summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--rules.js400
1 files changed, 367 insertions, 33 deletions
diff --git a/rules.js b/rules.js
index b637d0f..fd8f3e7 100644
--- a/rules.js
+++ b/rules.js
@@ -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)
}