diff options
-rw-r--r-- | rules.js | 170 |
1 files changed, 85 insertions, 85 deletions
@@ -6379,15 +6379,15 @@ function unpack_group(g, offset) { function unpack_group_list(flist, rlist) { let list = [] if (flist) { - for (let [sg, hg] of flist) { - if (unpack_group_hits(sg, 0)) - list.push([unpack_group(sg, 0), unpack_group(hg, 0)]) + for (let [strikers, targets] of flist) { + if (unpack_group_hits(strikers, 0)) + list.push([unpack_group(strikers, 0), unpack_group(targets, 0)]) } } if (rlist) { - for (let [sg, hg] of rlist) { - if (unpack_group_hits(sg, 6)) - list.push([unpack_group(sg, 6), unpack_group(hg, 6)]) + for (let [strikers, targets] of rlist) { + if (unpack_group_hits(strikers, 6)) + list.push([unpack_group(strikers, 6), unpack_group(targets, 6)]) } } return list @@ -6398,8 +6398,8 @@ function debug_group(g) { } function debug_group_list(list) { - for (let [sg,hg] of list) - console.log(debug_group(sg), "strike", debug_group(hg)) + for (let [strikers,targets] of list) + console.log(debug_group(strikers), "strike", debug_group(targets)) } function has_sa_without_rd() { @@ -6485,12 +6485,12 @@ function format_group(g) { } function format_hits() { - if (game.battle.h2 > 0 && game.battle.h1 > 0) - return `${game.battle.h2} crossbow hits and ${game.battle.h1} hits` - else if (game.battle.h2 > 0) - return `${game.battle.h2} crossbow hits` + if (game.battle.xhits > 0 && game.battle.hits > 0) + return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hits` + else if (game.battle.xhits > 0) + return `${game.battle.xhits} crossbow hits` else - return `${game.battle.h1} hits` + return `${game.battle.hits} hits` } function debug_battle_array(f, r) { @@ -6655,20 +6655,20 @@ function goto_strike_storm() { count_garrison_hits(game.battle.step) } - game.battle.h1 = game.battle.ah1[0] - game.battle.h2 = game.battle.ah2[0] + 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 (game.battle.h1 > 12) - game.battle.h1 = 12 + if (game.battle.hits > 12) + game.battle.hits = 12 } - game.battle.h1 += game.battle.ah1[1] - game.battle.h2 += game.battle.ah2[1] + game.battle.hits += game.battle.ah1[1] + game.battle.xhits += game.battle.ah2[1] round_hits() - if (game.battle.h1 + game.battle.h2 === 0) { + if (game.battle.hits + game.battle.xhits === 0) { log("No hits.") goto_next_strike() return @@ -6683,11 +6683,11 @@ function goto_strike_storm() { } else { log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]}.`) } - game.battle.sg = [ A2 ] + game.battle.strikers = [ A2 ] if (game.battle.array[D2] !== NOBODY) - game.battle.hg = [ D2 ] + game.battle.targets = [ D2 ] else - game.battle.hg = [] + game.battle.targets = [] } else { if (game.battle.garrison) { if (game.battle.array[D2] === NOBODY) @@ -6697,8 +6697,8 @@ function goto_strike_storm() { } else { log(`L${game.battle.array[D2]} struck L${game.battle.array[A2]}.`) } - game.battle.sg = [ D2 ] - game.battle.hg = [ A2 ] + game.battle.strikers = [ D2 ] + game.battle.targets = [ A2 ] } goto_apply_hits() @@ -6762,14 +6762,14 @@ function end_strike_choice() { if (has_sa_without_rd()) { game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front]) if (has_sa_strike()) { - let sg = [] + let strikers = [] if (game.battle.ah1[SA1] + game.battle.ah2[SA1] > 0) - sg.push(SA1) + strikers.push(SA1) if (game.battle.ah1[SA2] + game.battle.ah2[SA2] > 0) - sg.push(SA2) + strikers.push(SA2) if (game.battle.ah1[SA3] + game.battle.ah2[SA3] > 0) - sg.push(SA3) - game.battle.groups.push([ sg, [ game.battle.rc ] ]) + strikers.push(SA3) + game.battle.groups.push([ strikers, [ game.battle.rc ] ]) } } else { @@ -6798,7 +6798,7 @@ states.strike_choice = { let array = game.battle.array view.prompt = `${format_strike_step()}: Strike who?` - // view.group = game.battle.sg.map(p => game.battle.array[p]) + // view.group = game.battle.strikers.map(p => game.battle.array[p]) if (game.battle.fc === -1) { if (game.active === game.battle.attacker) @@ -6865,8 +6865,8 @@ function goto_select_strike_group() { states.select_strike_group = { prompt() { view.prompt = `${format_strike_step()}: Select Striking Lord or Group.