diff options
-rw-r--r-- | rules.js | 787 |
1 files changed, 386 insertions, 401 deletions
@@ -123,36 +123,6 @@ const battle_array_name = [ "RD1", "RD2", "RD3", ] -// battle steps -const BATTLE_STEP_DEF_ARCHERY = 0 -const BATTLE_STEP_ATK_ARCHERY = 1 -const BATTLE_STEP_DEF_HORSE = 2 -const BATTLE_STEP_ATK_HORSE = 3 -const BATTLE_STEP_DEF_FOOT = 4 -const BATTLE_STEP_ATK_FOOT = 5 - -// storm steps -const STORM_STEP_DEF_ARCHERY = 0 -const STORM_STEP_ATK_ARCHERY = 1 -const STORM_STEP_DEF_MELEE = 2 -const STORM_STEP_ATK_MELEE = 3 - -const battle_step_name = [ - "Defending Archery", - "Attacking Archery", - "Defending Horse", - "Attacking Horse", - "Defending Foot", - "Attacking Foot", -] - -const storm_step_name = [ - "Defending Archery", - "Attacking Archery", - "Defending Melee", - "Attacking Melee", -] - function find_card(name) { return data.cards.findIndex((x) => x.name === name) } @@ -2355,7 +2325,7 @@ function is_nothing_at_riga() { } function goto_russian_event_prussian_revolt() { - if (is_lord_on_map(LORD_ANDREAS) && !is_lord_besieged(LORD_ANDREAS) && is_nothing_at_riga()) { + if (is_lord_on_map(LORD_ANDREAS) && is_lord_unbesieged(LORD_ANDREAS) && is_nothing_at_riga()) { game.who = LORD_ANDREAS game.state = "prussian_revolt" } else if (is_lord_on_calendar(LORD_ANDREAS)) { @@ -4002,24 +3972,30 @@ function toggle_legate_selected() { game.pieces.legate_selected = 1 } +function release_besieged_lords(loc) { + for (let lord = 0; lord < lord_count; ++lord) + if (get_lord_locale(loc) === loc && is_lord_besieged(lord)) + set_lord_besieged(lord, 0) +} + function lift_sieges() { +console.log("LIFT SIEGE CHECK!") for (let i = 0; i < game.pieces.sieges.length; i += 2) { let loc = game.pieces.sieges[i] if (is_enemy_stronghold(loc)) { if (!has_friendly_lord(loc)) { log(`Lifted siege at %${loc}.`) remove_all_siege_markers(loc) + release_besieged_lords(loc) } } else if (is_friendly_stronghold(loc)) { if (!has_enemy_lord(loc)) { log(`Lifted siege at %${loc}.`) remove_all_siege_markers(loc) + release_besieged_lords(loc) } } } - 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) } function group_has_teutonic_converts() { @@ -4452,7 +4428,7 @@ states.march_withdraw = { if (capacity >= 1) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (get_lord_locale(lord) === here && !is_lower_lord(lord) && !is_lord_besieged(lord)) { + if (get_lord_locale(lord) === here && !is_lower_lord(lord) && is_lord_unbesieged(lord)) { if (is_upper_lord(lord)) { if (capacity >= 2) gen_action_lord(lord) @@ -5438,11 +5414,13 @@ function init_battle(here, is_storm, is_sally) { game.battle = { where: here, round: 1, + step: 0, storm: is_storm, sally: is_sally, relief: 0, attacker: game.active, conceded: 0, + loser: 0, array: [ -1, game.command, -1, -1, -1, -1, @@ -5451,9 +5429,13 @@ function init_battle(here, is_storm, is_sally) { ], garrison: 0, reserves: [], - routed: [], - step: 0, - loser: 0, + retreated: 0, + strikers: 0, + targets: 0, + hits: 0, + xhits: 0, + fc: -1, + rc: -1, } } @@ -6317,109 +6299,196 @@ states.reposition_storm = { }, } -// === BATTLE: STRIKE === +// === BATTLE: TOTAL HITS === -// Segment strikers and targets into groups according to flanking situation (front/rear choice). -// S picks group to strike. -// Roll for walls or siegeworks. -// T applies hits. -// Rolls for armor. -// If any routed, recalculate target group for current strike group (front/rear choice again). +const battle_defending_positions = [ D1, D2, D3, RD1, RD2, RD3 ] +const battle_attacking_positions = [ A1, A2, A3, SA1, SA2, SA3 ] -// TODO: Order of applying mixed archery hits? +const storm_defending_positions = [ D2 ] +const storm_attacking_positions = [ A2 ] -function format_strike_step() { - if (game.battle.storm) - return storm_step_name[game.battle.step] - // TODO: format strike group and target groups too? - return battle_step_name[game.battle.step] -} +const battle_steps = [ + { name: "Defending Archery", hits: count_archery_hits, xhits: count_archery_xhits, archery: 1 }, + { name: "Attacking Archery", hits: count_archery_hits, xhits: count_archery_xhits, archery: 1 }, + { name: "Defending Horse", hits: count_horse_hits, xhits: count_zero_hits, archery: 0 }, + { name: "Attacking Horse", hits: count_horse_hits, xhits: count_zero_hits, archery: 0 }, + { name: "Defending Foot", hits: count_foot_hits, xhits: count_zero_hits, archery: 0 }, + { name: "Attacking Foot", hits: count_foot_hits, xhits: count_zero_hits, archery: 0 }, +] -const STEP_ARRAY = [ - [ D1, D2, D3, RD1, RD2, RD3 ], - [ A1, A2, A3, SA1, SA2, SA3 ], +const storm_steps = [ + { name: "Defending Archery", hits: count_archery_hits, xhits: count_archery_xhits, archery: 1 }, + { name: "Attacking Archery", hits: count_archery_hits, xhits: count_archery_xhits, archery: 1 }, + { name: "Defending Melee", hits: count_melee_hits, xhits: count_zero_hits, archery: 0 }, + { name: "Attacking Melee", hits: count_melee_hits, xhits: count_zero_hits, archery: 0 }, ] -function pack_battle_array_front() { - let x = 0 - for (let i = 0; i < 6; ++i) - if (game.battle.array[i] >= 0) - x |= (1 << i) - return x +function count_zero_hits(lord) { + return 0 } -function pack_battle_array_rear() { - let x = 0 - for (let i = 0; i < 6; ++i) - if (game.battle.array[i+6] >= 0) - x |= (1 << i) - return x +function count_archery_xhits(lord) { + let xhits = 0 + if (lord_has_capability(lord, AOW_TEUTONIC_BALISTARII)) + xhits += get_lord_forces(lord, MEN_AT_ARMS) + if (is_hill_in_play()) + return xhits << 1 + return xhits } -function unpack_group_hits(g, offset) { - for (let i = 0; i < 6; ++i) { - if ((g >> i) & 1) { - if (game.battle.ah1[i+offset] > 0) - return true - if (game.battle.ah2[i+offset] > 0) - return true +function count_archery_hits(lord) { + let hits = 0 + if (!is_marsh_in_play()) { + if (lord_has_capability(lord, AOW_RUSSIAN_LUCHNIKI)) { + hits += get_lord_forces(lord, LIGHT_HORSE) + hits += get_lord_forces(lord, MILITIA) + } + hits += get_lord_forces(lord, ASIATIC_HORSE) + } else { + if (lord_has_capability(lord, AOW_RUSSIAN_LUCHNIKI)) { + hits += get_lord_forces(lord, MILITIA) } } - return false + if (is_hill_in_play()) + return hits << 1 + return hits } -function unpack_group(g, offset) { - let list = [] - for (let i = 0; i < 6; ++i) - if ((g >> i) & 1) - list.push(i + offset) - return list +function count_melee_hits(lord) { + return count_horse_hits(lord) + count_foot_hits(lord) } -function unpack_group_list(flist, rlist) { - let list = [] - if (flist) { - 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 [strikers, targets] of rlist) { - if (unpack_group_hits(strikers, 6)) - list.push([unpack_group(strikers, 6), unpack_group(targets, 6)]) +function count_horse_hits(lord) { + let hits = 0 + if (!is_marsh_in_play()) { + if (game.battle.field_organ === lord && game.battle.round === 1) { + log(`Field Organ L%{lord}.