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-rw-r--r--rules.js269
1 files changed, 167 insertions, 102 deletions
diff --git a/rules.js b/rules.js
index ba5e07b..8472edf 100644
--- a/rules.js
+++ b/rules.js
@@ -1,11 +1,12 @@
"use strict"
+// TODO: lift_siege / besieged needs checking!
+
// TODO: hit remainders
// TODO: choose crossbow/normal hit application order
-// TODO: Halbbruder
-// TODO: Trebuchets
-// TODO: Warrior Monks
+// TODO: Bridge
+// kn, sgt, 1x lh, maa, militia, serf, lh
// TODO: precompute distance to supply lines for faster supply path rejection
// TODO - precompute possible supply lines for faster rejections
@@ -596,11 +597,11 @@ function get_lord_routed_forces(lord, n) {
return pack4_get(game.pieces.routed[lord], n)
}
-function has_unrouted_units(lord) {
+function lord_has_unrouted_units(lord) {
return game.pieces.forces[lord] !== 0
}
-function has_routed_units(lord) {
+function lord_has_routed_units(lord) {
return game.pieces.routed[lord] !== 0
}
@@ -5432,6 +5433,7 @@ function init_battle(here, is_storm, is_sally) {
retreated: 0,
strikers: 0,
targets: 0,
+ warrior_monks: 0,
hits: 0,
xhits: 0,
fc: -1,
@@ -5984,11 +5986,11 @@ states.field_organ = {
view.prompt = "Field Organ: Play on a Lord."
let array = game.battle.array
if (game.active === game.battle.attacker) {
- for (let pos of STEP_ARRAY[1])
+ for (let pos of battle_attacking_positions)
if (array[pos] !== NOBODY)
gen_action_lord(array[pos])
} else {
- for (let pos of STEP_ARRAY[0])
+ for (let pos of battle_defending_positions)
if (array[pos] !== NOBODY)
gen_action_lord(array[pos])
}
@@ -6362,7 +6364,7 @@ function count_horse_hits(lord) {
let hits = 0
if (!is_marsh_in_play()) {
if (game.battle.field_organ === lord && game.battle.round === 1) {
- log(`Field Organ L%{lord}.`)
+ log(`Field Organ L${lord}.`)
hits += get_lord_forces(lord, KNIGHTS) << 1
hits += get_lord_forces(lord, SERGEANTS) << 1
}
@@ -6385,16 +6387,14 @@ function count_foot_hits(lord) {
}
function count_garrison_xhits() {
- if (game.battle.storm && game.battle.garrison && game.active !== game.battle.attacker)
- if (storm_steps[game.battle.step].archery)
- return game.battle.garrison.men_at_arms
+ if (storm_steps[game.battle.step].archery)
+ return game.battle.garrison.men_at_arms
return 0
}
function count_garrison_hits() {
- if (game.battle.storm && game.battle.garrison && game.active !== game.battle.attacker)
- if (!storm_steps[game.battle.step].archery)
- return (game.battle.garrison.knights << 1) + (game.battle.garrison.men_at_arms << 1)
+ if (!storm_steps[game.battle.step].archery)
+ return (game.battle.garrison.knights << 1) + (game.battle.garrison.men_at_arms << 1)
return 0
}
@@ -6473,6 +6473,16 @@ function goto_strike() {
else
set_active_defender()
+ // Once per Archery and once per Melee.
+ if (game.battle.step === 0 || game.battle.step === 2) {
+ game.battle.warrior_monks = 0
+ for (let p = 0; p < 12; ++p) {
+ let lord = game.battle.array[p]
+ if (lord !== NOBODY && lord_has_capability(lord, AOW_TEUTONIC_WARRIOR_MONKS))
+ game.battle.warrior_monks |= (1 << lord)
+ }
+ }
+
if (game.battle.storm)
goto_strike_storm()
else
@@ -6583,6 +6593,9 @@ function unpack_group(g, offset) {
return list
}
+function round_hits(hits, xhits) {
+}
+
function create_battle_group(list, targets) {
let strikers = []
let hits = 0
@@ -6671,74 +6684,81 @@ function debug_battle_array(f, r) {
}
function goto_strike_storm() {
- throw Error("TODO")
-
- let s = game.battle.step & 1
+ log_h4(storm_steps[game.battle.step].name)
- log_h4(storm_step_name[game.battle.step])
+ let strikers = []
+ let targets = []
+ let hits = 0
+ let xhits = 0
- game.battle.ah1 = [ 0, 0 ]
- game.battle.ah2 = [ 0, 0 ]
- if (s) {
- count_storm_hits(0, game.battle.array[A2], game.battle.step)
- } else {
- if (game.battle.array[D2] !== NOBODY)
- count_storm_hits(0, game.battle.array[D2], game.battle.step)
- count_garrison_hits(game.battle.step)
- }
+ function add_lord_strike(pos) {
+ let lord = game.battle.array[pos]
+ let lord_hits = count_lord_hits(lord)
+ let lord_xhits = count_lord_xhits(lord)
- game.battle.hits = game.battle.ah1[0]
- game.battle.xhits = game.battle.ah2[0]
+ // Max 6 hits per lord in melee (12 since we count half-hits).
