diff options
-rw-r--r-- | rules.js | 61 |
1 files changed, 31 insertions, 30 deletions
@@ -15,6 +15,7 @@ // clean up game.who (use only in muster / events, not for command) // TODO: remove push_state/pop_state stuff - use explicit substates with common functions instead // game.levy/command instead of game.who for levy (like game.command for campaign) +// TODO: optimize lift_sieges (only check specific locales based on where the check is) const data = require("./data.js") @@ -1089,7 +1090,15 @@ function add_siege_marker(loc) { } function remove_siege_marker(loc) { - map_set(game.pieces.sieges, loc, map_get(game.pieces.sieges, loc, 0) - 1) + let n = map_get(game.pieces.sieges, loc, 0) + if (n > 1) + map_set(game.pieces.sieges, loc, n - 1) + else + map_delete(game.pieces.sieges, loc) +} + +function remove_all_but_one_siege_markers(loc) { + map_set(game.pieces.sieges, loc, 1) } function remove_all_siege_markers(loc) { @@ -3388,13 +3397,23 @@ function toggle_legate_selected() { game.pieces.legate_selected = 1 } -function lift_siege(from) { - if (has_siege_marker(from)) { - log(`Lifted siege at %${from}.`) - remove_all_siege_markers(from) +function lift_sieges() { + for (let i = 0; i < game.pieces.sieges; i += 2) { + let loc = game.pieces.sieges[i] + if (is_enemy_stronghold(loc)) { + if (!has_friendly_lord(loc)) { + log(`Lifted siege at %${from}.`) + remove_all_siege_markers(from) + } + } else if (is_friendly_stronghold(loc)) { + if (!has_enemy_lord(loc)) { + log(`Lifted siege at %${from}.`) + remove_all_siege_markers(from) + } + } } - for (let lord = first_lord; lord <= last_lord; ++lord) - if (get_lord_locale(lord) === from && is_lord_besieged(lord)) + for (let lord = 0; lord < lord_count; ++lord) + if (is_lord_besieged(lord) && !has_siege_marker(get_lord_locale(lord))) set_lord_besieged(lord, 0) } @@ -3539,8 +3558,7 @@ function march_with_group_2() { if (game.pieces.legate_selected) game.pieces.legate = to - if (is_besieged_enemy_stronghold(from) && !has_friendly_lord(from)) - lift_siege(from) + lift_sieges() remove_legate_if_endangered(from) @@ -3572,11 +3590,6 @@ function march_with_group_3() { remove_legate_if_endangered(here) - if (is_besieged_friendly_stronghold(here)) { - // TODO if (is_besieged_enemy_stronghold(from) && !has_friendly_lord(from)) - lift_siege(here) - } - if (is_unbesieged_enemy_stronghold(here)) { add_siege_marker(here) log(`Encamped.`) @@ -4613,9 +4626,7 @@ states.sail = { if (game.pieces.legate_selected) game.pieces.legate = to - if (is_enemy_stronghold(from)) - // TODO if (is_besieged_enemy_stronghold(from) && !has_friendly_lord(from)) - lift_siege(from) + lift_sieges() remove_legate_if_endangered(from) @@ -5976,10 +5987,6 @@ function end_battle() { // === ENDING THE BATTLE: WITHDRAW === -function lord_has_no_forces(lord) { - return game.pieces.forces[lord] === 0 -} - function withdrawal_capacity_needed(here) { let n_upper = 0 let n_other = 0 @@ -6017,7 +6024,7 @@ states.battle_withdraw = { view.prompt = "Battle: You may withdraw losing lords into stronghold." - // TODO: Sally must withdraw! + // NOTE: Sallying lords are still flagged "besieged" and are thus already withdrawn! if (capacity >= 1) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { @@ -6032,7 +6039,6 @@ states.battle_withdraw = { } } - view.actions.end_withdraw = 1 }, lord(lord) { @@ -6100,7 +6106,6 @@ function can_retreat() { function goto_retreat() { let here = game.march.to - console.log("goto_retreat", here, count_unbesieged_friendly_lords(here), can_retreat()) if (count_unbesieged_friendly_lords(here) > 0 && can_retreat()) { game.battle.retreated = [] for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) @@ -6113,10 +6118,7 @@ function goto_retreat() { } function end_retreat() { - let from = game.battle.where - if (is_enemy_stronghold(from) && !has_friendly_lord(from)) - lift_siege(from) - + lift_sieges() goto_battle_remove() } @@ -6886,8 +6888,7 @@ function disband_lord(lord, permanently = false) { for (let v of data.lords[lord].vassals) game.pieces.vassals[v] = VASSAL_UNAVAILABLE - if (is_besieged_enemy_stronghold(here) && !has_friendly_lord(here)) - lift_siege(here) + lift_sieges() } states.disband = { |