diff options
-rw-r--r-- | rules.js | 400 |
1 files changed, 367 insertions, 33 deletions
@@ -1,6 +1,5 @@ "use strict" -// TODO: SA without RD // TODO: hit remainders // TODO: choose crossbow/normal hit application order @@ -304,6 +303,16 @@ const AOW_RUSSIAN_LODYA = R16 const AOW_RUSSIAN_VELIKY_KNYAZ = R17 const AOW_RUSSIAN_STONE_KREMLIN = R18 +// Battle events +const EVENT_TEUTONIC_HILL = T9 +const EVENT_RUSSIAN_HILL = R5 +const EVENT_TEUTONIC_MARSH = T5 +const EVENT_RUSSIAN_MARSH = R2 +const EVENT_TEUTONIC_BRIDGE = T4 +const EVENT_RUSSIAN_BRIDGE = R1 +const EVENT_TEUTONIC_FIELD_ORGAN = T10 +const EVENT_RUSSIAN_RAVENS_ROCK = R4 + const EVENT_TEUTONIC_FAMINE = T16 const EVENT_RUSSIAN_FAMINE = R7 const EVENT_VALDEMAR = R11 @@ -406,6 +415,15 @@ function current_season() { return SEASONS[game.turn >> 1] } +function is_winter() { + let season = current_season() + return season !== EARLY_WINTER && season !== LATE_WINTER +} + +function is_summer() { + return current_season() === SUMMER +} + function current_turn_name() { return TURN_NAME[game.turn >> 1] } @@ -416,6 +434,12 @@ function current_deck() { return game.deck2 } +function current_hand() { + if (game.active === P1) + return game.hand1 + return game.hand2 +} + function is_campaign_phase() { return (game.turn & 1) === 1 } @@ -857,6 +881,12 @@ function is_friendly_card(c) { return is_p2_card(c) } +function has_card_in_hand(c) { + if (game.active === P1) + return set_has(game.hand1, c) + return set_has(game.hand2, c) +} + function can_discard_card(c) { if (set_has(game.hand1, c)) return true @@ -1860,6 +1890,12 @@ function setup_test() { game.plan1 = [ LORD_HERMANN, LORD_HERMANN, LORD_HERMANN, LORD_YAROSLAV, LORD_RUDOLF, LORD_KNUD_ABEL ] game.plan2 = [ LORD_ALEKSANDR, LORD_ANDREY, LORD_DOMASH, LORD_GAVRILO, LORD_DOMASH, LORD_DOMASH ] + + game.hand1 = [ EVENT_TEUTONIC_MARSH, EVENT_TEUTONIC_HILL, EVENT_TEUTONIC_BRIDGE, EVENT_TEUTONIC_FIELD_ORGAN ] + game.hand2 = [ EVENT_RUSSIAN_MARSH, EVENT_RUSSIAN_HILL, EVENT_RUSSIAN_BRIDGE, EVENT_RUSSIAN_RAVENS_ROCK ] + + game.hand1.sort((a,b)=>a-b) + game.hand2.sort((a,b)=>a-b) } states.setup_lords = { @@ -1911,6 +1947,32 @@ function is_event_in_play(c) { return set_has(game.events, c) } +function is_ravens_rock_in_play() { + if (game.active === RUSSIANS) + return is_event_in_play(EVENT_RUSSIAN_RAVENS_ROCK) + return false +} + +function is_marsh_in_play() { + if (game.battle.round <= 2) { + if (game.active === TEUTONS && is_event_in_play(EVENT_RUSSIAN_MARSH)) + return true + if (game.active === RUSSIANS && is_event_in_play(EVENT_TEUTONIC_MARSH)) + return true + } + return false +} + +function is_hill_in_play() { + if (game.battle.round <= 2) { + if (game.active === TEUTONS && is_event_in_play(EVENT_TEUTONIC_HILL)) + return true + if (game.active === RUSSIANS && is_event_in_play(EVENT_RUSSIAN_HILL)) + return true + } + return false +} + function is_famine_in_play() { if (game.active === TEUTONS) if (is_event_in_play(EVENT_RUSSIAN_FAMINE)) @@ -2265,9 +2327,9 @@ states.levy_arts_of_war = { let c = game.what.shift() log(`Held event card.