+ if (game.battle.step >= 2)
+ if (lord_hits > 12)
+ lord_hits = 12
- // Max 6 hits per lord in melee (12 since we count half-hits).
- if (game.battle.step >= 2) {
- if (game.battle.hits > 12)
- game.battle.hits = 12
+ if (lord_hits + lord_xhits > 0) {
+ strikers.push(pos)
+ if (lord_xhits > 0)
+ log(`L${lord} ${lord_xhits/2} crossbow hits`)
+ if (lord_hits > 0)
+ log(`L${lord} ${lord_hits/2} hits`)
+ hits += lord_hits
+ xhits += lord_xhits
+ }
}
- game.battle.hits += game.battle.ah1[1]
- game.battle.xhits += game.battle.ah2[1]
- round_hits()
+ if (game.active === game.battle.attacker) {
+ add_lord_strike(A2)
+ if (game.battle.array[D2] !== NOBODY)
+ targets.push(D2)
+ } else {
+ if (game.battle.garrison) {
+ let garr_hits = count_garrison_hits()
+ let garr_xhits = count_garrison_xhits()
+ if (garr_xhits > 0)
+ log(`Garrison ${garr_xhits/2} crossbow hits`)
+ if (garr_hits > 0)
+ log(`Garrison ${garr_hits/2} hits`)
+ hits += garr_hits
+ xhits += garr_xhits
+ }
+ add_lord_strike(D2)
+ targets.push(A2)
+ }
- if (game.battle.hits + game.battle.xhits === 0) {
+ if (hits + xhits === 0) {
log("No hits.")
goto_next_strike()
return
}
- if (game.active === game.battle.attacker) {
- if (game.battle.garrison) {
- if (game.battle.array[D2] === NOBODY)
- log(`L${game.battle.array[A2]} struck Garrison.`)
- else
- log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]} and Garrison.`)
- } else {
- log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]}.`)
- }
- game.battle.strikers = [ A2 ]
- if (game.battle.array[D2] !== NOBODY)
- game.battle.targets = [ D2 ]
- else
- game.battle.targets = []
+ // Round in favor of crossbow hits.
+ if (xhits & 1) {
+ hits = (hits >> 1)
+ xhits = (xhits >> 1) + 1
} else {
- if (game.battle.garrison) {
- if (game.battle.array[D2] === NOBODY)
- log(`Garrison struck L${game.battle.array[A2]}.`)
- else
- log(`L${game.battle.array[D2]} and Garrison struck L${game.battle.array[A2]}.`)
- } else {
- log(`L${game.battle.array[D2]} struck L${game.battle.array[A2]}.`)
- }
- game.battle.strikers = [ D2 ]
- game.battle.targets = [ A2 ]
+ if (hits & 1)
+ hits = (hits >> 1) + 1
+ else
+ hits = (hits >> 1)
+ xhits = (xhits >> 1)
}
- goto_apply_hits()
+ game.battle.groups = []
+ game.battle.strikers = strikers
+ game.battle.targets = targets
+ game.battle.hits = hits
+ game.battle.xhits = xhits
+
+ goto_assign_hits()
}
function goto_strike_battle() {
- let s = game.battle.step & 1
-
log_h4(battle_steps[game.battle.step].name)
if (is_marsh_in_play())
@@ -6758,7 +6778,6 @@ function goto_strike_battle() {
}
function goto_strike_choice() {
- console.log("choice", game.battle.fc, game.battle.rc)
if (game.battle.fc === -1)
game.state = "front_strike_choice"
else if (game.battle.rc === -1)
@@ -6787,7 +6806,6 @@ states.front_strike_choice = {
},
lord(lord) {
let pos = get_lord_array_position(lord)
- console.log("FRONT STRIKE CHOICE", pos)
if (pos === A1 || pos === D1)
game.battle.fc = 0
if (pos === A3 || pos === D3)
@@ -6819,7 +6837,6 @@ states.rear_strike_choice = {
},
lord(lord) {
let pos = get_lord_array_position(lord)
- console.log("REAR STRIKE CHOICE", pos)
if (has_sa_without_rd()) {
game.battle.rc = pos
} else {
@@ -6889,7 +6906,7 @@ states.select_strike_group = {
function select_strike_group(i) {
;[ game.battle.strikers, game.battle.targets, game.battle.hits, game.battle.xhits ] = game.battle.groups[i]
array_remove(game.battle.groups, i)
- goto_apply_hits()
+ goto_assign_hits()
}
// === BATTLE: APPLY HITS / PROTECTION / ROLL WALLS ===
@@ -6909,7 +6926,7 @@ function has_unrouted_forces_in_target() {
return true
for (let p of game.battle.targets) {
let lord = game.battle.array[p]
- if (has_unrouted_units(lord))
+ if (lord_has_unrouted_units(lord))
return true
}
return false
@@ -6940,11 +6957,11 @@ function has_valid_target() {
return game.battle.targets.length > 0
}
-function goto_apply_hits() {
+function goto_assign_hits() {
set_active_enemy()
if (!has_valid_target()) {
- end_apply_hits()
+ end_assign_hits()
return
}
@@ -6998,22 +7015,22 @@ function goto_apply_hits() {
if (game.battle.hits + game.battle.xhits === 0)
logi(`Took no hits`)
- resume_apply_hits()
+ resume_assign_hits()
}
-function resume_apply_hits() {
+function resume_assign_hits() {
if (game.battle.hits + game.battle.xhits === 0) {
- end_apply_hits()
+ end_assign_hits()
} else if (!has_unrouted_forces_in_target()) {
log("TODO: remaining hits!")