`) + hits += get_lord_forces(lord, KNIGHTS) << 1 + hits += get_lord_forces(lord, SERGEANTS) << 1 } + if (game.battle.storm) + hits += get_lord_forces(lord, KNIGHTS) << 1 + else + hits += get_lord_forces(lord, KNIGHTS) << 2 + hits += get_lord_forces(lord, SERGEANTS) << 1 + hits += get_lord_forces(lord, LIGHT_HORSE) } - return list + return hits } -function debug_group(g) { - return g.map(p=>battle_array_name[p]).join("+") +function count_foot_hits(lord) { + let hits = 0 + hits += get_lord_forces(lord, MEN_AT_ARMS) << 1 + hits += get_lord_forces(lord, MILITIA) + hits += get_lord_forces(lord, SERFS) + return hits } -function debug_group_list(list) { - for (let [strikers,targets] of list) - console.log(debug_group(strikers), "strike", debug_group(targets)) +function count_garrison_xhits() { + if (game.battle.storm && game.battle.garrison && game.active !== game.battle.attacker) + if (storm_steps[game.battle.step].archery) + return game.battle.garrison.men_at_arms + return 0 } -function has_sa_without_rd() { - if (game.active === game.battle.attacker) { - let array = game.battle.array - if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA3] !== NOBODY) - if (array[RD1] === NOBODY && array[RD2] === NOBODY && array[RD3] === NOBODY) - return true - } +function count_garrison_hits() { + if (game.battle.storm && game.battle.garrison && game.active !== game.battle.attacker) + if (!storm_steps[game.battle.step].archery) + return (game.battle.garrison.knights << 1) + (game.battle.garrison.men_at_arms << 1) + return 0 +} + +function count_lord_xhits(lord) { + if (game.battle.storm) + return storm_steps[game.battle.step].xhits(lord) + return battle_steps[game.battle.step].xhits(lord) +} + +function count_lord_hits(lord) { + if (game.battle.storm) + return storm_steps[game.battle.step].hits(lord) + return battle_steps[game.battle.step].hits(lord) +} + +function has_lord_strike(lord) { + if (lord !== NOBODY) + return count_lord_hits(lord) + count_lord_xhits(lord) > 0 return false } +function has_center_strike(X2, Y2) { + return ( + has_lord_strike(game.battle.array[X2]) || + has_lord_strike(game.battle.array[Y2]) + ) +} + function has_sa_strike() { return ( - game.battle.ah1[SA1] + game.battle.ah2[SA1] + - game.battle.ah1[SA2] + game.battle.ah2[SA2] + - game.battle.ah1[SA3] + game.battle.ah2[SA3] > 0 + has_lord_strike(game.battle.array[SA1]) || + has_lord_strike(game.battle.array[SA2]) || + has_lord_strike(game.battle.array[SA3]) ) } +// === BATTLE: STRIKE === + +// Segment strikers and targets into groups according to flanking situation (front/rear choice). +// S picks group to strike. +// Roll for walls or siegeworks. +// T applies hits. +// Rolls for armor. +// If any routed, recalculate target group for current strike group (front/rear choice again). + +function format_strike_step() { + // TODO: format strike group and target groups too? + if (game.battle.storm) + return storm_steps[game.battle.step].name + return battle_steps[game.battle.step].name +} + +function goto_start_strike() { + game.battle.step = 0 + goto_strike() +} + +function goto_next_strike() { + let end = game.battle.storm ? 4 : 6 + game.battle.step++ + if (game.battle.step >= end) + end_battle_round() + else + goto_strike() +} + +function goto_strike() { + // Exit early if one side is completely routed + if (is_battle_over()) { + goto_next_strike() + return + } + + if (game.battle.step & 1) + set_active_attacker() + else + set_active_defender() + + if (game.battle.storm) + goto_strike_storm() + else + goto_strike_battle() +} + +function is_battle_over() { + set_active_attacker() + if (has_no_unrouted_forces()) + return true + set_active_defender() + if (has_no_unrouted_forces()) + return true + return false +} + function has_no_unrouted_forces() { // All unrouted lords are either in battle array or in reserves for (let p = 0; p < 12; ++p) @@ -6434,18 +6503,14 @@ function has_no_unrouted_forces() { return true } -function front_strike_choice() { - let s = game.battle.step & 1 - let f = pack_battle_array_front() - // Choice only matters if the center Lord has strikes this step - if (GROUPS[s][1][f] !