`) if (game.active === P1) - game.hand1.push(c) + set_add(game.hand1, c) else - game.hand2.push(c) + set_add(game.hand2, c) resume_levy_arts_of_war() }, discard() { @@ -2804,7 +2866,7 @@ function end_papal_legate() { // === LEVY: SUMMER CRUSADERS (CAPABILITY) === function goto_summer_crusaders() { - if (current_season() === SUMMER && has_global_capability(AOW_TEUTONIC_CRUSADE)) { + if (is_summer() && has_global_capability(AOW_TEUTONIC_CRUSADE)) { for (let v of data.summer_crusaders) { if (can_muster_summer_crusader(v)) { game.state = "summer_crusaders" @@ -4401,7 +4463,7 @@ function can_action_forage() { let here = get_lord_locale(game.command) if (has_ravaged_marker(here)) return false - if (current_season() === SUMMER) + if (is_summer()) return true if (is_friendly_stronghold_locale(here)) // TODO: simpler check? return true @@ -4625,7 +4687,7 @@ function can_action_sail() { // during Rasputitsa or Summer let season = current_season() - if (season !== SUMMER && season !== RASPUTITSA) + if (is_winter()) return false // with enough ships to carry all the horses @@ -5271,16 +5333,231 @@ states.array_defender_storm = { function goto_attacker_events() { set_active_attacker() - log("TODO attacker events") + if (can_play_battle_events()) + game.state = "attacker_events" + else + end_attacker_events() +} + +function end_attacker_events() { goto_defender_events() } function goto_defender_events() { set_active_defender() - log("TODO defender events") + if (can_play_battle_events()) + game.state = "defender_events" + else + end_defender_events() +} + +function end_defender_events() { goto_battle_rounds() } +function resume_battle_events() { + game.what = -1 + if (game.active === game.battle.attacker) + goto_attacker_events() + else + goto_defender_events() +} + +function could_play_card(c) { + if (set_has(game.capabilities, c)) + return false + if (game.pieces.capabilities.includes(c)) + return false + if (set_has(game.events, c)) + return false + if (is_p1_card(c)) + return game.hand1.length > 0 + if (is_p2_card(c)) + return game.hand2.length > 0 + return true +} + +function can_play_battle_events() { + if (!game.battle.storm) { + if (game.active === TEUTONS) { + if (game.active !== game.battle.attacker) { + if (could_play_card(EVENT_TEUTONIC_HILL)) + return true + if (!is_winter()) + if (could_play_card(EVENT_TEUTONIC_MARSH)) + return true + } + if (!is_winter()) + if (could_play_card(EVENT_TEUTONIC_BRIDGE)) + return true + } + + if (game.active === RUSSIANS) { + if (game.active !== game.battle.attacker) { + if (could_play_card(EVENT_RUSSIAN_HILL)) + return true + if (!is_winter()) + if (could_play_card(EVENT_RUSSIAN_MARSH)) + return true + } + if (!is_winter()) + if (could_play_card(EVENT_RUSSIAN_BRIDGE)) + return true + if (is_summer()) + if (could_play_card(EVENT_RUSSIAN_RAVENS_ROCK)) + return true + } + } + + // Battle or Storm + if (game.active === TEUTONS) { + if (could_play_card(EVENT_TEUTONIC_FIELD_ORGAN)) + return true + } + + return false +} + +function gen_action_card_if_held(c) { + if (has_card_in_hand(c)) + gen_action_card(c) +} + +function prompt_battle_events() { + // both attacker and defender events + if (game.active === TEUTONS) { + if (!game.battle.storm) { + if (!is_winter()) + gen_action_card_if_held(EVENT_TEUTONIC_BRIDGE) + } + gen_action_card_if_held(EVENT_TEUTONIC_FIELD_ORGAN) + } + + if (game.active === RUSSIANS) { + if (!game.battle.storm) { + if (!is_winter()) + gen_action_card_if_held(EVENT_RUSSIAN_BRIDGE) + if (is_summer()) + gen_action_card_if_held(EVENT_RUSSIAN_RAVENS_ROCK) + } + } + + view.actions.done = 1 +} + +states.attacker_events = { + prompt() { + view.prompt = "Attacker may play events." + prompt_battle_events() + }, + card: action_battle_events, + done() { + end_attacker_events() + }, +} + +states.defender_events = { + prompt() { + view.prompt = "Defender may play events." + + prompt_battle_events() + + // defender only events + if (game.active === TEUTONS) { + if (!game.battle.storm) { + if (!is_winter()) + gen_action_card_if_held(EVENT_TEUTONIC_MARSH) + gen_action_card_if_held(EVENT_TEUTONIC_HILL) + } + } + + if (game.active === RUSSIANS) { + if (!game.battle.storm) { + if (!is_winter()) + gen_action_card_if_held(EVENT_RUSSIAN_MARSH) + gen_action_card_if_held(EVENT_RUSSIAN_HILL) + } + } + }, + card: action_battle_events, + done() { + end_defender_events() + }, +} + +function action_battle_events(c) { + game.what = c + set_delete(game.hand1, c) + set_delete(game.hand2, c) + set_add(game.events, c) + switch (c) { + case EVENT_TEUTONIC_HILL: + case EVENT_TEUTONIC_MARSH: + case EVENT_RUSSIAN_HILL: + case EVENT_RUSSIAN_MARSH: + case EVENT_RUSSIAN_RAVENS_ROCK: + // nothing more needs to be done for these + log(`Played E${c}.`) + resume_battle_events() + break + case EVENT_TEUTONIC_BRIDGE: + case EVENT_RUSSIAN_BRIDGE: + // must select target lord + game.state = "bridge" + break + case EVENT_TEUTONIC_FIELD_ORGAN: + // must select target lord + game.state = "field_organ" + break + } +} + +states.bridge = { + prompt() { + view.prompt = "Bridge: Play on a Center Lord." + let array = game.battle.array + if (game.active === game.battle.attacker) { + if (array[D2] !== NOBODY) + gen_action_battle_lord(array[D2]) + if (array[RD2] !== NOBODY) + gen_action_battle_lord(array[RD2]) + } else { + // Cannot play on Relief Sallying lord + if (array[A2] !== NOBODY) + gen_action_battle_lord(array[A2]) + } + }, + battle_lord(lord) { + log(`Played E${game.what} on L${lord}.`) + if (!game.battle.bridge) + game.battle.bridge = [] + set_add(game.battle.bridge, lord) + resume_battle_events() + }, +} + +states.field_organ = { + prompt() { + view.prompt = "Field Organ: Play on a Lord." + let array = game.battle.array + if (game.active === game.battle.attacker) { + for (let pos of STEP_ARRAY[1]) + if (array[pos] !== NOBODY) + gen_action_battle_lord(array[pos]) + } else { + for (let pos of STEP_ARRAY[0]) + if (array[pos] !== NOBODY) + gen_action_battle_lord(array[pos]) + } + }, + battle_lord(lord) { + log(`Played E${game.what} on L${lord}.`) + game.battle.field_organ = lord + resume_battle_events() + }, +} + + // === BATTLE: CONCEDE THE FIELD === function goto_battle_rounds() { @@ -5297,7 +5574,7 @@ function goto_concede() { else game.state = "concede_storm" } else { - log_h3("Battle Round") + log_h3(`Battle Round ${game.battle.round}`) game.state = "concede_battle" } } @@ -5367,13 +5644,23 @@ function goto_reposition_battle() { slide_array(RD3, D3) } - // If all A routed, advance SA to front (to regular sally) + // If all A routed, flip the battle field around: if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) { // Become a regular sally situation (siegeworks still count for defender) game.battle.sally = 1 + // Advance SA to front (to regular sally) slide_array(SA1, A1) slide_array(SA2, A2) slide_array(SA3, A3) + // then D back to reserve + send_to_reserv(D1) + send_to_reserv(D2) + send_to_reserv(D3) + // then RD to D + slide_array(RD1, D1) + slide_array(RD2, D2) + slide_array(RD3, D3) + // and during the advance D may come back out from reserve } set_active_attacker() @@ -5437,7 +5724,7 @@ states.reposition_advance = { for (let lord of game.battle.reserves) if (is_friendly_lord(lord) && lord !== game.who) - gen_action_lord(lord) + gen_action_battle_lord(lord) if (game.who !== NOBODY) { if (game.active === game.battle.attacker) { @@ -5456,12 +5743,12 @@ states.reposition_advance = { } } }, - lord(lord) { + battle_lord(lord) { game.who = lord }, array(pos) { - game.battle.array[pos] = lord - game.who = NULL + game.battle.array[pos] = game.who + game.who = NOBODY goto_reposition_advance() }, } @@ -5772,16 +6059,25 @@ function debug_battle_array(f, r) { function count_archery_hits(ix, lord) { if (lord_has_capability(lord, AOW_RUSSIAN_LUCHNIKI)) { - game.battle.ah1[ix] += get_lord_forces(lord, LIGHT_HORSE) + if (!is_marsh_in_play()) + game.battle.ah1[ix] += get_lord_forces(lord, LIGHT_HORSE) game.battle.ah1[ix] += get_lord_forces(lord, MILITIA) } if (lord_has_capability(lord, AOW_TEUTONIC_BALISTARII)) { game.battle.ah2[ix] += get_lord_forces(lord, MEN_AT_ARMS) } - game.battle.ah1[ix] += get_lord_forces(lord, ASIATIC_HORSE) + if (!is_marsh_in_play()) + game.battle.ah1[ix] += get_lord_forces(lord, ASIATIC_HORSE) } function count_horse_hits(ix, lord) { + if (is_marsh_in_play()) + return + if (game.battle.field_organ === lord && game.battle.round === 1) { + log(`Field Organ L%{lord}.`) + game.battle.ah1[ix] += get_lord_forces(lord, KNIGHTS) << 1 + game.battle.ah1[ix] += get_lord_forces(lord, SERGEANTS) << 1 + } if (game.battle.storm) game.battle.ah1[ix] += get_lord_forces(lord, KNIGHTS) << 1 else @@ -5801,6 +6097,8 @@ function count_battle_hits(ix, lord, step) { case BATTLE_STEP_DEF_ARCHERY: case BATTLE_STEP_ATK_ARCHERY: count_archery_hits(ix, lord) + if (is_hill_in_play()) + count_archery_hits(ix, lord) // count 'em twice break case BATTLE_STEP_DEF_HORSE: case BATTLE_STEP_ATK_HORSE: @@ -5918,22 +6216,22 @@ function goto_strike_storm() { if (game.active === game.battle.attacker) { if (game.battle.garrison) { if (game.battle.array[D2] === NOBODY) - log(`L${game.battle.array[A2]} struck Garrison for ${format_hits()}`) + log(`L${game.battle.array[A2]} struck Garrison.`) else - log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]} and Garrison for ${format_hits()}`) + log(`L${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]} for ${format_hits()}`) + log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]}.`) } game.battle.sg = [ A2 ] game.battle.hg = [ D2 ] } else { if (game.battle.garrison) { if (game.battle.array[D2] === NOBODY) - log(`Garrison struck L${game.battle.array[A2]} for ${format_hits()}`) + log(`Garrison struck L${game.battle.array[A2]}.`) else - log(`L${game.battle.array[D2]} and Garrison struck L${game.battle.array[A2]} for ${format_hits()}`) + log(`L${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]} for ${format_hits()}`) + log(`L${game.battle.array[D2]} struck L${game.battle.array[A2]}.