// TODO: calculate new hit group for the current striking group, and resume or end if no valid targets
- end_apply_hits()
+ end_assign_hits()
} else {
- game.state = "apply_hits"
+ game.state = "assign_hits"
}
}
-function end_apply_hits() {
+function end_assign_hits() {
game.battle.strikers = 0
game.battle.targets = 0
@@ -7024,6 +7041,15 @@ function end_apply_hits() {
goto_select_strike_group()
}
+function enemy_has_trebuchets() {
+ if (game.active === RUSSIANS) {
+ for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord)
+ if (get_lord_locale(lord) === game.battle.where && lord_has_unrouted_units(lord))
+ if (lord_has_capability(lord, AOW_TEUTONIC_TREBUCHETS))
+ return true
+ }
+}
+
function roll_for_walls() {
let here = game.battle.where
let prot = 0
@@ -7031,9 +7057,13 @@ function roll_for_walls() {
prot = 4
else if (is_city(here) || is_fort(here) || here === LOC_NOVGOROD)
prot = 3
+ if (enemy_has_trebuchets()) {
+ logi("Trebuchets.")
+ prot--
+ }
if (prot > 0) {
- game.battle.xhits = roll_for_protection(`Walls 1-${prot} vs crossbow:`, prot, game.battle.xhits)
- game.battle.hits = roll_for_protection(`Walls 1-${prot}:`, prot, game.battle.hits)
+ game.battle.xhits = roll_for_protection(`Walls 1-${prot} vs crossbow`, prot, game.battle.xhits)
+ game.battle.hits = roll_for_protection(`Walls 1-${prot}`, prot, game.battle.hits)
} else {
logi("No walls.")
}
@@ -7041,9 +7071,13 @@ function roll_for_walls() {
function roll_for_siegeworks() {
let prot = count_siege_markers(game.battle.where)
+ if (enemy_has_trebuchets()) {
+ logi("Trebuchets.")
+ prot--
+ }
if (prot > 0) {
- game.battle.xhits = roll_for_protection(`Siegeworks 1-${prot} vs crossbow:`, prot, game.battle.xhits)
- game.battle.hits = roll_for_protection(`Siegeworks 1-${prot}:`, prot, game.battle.hits)
+ game.battle.xhits = roll_for_protection(`Siegeworks 1-${prot} vs crossbow`, prot, game.battle.xhits)
+ game.battle.hits = roll_for_protection(`Siegeworks 1-${prot}`, prot, game.battle.hits)
} else {
logi("No siegeworks.")
}
@@ -7051,8 +7085,16 @@ function roll_for_siegeworks() {
function roll_for_ravens_rock() {
let prot = 2
- game.battle.xhits = roll_for_protection(`Raven's Rock 1-${prot} vs crossbow:`, prot, game.battle.xhits)
- game.battle.hits = roll_for_protection(`Raven's Rock 1-${prot}:`, prot, game.battle.hits)
+ if (enemy_has_trebuchets()) {
+ logi("Trebuchets.")
+ prot--
+ }
+ if (prot > 0) {
+ game.battle.xhits = roll_for_protection(`Raven's Rock 1-${prot} vs crossbow`, prot, game.battle.xhits)
+ game.battle.hits = roll_for_protection(`Raven's Rock 1-${prot}`, prot, game.battle.hits)
+ } else {
+ logi("No Raven's Rock.")
