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-rw-r--r--info/notes.html1
-rw-r--r--play.html2
-rw-r--r--rules.js87
3 files changed, 53 insertions, 37 deletions
diff --git a/info/notes.html b/info/notes.html
index b88e5ea..5ddd94d 100644
--- a/info/notes.html
+++ b/info/notes.html
@@ -22,6 +22,7 @@ Sequence of play changes for expediency:
<li> One side does all of Feed, Pay, and Disband before next side.
<li> Russians Feed, Pay, and Disband first after a Russian command card.
<li> One side does both Wastage and Discard before next side.
+<li> Loser does all their Ending the Battle steps before the victor.
</ul>
<hr>
diff --git a/play.html b/play.html
index f4674b6..c57c89e 100644
--- a/play.html
+++ b/play.html
@@ -218,7 +218,7 @@ body.Teutons #plan_actions .russian { display: none }
}
#pursuit {
- margin: 0 auto;
+ margin: 15px auto;
}
.siegeworks {
diff --git a/rules.js b/rules.js
index 5276671..4a8f73f 100644
--- a/rules.js
+++ b/rules.js
@@ -1,5 +1,9 @@
"use strict"
+// TODO: post-battle sequence
+// rules: Loser retreat, P1 losses, P2 losses, Victor spoils, Loser service
+// option: Loser retreat, Loser losses, Loser service, Victor losses, Victor spoils
+
// FIXME: lift_sieges / besieged needs checking! (automatic after disband_lord, manual after move/sail, extra careful manual after battle)
// FIXME: remove_legate_if_endangered needs checking! (automatic after disband_lord, manual after move/sail, manual after battle)
@@ -3906,6 +3910,7 @@ states.novgorod_veche = {
}
if (game.scenario === "Watland") {
+ // Decline of Andrey
log("Added 2 VP to Veche.")
add_veche_vp(2)
} else {
@@ -8742,6 +8747,18 @@ function end_battle_round() {
// === ENDING THE BATTLE ===
+// Ending the Battle - optimized from rules as written
+// Loser retreat / withdraw / remove
+// Loser losses
+// Loser service
+// Victor losses
+// Victor spoils
+
+// Ending the Storm
+// Sack (loser removes lords)
+// Victor losses
+// Victor spoils
+
function set_active_loser() {
set_active(game.battle.loser)
}
@@ -8754,20 +8771,6 @@ function set_active_victor() {
}
function end_battle() {
- // Ending the Battle
- // retreat, withdrawal, or removal
- // withdraw
- // retreat
- // remove
- // losses
- // spoils
- // service
-
- // Ending the Storm
- // sack
- // losses
- // spoils
-
log_h3(`${game.battle.loser} Lost`)
if ((game.battle.sally || game.battle.relief) && game.battle.attacker === game.battle.loser) {
@@ -8781,7 +8784,7 @@ function end_battle() {
if (game.battle.attacker !== game.battle.loser)
goto_sack()
else
- goto_battle_losses()
+ goto_battle_losses_loser()
} else {
goto_battle_withdraw()
}
@@ -8831,7 +8834,7 @@ function resume_sack() {
if (has_friendly_lord(game.battle.where))
game.state = "sack"
else
- goto_battle_losses()
+ goto_battle_losses_loser()
}
states.sack = {
@@ -8843,7 +8846,6 @@ states.sack = {
gen_action_lord(lord)
},
lord(lord) {
- log(`Disbanded L${lord}.`)
transfer_assets_except_ships(lord)
if (can_ransom_lord_battle(lord)) {
goto_ransom(lord)
@@ -9163,7 +9165,7 @@ function goto_battle_remove() {
if (count_unbesieged_friendly_lords(game.battle.where) > 0)
game.state = "battle_remove"
else
- goto_battle_losses()
+ goto_battle_losses_loser()
}
states.battle_remove = {
@@ -9200,12 +9202,27 @@ function has_battle_losses() {
return false
}
-function goto_battle_losses() {
+function goto_battle_losses_loser() {
clear_undo()
- set_active(P1)
+ set_active_loser()
+ game.who = NOBODY
+ if (has_battle_losses())
+ if (game.active === P1)
+ log_h3("Teutonic Losses")
+ else
+ log_h3("Russian Losses")
+ resume_battle_losses()
+}
+
+function goto_battle_losses_victor() {
+ clear_undo()
+ set_active_victor()
game.who = NOBODY
if (has_battle_losses())
- log_h3("Teutonic Losses")
+ if (game.active === P1)
+ log_h3("Teutonic Losses")
+ else
+ log_h3("Russian Losses")
resume_battle_losses()
}
@@ -9309,14 +9326,10 @@ function goto_battle_losses_remove() {
function end_battle_losses_remove() {
game.who = NOBODY
- set_active_enemy()
- if (game.active === P2) {
- if (has_battle_losses())
- log_h3("Russian Losses")
- resume_battle_losses()
- } else {
+ if (game.active === game.battle.loser)
+ goto_battle_service()
+ else
goto_battle_spoils()
- }
}
states.battle_losses_remove = {
@@ -9344,7 +9357,7 @@ function end_ransom_battle_losses_remove() {
goto_battle_losses_remove()
}
-// === ENDING THE BATTLE: SPOILS ===
+// === ENDING THE BATTLE: SPOILS (VICTOR) ===
function log_spoils() {
if (game.spoils[PROV] > 0)
@@ -9378,7 +9391,6 @@ function find_lone_friendly_lord_at(loc) {
}
function goto_battle_spoils() {
- set_active_victor()
if (has_any_spoils() && has_friendly_lord(game.battle.where)) {
log_h3("Spoils")
log_spoils()
@@ -9392,7 +9404,7 @@ function goto_battle_spoils() {
function end_battle_spoils() {
game.who = NOBODY
game.spoils = 0
- goto_battle_service()
+ goto_battle_aftermath()
}
states.battle_spoils = {
@@ -9423,15 +9435,14 @@ states.battle_spoils = {
},
}
-// === ENDING THE BATTLE: SERVICE ===
+// === ENDING THE BATTLE: SERVICE (LOSER) ===
function goto_battle_service() {
- set_active_loser()
if (game.battle.retreated) {
log_h3("Service")
resume_battle_service()
} else {
- goto_battle_aftermath()
+ end_battle_service()
}
}
@@ -9439,7 +9450,7 @@ function resume_battle_service() {
if (game.battle.retreated.length > 0)
game.state = "battle_service"
else
- goto_battle_aftermath()
+ end_battle_service()
}
states.battle_service = {
@@ -9464,6 +9475,10 @@ states.battle_service = {
},
}
+function end_battle_service() {
+ goto_battle_losses_victor()
+}
+
// === ENDING THE BATTLE: AFTERMATH ===
function goto_battle_aftermath() {
@@ -9819,7 +9834,7 @@ function disband_lord(lord, permanently = false) {
let turn = current_turn()
if (permanently) {
- log(`Disbanded L${lord} permanently.`)
+ log(`Removed L${lord}.`)
set_lord_locale(lord, NOWHERE)
set_lord_service(lord, NEVER)
} else if (get_lord_service(lord) < current_turn()) {