SMERDI) { - // TODO: remove serfs from lord mats? game.pieces.smerdi = 0 } @@ -5320,9 +5344,13 @@ states.concede_storm = { // === BATTLE: REPOSITION === -// If all SA routed, RD to reserve -// If all empty front D, all RD to front -// If all empty front A, all SA to A, RD to reserve (resume as if sally) +// If all SA routed, send RD back to reserve (end sally). +// If all D routed, advance RD to front. +// If all A routed, advance SA to front (to regular sally). +// Advance from reserve to A. +// Advance from reserve to D. +// Center A. +// Center D. function send_to_reserve(pos) { if (game.battle.array[pos] !== NOBODY) { @@ -7892,25 +7920,45 @@ states.wastage = { function end_wastage() { if (WASTAGE_DISCARD) { push_undo() - goto_reset_discard() + goto_reset() } else { clear_undo() set_active_enemy() if (game.active === P2) goto_plow_and_reap() else - goto_reset_discard() + goto_reset() } } -// === END CAMPAIGN: DISCARD ARTS OF WAR === +// === END CAMPAIGN: RESET (DISCARD ARTS OF WAR) === + +function reset_serfs() { +} + +function goto_reset() { + game.state = "reset" + + // Unstack Lieutenants and Lower Lords + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + remove_lieutenant(lord) -function goto_reset_discard() { - game.state = "reset_discard" + // Remove all Serfs to the Smerdi card + if (game.active === RUSSIANS) { + for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord) + set_lord_forces(lord, SERFS, 0) + if (has_global_capability(AOW_RUSSIAN_SMERDI)) + game.pieces.smerdi = 6 + else + game.pieces.smerdi = 0 + } + + // Discard "This Campaign" events from play. + discard_friendly_events("this_campaign") } -states.reset_discard = { +states.reset = { prompt() { view.prompt = "Reset: You may discard any Arts of War cards desired." if (game.active === P1) { @@ -7945,46 +7993,29 @@ states.reset_discard = { } }, end_discard() { - end_reset_discard() + end_reset() }, } -function end_reset_discard() { +function end_reset() { if (WASTAGE_DISCARD) { clear_undo() set_active_enemy() if (game.active === P2) goto_plow_and_reap() else - goto_reset() + goto_advance_campaign() } else { clear_undo() set_active_enemy() if (game.active === P2) - goto_reset_discard() - else goto_reset() + else + goto_advance_campaign() } } -// === END CAMPAIGN: RESET === - -function goto_reset() { - // Unstack Lieutenants and Lower Lords - game.pieces.lieutenants = [] - - // Remove all Serfs to the Smerdi card - if (has_global_capability(AOW_RUSSIAN_SMERDI)) { - for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord) - set_lord_forces(lord, SERFS, 0) - game.pieces.smerdi = 6 - } - - // Discard "This Campaign" events from play. - discard_events("this_campaign") - - goto_advance_campaign() -} +// === END CAMPAIGN: RESET (ADVANCE CAMPAIGN) === function goto_advance_campaign() { game.turn++ |