+ }
}
function roll_for_protection(name, prot, n) {
@@ -7068,8 +7110,7 @@ function roll_for_protection(name, prot, n) {
total++
}
}
- logi(name)
- logii(rolls.join(", "))
+ logi(name + ": " + rolls.join(", "))
}
return total
}
@@ -7119,7 +7160,18 @@ function rout_unit(lord, type) {
}
}
-function action_apply_hits(lord, type) {
+function use_warrior_monks(lord, type) {
+ if (type === KNIGHTS) {
+ let bit = 1 << lord
+ if (game.battle.warrior_monks & bit) {
+ game.battle.warrior_monks ^= bit
+ return true
+ }
+ }
+ return false
+}
+
+function action_assign_hits(lord, type) {
let protection = FORCE_PROTECTION[type]
let evade = FORCE_EVADE[type]
@@ -7128,6 +7180,10 @@ function action_apply_hits(lord, type) {
// TODO: which lord? summarize?
+ if (type === SERGEANTS || type === MEN_AT_ARMS)
+ if (lord_has_capability(lord, AOW_TEUTONIC_HALBBRUDER))
+ protection += 1
+
if (evade > 0 && !game.battle.storm) {
let die = roll_die()
if (die <= evade) {
@@ -7142,23 +7198,32 @@ function action_apply_hits(lord, type) {
logi(`${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`)
} else {
logi(`${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`)
- rout_unit(lord, type)
+ if (use_warrior_monks(lord, type)) {
+ die = roll_die()
+ if (die <= protection - ap) {
+ logi(`Warrior Monks ${die} <= ${protection - ap}`)
+ } else {
+ logi(`Warrior Monks ${die} > ${protection - ap}`)
+ rout_unit(lord, type)
+ }
+ } else {
+ rout_unit(lord, type)
+ }
}
} else {
logi(`${FORCE_TYPE_NAME[type]} unprotected`)
rout_unit(lord, type)
}
- // TODO: manual choice of hit type
if (game.battle.xhits)
game.battle.xhits--
else
game.battle.hits--
- if (!has_unrouted_units(lord))
+ if (!lord_has_unrouted_units(lord))
rout_lord(lord)
- resume_apply_hits()
+ resume_assign_hits()
}
function prompt_hit_armored_forces() {
@@ -7215,7 +7280,7 @@ function prompt_hit_forces() {
}
}
-states.apply_hits = {
+states.assign_hits = {
prompt() {
view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.`
@@ -7246,25 +7311,25 @@ states.apply_hits = {
}
},
knights(lord) {
- action_apply_hits(lord, KNIGHTS)
+ action_assign_hits(lord, KNIGHTS)
},
sergeants(lord) {
- action_apply_hits(lord, SERGEANTS)
+ action_assign_hits(lord, SERGEANTS)
},
light_horse(lord) {
- action_apply_hits(lord, LIGHT_HORSE)
+ action_assign_hits(lord, LIGHT_HORSE)
},
asiatic_horse(lord) {
- action_apply_hits(lord, ASIATIC_HORSE)
+ action_assign_hits(lord, ASIATIC_HORSE)
},
men_at_arms(lord) {
- action_apply_hits(lord, MEN_AT_ARMS)
+ action_assign_hits(lord, MEN_AT_ARMS)
},
militia(lord) {
- action_apply_hits(lord, MILITIA)
+ action_assign_hits(lord, MILITIA)
},
serfs(lord) {
- action_apply_hits(lord, SERFS)
+ action_assign_hits(lord, SERFS)
},
}
@@ -7756,7 +7821,7 @@ function goto_battle_losses() {
function resume_battle_losses() {
game.state = "battle_losses"
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (has_routed_units(lord))
+ if (lord_has_routed_units(lord))
return
resume_battle_losses_remove()
}
@@ -7764,7 +7829,7 @@ function resume_battle_losses() {
function resume_battle_losses_remove() {
game.state = "battle_losses_remove"
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (is_lord_on_map(lord) && !has_unrouted_units(lord))
+ if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord))
return
end_battle_losses()
}
@@ -7812,7 +7877,7 @@ states.battle_losses = {
prompt() {
view.prompt = "Losses: Determine the fate of your routed units."
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
- if (is_lord_on_map(lord) && has_routed_units(lord)) {
+ if (is_lord_on_map(lord) && lord_has_routed_units(lord)) {
if (get_lord_routed_forces(lord, KNIGHTS) > 0)
gen_action_routed_knights(lord)
if (get_lord_routed_forces(lord, SERGEANTS) > 0)
@@ -7857,7 +7922,7 @@ states.battle_losses_remove = {
prompt() {
view.prompt = "Losses: Remove lords who lost all their forces."
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (is_lord_on_map(lord) && !has_unrouted_units(lord))
+ if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord))
gen_action_lord(lord)
},
lord(lord) {