`) } game.battle.sg = [ D2 ] game.battle.hg = [ A2 ] @@ -5947,6 +6245,16 @@ function goto_strike_battle() { log_h4(battle_step_name[game.battle.step]) + if (is_marsh_in_play()) + log("Marsh") + + if (is_hill_in_play() && game.battle.step < 2) + log("Hill") + + if (game.battle.step >= 2) // Melee Step + if (game.battle.bridge) + log("TODO: Bridge") + game.battle.ah1 = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] game.battle.ah2 = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ] for (let p of STEP_ARRAY[s]) @@ -6146,7 +6454,7 @@ function select_strike_group(i) { game.battle.h2 = (game.battle.h2 + 1) >> 1 } - log(`${format_group(game.battle.sg)} struck ${format_group(game.battle.hg)} for ${format_hits()}`) + log(`${format_group(game.battle.sg)} struck ${format_group(game.battle.hg)}.`) goto_apply_hits() } @@ -6209,14 +6517,35 @@ function goto_apply_hits() { else roll_for_walls() } else if (game.battle.sally) { - if (game.active !== game.battle.attacker) - roll_for_siegeworks() + if (game.active !== game.battle.attacker) { + if (is_ravens_rock_in_play() && count_siege_markers(game.battle.where) < 2) + roll_for_ravens_rock() + else + roll_for_siegeworks() + } else { + if (is_ravens_rock_in_play()) + roll_for_ravens_rock() + } } else { let s = game.battle.sg[0] - if (s === SA1 || s === SA2 || s === SA3) - roll_for_siegeworks() + if (s === SA1 || s === SA2 || s === SA3) { + if (is_ravens_rock_in_play() && count_siege_markers(game.battle.where) < 2) + roll_for_ravens_rock() + else + roll_for_siegeworks() + } else { + if (is_ravens_rock_in_play()) + roll_for_ravens_rock() + } } + if (game.battle.h2 > 0) + log(`${game.battle.h2} crossbow hits`) + if (game.battle.h1 > 0) + log(`${game.battle.h1} hits`) + if (game.battle.h1 + game.battle.h2 === 0) + log(`No hits`) + resume_apply_hits() } @@ -6268,6 +6597,12 @@ function roll_for_siegeworks() { } } +function roll_for_ravens_rock() { + let prot = 2 + game.battle.h2 = roll_for_protection(`Raven's Rock 1-${prot} vs crossbow:`, prot, game.battle.h2) + game.battle.h1 = roll_for_protection(`Raven's Rock 1-${prot}:`, prot, game.battle.h1) +} + function roll_for_protection(name, prot, n) { let total = 0 if (n > 0) { @@ -6283,7 +6618,6 @@ function roll_for_protection(name, prot, n) { } log(name) logi(rolls.join(", ")) - logi("Total " + total) } return total } @@ -6345,21 +6679,21 @@ function action_apply_hits(lord, type) { if (evade > 0 && !game.battle.storm) { let die = roll_die() if (die <= evade) { - log(`${FORCE_TYPE_NAME[type]} ${die} <= ${evade}`) + log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} <= ${evade}`) } else { - log(`${FORCE_TYPE_NAME[type]} ${die} > ${evade}`) + log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} > ${evade}`) rout_unit(lord, type) } } else if (protection > 0) { let die = roll_die() if (die <= protection - ap) { - log(`${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`) + log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`) } else { - log(`${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`) + log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`) rout_unit(lord, type) } } else { - log(`${FORCE_TYPE_NAME[type]} unprotected`) + log(`L${lord} ${FORCE_TYPE_NAME[type]} unprotected`) rout_unit(lord, type) } |