` - for (let [sg, hg] of game.battle.groups) { - for (let p of sg) { + for (let [strikers, targets] of game.battle.groups) { + for (let p of strikers) { let lord = game.battle.array[p] if (game.battle.ah1[p] + game.battle.ah2[p] > 0) gen_action_lord(lord) @@ -6884,40 +6884,40 @@ states.select_strike_group = { function round_hits() { // Round in favor of crossbow hits. - if (game.battle.h2 & 1) { - game.battle.h1 = (game.battle.h1 >> 1) - game.battle.h2 = (game.battle.h2 >> 1) + 1 + if (game.battle.xhits & 1) { + game.battle.hits = (game.battle.hits >> 1) + game.battle.xhits = (game.battle.xhits >> 1) + 1 } else { - if (game.battle.h1 & 1) - game.battle.h1 = (game.battle.h1 >> 1) + 1 + if (game.battle.hits & 1) + game.battle.hits = (game.battle.hits >> 1) + 1 else - game.battle.h1 = (game.battle.h1 >> 1) - game.battle.h2 = (game.battle.h2 >> 1) + game.battle.hits = (game.battle.hits >> 1) + game.battle.xhits = (game.battle.xhits >> 1) } } function select_strike_group(i) { - game.battle.sg = game.battle.groups[i][0] - game.battle.hg = game.battle.groups[i][1] + game.battle.strikers = game.battle.groups[i][0] + game.battle.targets = game.battle.groups[i][1] array_remove(game.battle.groups, i) // Total hits from striking lords. - game.battle.h1 = 0 - game.battle.h2 = 0 - for (let p of game.battle.sg) { - game.battle.h1 += game.battle.ah1[p] - game.battle.h2 += game.battle.ah2[p] + game.battle.hits = 0 + game.battle.xhits = 0 + for (let p of game.battle.strikers) { + game.battle.hits += game.battle.ah1[p] + game.battle.xhits += game.battle.ah2[p] } round_hits() // Conceding side halves its total Hits, rounded up. if (game.active === game.battle.conceded) { - game.battle.h1 = (game.battle.h1 + 1) >> 1 - game.battle.h2 = (game.battle.h2 + 1) >> 1 + game.battle.hits = (game.battle.hits + 1) >> 1 + game.battle.xhits = (game.battle.xhits + 1) >> 1 } - log(`${format_group(game.battle.sg)} struck ${format_group(game.battle.hg)}.`) + log(`${format_group(game.battle.strikers)} struck ${format_group(game.battle.targets)}.`) goto_apply_hits() } @@ -6928,7 +6928,7 @@ function has_unrouted_forces_in_hit_group() { if (game.battle.storm && game.active !== game.battle.attacker) if (game.battle.garrison) return true - for (let p of game.battle.hg) { + for (let p of game.battle.targets) { let lord = game.battle.array[p] if (has_unrouted_units(lord)) return true @@ -6937,8 +6937,8 @@ function has_unrouted_forces_in_hit_group() { } function is_flanked_target() { - if (game.battle.hg.length === 1) { - let pos = game.battle.hg[0] + if (game.battle.targets.length === 1) { + let pos = game.battle.targets[0] let has_d1 = game.battle.array[D1] !== NOBODY && game.battle.array[A1] === NOBODY let has_d2 = game.battle.array[D2] !== NOBODY && game.battle.array[A2] === NOBODY let has_d3 = game.battle.array[D3] !== NOBODY && game.battle.array[A3] === NOBODY @@ -6958,7 +6958,7 @@ function is_flanked_target() { function has_valid_target() { if (game.battle.storm && game.active === game.battle.attacker && game.battle.garrison) return true - return game.battle.hg.length > 0 + return game.battle.targets.length > 0 } function goto_apply_hits() { @@ -6974,11 +6974,11 @@ function goto_apply_hits() { if (!is_flanked_target()) { console.log(" unflanked, SA added to hit group") if (game.battle.array[SA1] !== NOBODY) - game.battle.hg.push(SA1) + game.battle.targets.push(SA1) if (game.battle.array[SA2] !== NOBODY) - game.battle.hg.push(SA2) + game.battle.targets.push(SA2) if (game.battle.array[SA3] !== NOBODY) - game.battle.hg.push(SA3) + game.battle.targets.push(SA3) } } @@ -6998,7 +6998,7 @@ function goto_apply_hits() { roll_for_ravens_rock() } } else { - let s = game.battle.sg[0] + let s = game.battle.strikers[0] if (s === SA1 || s === SA2 || s === SA3) { if (is_ravens_rock_in_play() && count_siege_markers(game.battle.where) < 2) roll_for_ravens_rock() @@ -7010,18 +7010,18 @@ function goto_apply_hits() { } } - if (game.battle.h2 > 0) - log(`${game.battle.h2} crossbow hits`) - if (game.battle.h1 > 0) - log(`${game.battle.h1} hits`) - if (game.battle.h1 + game.battle.h2 === 0) + if (game.battle.xhits > 0) + log(`${game.battle.xhits} crossbow hits`) + if (game.battle.hits > 0) + log(`${game.battle.hits} hits`) + if (game.battle.hits + game.battle.xhits === 0) log(`No hits`) resume_apply_hits() } function resume_apply_hits() { - if (game.battle.h1 + game.battle.h2 === 0) { + if (game.battle.hits + game.battle.xhits === 0) { end_apply_hits() } else if (!has_unrouted_forces_in_hit_group()) { log("TODO: remaining hits!") @@ -7033,8 +7033,8 @@ function resume_apply_hits() { } function end_apply_hits() { - game.battle.sg = 0 - game.battle.hg = 0 + game.battle.strikers = 0 + game.battle.targets = 0 set_active_enemy() if (game.battle.storm) @@ -7051,8 +7051,8 @@ function roll_for_walls() { else if (is_city(here) || is_fort(here) || here === LOC_NOVGOROD) prot = 3 if (prot > 0) { - game.battle.h2 = roll_for_protection(`Walls 1-${prot} vs crossbow:`, prot, game.battle.h2) - game.battle.h1 = roll_for_protection(`Walls 1-${prot}:`, prot, game.battle.h1) + game.battle.xhits = roll_for_protection(`Walls 1-${prot} vs crossbow:`, prot, game.battle.xhits) + game.battle.hits = roll_for_protection(`Walls 1-${prot}:`, prot, game.battle.hits) } else { log("No walls.") } @@ -7061,8 +7061,8 @@ function roll_for_walls() { function roll_for_siegeworks() { let prot = count_siege_markers(game.battle.where) if (prot > 0) { - game.battle.h2 = roll_for_protection(`Siegeworks 1-${prot} vs crossbow:`, prot, game.battle.h2) - game.battle.h1 = roll_for_protection(`Siegeworks 1-${prot}:`, prot, game.battle.h1) + game.battle.xhits = roll_for_protection(`Siegeworks 1-${prot} vs crossbow:`, prot, game.battle.xhits) + game.battle.hits = roll_for_protection(`Siegeworks 1-${prot}:`, prot, game.battle.hits) } else { log("No siegeworks.") } @@ -7070,8 +7070,8 @@ function roll_for_siegeworks() { function roll_for_ravens_rock() { let prot = 2 - game.battle.h2 = roll_for_protection(`Raven's Rock 1-${prot} vs crossbow:`, prot, game.battle.h2) - game.battle.h1 = roll_for_protection(`Raven's Rock 1-${prot}:`, prot, game.battle.h1) + game.battle.xhits = roll_for_protection(`Raven's Rock 1-${prot} vs crossbow:`, prot, game.battle.xhits) + game.battle.hits = roll_for_protection(`Raven's Rock 1-${prot}:`, prot, game.battle.hits) } function roll_for_protection(name, prot, n) { @@ -7106,16 +7106,16 @@ function rout_lord(lord) { // FIXME cleanup TODO, removing from which groups // remove from current hit group - array_remove_item(game.battle.hg, p) + array_remove_item(game.battle.targets, p) for (let i = 0; i < game.battle.groups;) { - let hg = game.battle.groups[i][1] + let targets = game.battle.groups[i][1] // remove from other hit groups - array_remove_item(hg, p) + array_remove_item(targets, p) // remove strike groups with no remaining targets - if (hg.length === 0) + if (targets.length === 0) array_remove(game.battle.groups, i) else ++i @@ -7145,7 +7145,7 @@ function action_apply_hits(lord, type) { let evade = FORCE_EVADE[type] // TODO: manual choice of hit type - let ap = (is_armored_force(type) && game.battle.h2 > 0) ? 2 : 0 + let ap = (is_armored_force(type) && game.battle.xhits > 0) ? 2 : 0 if (evade > 0 && !game.battle.storm) { let die = roll_die() @@ -7169,10 +7169,10 @@ function action_apply_hits(lord, type) { } // TODO: manual choice of hit type - if (game.battle.h2) - game.battle.h2-- + if (game.battle.xhits) + game.battle.xhits-- else - game.battle.h1-- + game.battle.hits-- if (!has_unrouted_units(lord)) rout_lord(lord) @@ -7182,7 +7182,7 @@ function action_apply_hits(lord, type) { function prompt_hit_armored_forces() { let has_armored = false - for (let p of game.battle.hg) { + for (let p of game.battle.targets) { let lord = game.battle.array[p] if (get_lord_forces(lord, KNIGHTS) > 0) { gen_action_knights(lord) @@ -7201,7 +7201,7 @@ function prompt_hit_armored_forces() { } function prompt_hit_unarmored_forces() { - for (let p of game.battle.hg) { + for (let p of game.battle.targets) { let lord = game.battle.array[p] if (get_lord_forces(lord, LIGHT_HORSE) > 0) gen_action_light_horse(lord) @@ -7215,7 +7215,7 @@ function prompt_hit_unarmored_forces() { } function prompt_hit_forces() { - for (let p of game.battle.hg) { + for (let p of game.battle.targets) { let lord = game.battle.array[p] if (get_lord_forces(lord, KNIGHTS) > 0) gen_action_knights(lord) @@ -7238,9 +7238,9 @@ states.apply_hits = { prompt() { view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` - view.group = game.battle.sg.map(p => game.battle.array[p]) + view.group = game.battle.strikers.map(p => game.battle.array[p]) - // TODO: h1 or h2 choice + // TODO: hits or xhits choice if (game.battle.storm) { if (game.active === game.battle.attacker) { |