diff options
-rw-r--r-- | rules.js | 58 |
1 files changed, 54 insertions, 4 deletions
@@ -12,6 +12,7 @@ // FIXME: lift_sieges / besieged needs checking! // FIXME: remove_legate_if_endangered needs checking! +// GUI: show sally/relief sally as unbesieged on map // GUI: show siegeworks + walls on battle mat for protection indication // GUI: show feed x2 on lord mats with > 6 units // GUI: battle mat - optional - either mat in middle, or garrison + siegeworks display @@ -6392,6 +6393,8 @@ function could_play_card(c) { function can_play_battle_events() { if (!game.battle.storm) { if (game.active === TEUTONS) { + if (could_play_card(EVENT_TEUTONIC_AMBUSH)) + return true if (game.active !== game.battle.attacker) { if (could_play_card(EVENT_TEUTONIC_HILL)) return true @@ -6405,6 +6408,8 @@ function can_play_battle_events() { } if (game.active === RUSSIANS) { + if (could_play_card(EVENT_RUSSIAN_AMBUSH)) + return true if (game.active !== game.battle.attacker) { if (could_play_card(EVENT_RUSSIAN_HILL)) return true @@ -6435,6 +6440,7 @@ function prompt_battle_events() { // both attacker and defender events if (game.active === TEUTONS) { if (!game.battle.storm) { + gen_action_card_if_held(EVENT_TEUTONIC_AMBUSH) if (!is_winter()) gen_action_card_if_held(EVENT_TEUTONIC_BRIDGE) } @@ -6443,6 +6449,7 @@ function prompt_battle_events() { if (game.active === RUSSIANS) { if (!game.battle.storm) { + gen_action_card_if_held(EVENT_RUSSIAN_AMBUSH) if (!is_winter()) gen_action_card_if_held(EVENT_RUSSIAN_BRIDGE) if (is_summer()) @@ -6498,8 +6505,10 @@ function action_battle_events(c) { set_delete(current_hand(), c) set_add(game.events, c) switch (c) { + case EVENT_TEUTONIC_AMBUSH: case EVENT_TEUTONIC_HILL: case EVENT_TEUTONIC_MARSH: + case EVENT_RUSSIAN_AMBUSH: case EVENT_RUSSIAN_HILL: case EVENT_RUSSIAN_MARSH: case EVENT_RUSSIAN_RAVENS_ROCK: @@ -7115,10 +7124,44 @@ function pack_battle_array_rear() { return x } +function clear_attacker_flank_bits(x, a, b) { + return x & ~(1<<A1) & ~(1<<A3) +} + +function clear_defender_flank_bits(x, a, b) { + return x & ~(1<<D1) & ~(1<<D3) +} + +function is_attacker_ambushed() { + if (game.battle.round === 1) { + if (game.battle.attacker === TEUTONS) + return is_event_in_play(EVENT_RUSSIAN_AMBUSH) + else + return is_event_in_play(EVENT_TEUTONIC_AMBUSH) + } + return false +} + +function is_defender_ambushed() { + if (game.battle.round === 1) { + if (game.battle.attacker !== TEUTONS) + return is_event_in_play(EVENT_RUSSIAN_AMBUSH) + else + return is_event_in_play(EVENT_TEUTONIC_AMBUSH) + } + return false +} + function front_strike_choice() { let s = game.battle.step & 1 - let f = pack_battle_array_front() - if (GROUPS[s][1][f] !== 0) { + let x = pack_battle_array_front() + + if (is_attacker_ambushed()) + x = clear_attacker_flank_bits(x) + if (is_defender_ambushed()) + x = clear_defender_flank_bits(x) + + if (GROUPS[s][1][x] !== 0) { // Choice only matters if the center Lord has strikes this step if (has_center_strike(A2, D2)) game.battle.fc = -1 @@ -7131,14 +7174,21 @@ function front_strike_choice() { function rear_strike_choice() { if (has_sa_without_rd()) { + // TODO: ambush! if (has_sa_strike()) game.battle.rc = select_lone_defender() else game.battle.rc = 0 } else { let s = game.battle.step & 1 - let r = pack_battle_array_rear() - if (GROUPS[s][1][r] !== 0) { + let x = pack_battle_array_rear() + + if (is_attacker_ambushed()) + x = clear_attacker_flank_bits(x) + if (is_defender_ambushed()) + x = clear_defender_flank_bits(x) + + if (GROUPS[s][1][x] !== 0) { // Choice only matters if the center Lord has strikes this step if (has_center_strike(SA2, RD2)) game.battle.fc = -1 |