== 0) { - if (game.battle.ah1[A2] + game.battle.ah2[A2] + game.battle.ah1[D2] + game.battle.ah2[D2] > 0) - game.battle.fc = -1 - else - game.battle.fc = 0 - } else { - game.battle.fc = 0 +function has_sa_without_rd() { + if (game.active === game.battle.attacker) { + let array = game.battle.array + if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA3] !== NOBODY) + if (array[RD1] === NOBODY && array[RD2] === NOBODY && array[RD3] === NOBODY) + return true } + return false } function select_lone_defender() { @@ -6459,6 +6524,36 @@ function select_lone_defender() { return -1 } +function pack_battle_array_front() { + let x = 0 + for (let i = 0; i < 6; ++i) + if (game.battle.array[i] >= 0) + x |= (1 << i) + return x +} + +function pack_battle_array_rear() { + let x = 0 + for (let i = 0; i < 6; ++i) + if (game.battle.array[i+6] >= 0) + x |= (1 << i) + return x +} + +function front_strike_choice() { + let s = game.battle.step & 1 + let f = pack_battle_array_front() + if (GROUPS[s][1][f] !== 0) { + // Choice only matters if the center Lord has strikes this step + if (has_center_strike(A2, D2)) + game.battle.fc = -1 + else + game.battle.fc = 0 + } else { + game.battle.fc = 0 + } +} + function rear_strike_choice() { if (has_sa_without_rd()) { if (has_sa_strike()) @@ -6470,8 +6565,8 @@ function rear_strike_choice() { let r = pack_battle_array_rear() if (GROUPS[s][1][r] !== 0) { // Choice only matters if the center Lord has strikes this step - if (game.battle.ah1[SA2] + game.battle.ah2[SA2] + game.battle.ah1[RD2] + game.battle.ah2[RD2] > 0) - game.battle.rc = -1 + if (has_center_strike(SA2, RD2)) + game.battle.fc = -1 else game.battle.rc = 0 } else { @@ -6480,17 +6575,74 @@ function rear_strike_choice() { } } +function unpack_group(g, offset) { + let list = [] + for (let i = 0; i < 6; ++i) + if ((g >> i) & 1) + list.push(i + offset) + return list +} + +function create_battle_group(list, targets) { + let strikers = [] + let hits = 0 + let xhits = 0 + + for (let pos of list) { + let lord = game.battle.array[pos] + let lord_hits = count_lord_hits(lord) + let lord_xhits = count_lord_xhits(lord) + if (lord_hits + lord_xhits > 0) { + strikers.push(pos) + if (lord_xhits > 0) + log(`L${lord} ${lord_xhits/2} crossbow hits`) + if (lord_hits > 0) + log(`L${lord} ${lord_hits/2} hits`) + hits += lord_hits + xhits += lord_xhits + } + } + + if (strikers.length > 0) { + // Round in favor of crossbow hits. + if (xhits & 1) { + hits = (hits >> 1) + xhits = (xhits >> 1) + 1 + } else { + if (hits & 1) + hits = (hits >> 1) + 1 + else + hits = (hits >> 1) + xhits = (xhits >> 1) + } + + // Conceding side halves its total Hits, rounded up. + if (game.active === game.battle.conceded) { + hits = (hits + 1) >> 1 + xhits = (xhits + 1) >> 1 + } + + game.battle.groups.push([ strikers, targets, hits, xhits ]) + } +} + +function create_battle_groups_from_array(list, offset) { + if (list) + for (let [ s, t ] of list) + create_battle_group(unpack_group(s, offset), unpack_group(t, offset)) +} + function format_group(g) { return g.map(p=>lord_name[game.battle.array[p]]).join(", ") } -function format_hits() { - if (game.battle.xhits > 0 && game.battle.hits > 0) - return `${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.hits} hits` +function debug_group(g) { + return g.map(p=>battle_array_name[p]).join("+") +} + +function debug_group_list(list) { + for (let [strikers,targets,hits,xhits] of list) + console.log(debug_group(strikers), "strike", debug_group(targets), "for", hits, "+", xhits) } function debug_battle_array(f, r) { @@ -6518,129 +6670,9 @@ function debug_battle_array(f, r) { } } -function count_archery_hits(ix, lord) { - if (lord_has_capability(lord, AOW_RUSSIAN_LUCHNIKI)) { - 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) - } - 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 - game.battle.ah1[ix] += get_lord_forces(lord, KNIGHTS) << 2 - game.battle.ah1[ix] += get_lord_forces(lord, SERGEANTS) << 1 - game.battle.ah1[ix] += get_lord_forces(lord, LIGHT_HORSE) -} - -function count_foot_hits(ix, lord) { - game.battle.ah1[ix] += get_lord_forces(lord, MEN_AT_ARMS) << 1 - game.battle.ah1[ix] += get_lord_forces(lord, MILITIA) - game.battle.ah1[ix] += get_lord_forces(lord, SERFS) -} - -function count_battle_hits(ix, lord, step) { - switch (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: - count_horse_hits(ix, lord) - break - case BATTLE_STEP_DEF_FOOT: - case BATTLE_STEP_ATK_FOOT: - count_foot_hits(ix, lord) - break - } -} - -function count_storm_hits(ix, lord, step) { - switch (step) { - case STORM_STEP_DEF_ARCHERY: - case STORM_STEP_ATK_ARCHERY: - count_archery_hits(ix, lord) - break - case STORM_STEP_DEF_MELEE: - case STORM_STEP_ATK_MELEE: - count_horse_hits(ix, lord) - count_foot_hits(ix, lord) - break - } -} - -function count_garrison_hits(step) { - switch (step) { - case STORM_STEP_DEF_ARCHERY: - game.battle.ah2[1] += game.battle.garrison.men_at_arms - break - case STORM_STEP_DEF_MELEE: - game.battle.ah1[1] += game.battle.garrison.knights - game.battle.ah1[1] += game.battle.garrison.men_at_arms - break - } -} - -function goto_start_strike() { - game.battle.step = 0 - goto_strike() -} - -function goto_next_strike() { - let end = game.battle.storm ? 4 : 6 - game.battle.step++ - if (game.battle.step >= end) - end_battle_round() - else - goto_strike() -} - -function goto_strike() { - function is_battle_over() { - set_active_attacker() - if (has_no_unrouted_forces()) - return true - set_active_defender() - if (has_no_unrouted_forces()) - return true - return false - } - - // Exit early if one side is completely routed - if (is_battle_over()) { - goto_next_strike() - return - } - - if (game.battle.step & 1) - set_active_attacker() - else - set_active_defender() - - if (game.battle.storm) - goto_strike_storm() - else - goto_strike_battle() -} - function goto_strike_storm() { + throw Error("TODO") + let s = game.battle.step & 1 log_h4(storm_step_name[game.battle.step]) @@ -6707,7 +6739,7 @@ function goto_strike_storm() { function goto_strike_battle() { let s = game.battle.step & 1 - log_h4(battle_step_name[game.battle.step]) + log_h4(battle_steps[game.battle.step].name) if (is_marsh_in_play()) log("Marsh") @@ -6719,24 +6751,6 @@ function goto_strike_battle() { 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]) - if (game.battle.array[p] !== NOBODY) - count_battle_hits(p, game.battle.array[p], game.battle.step) - - // skip step if no strikes - let sum = 0 - for (let x of game.battle.ah1) - sum += x - for (let x of game.battle.ah2) - sum += x - if (sum === 0) { - log("No hits.") - goto_next_strike() - return - } - front_strike_choice() rear_strike_choice() @@ -6745,44 +6759,14 @@ function goto_strike_battle() { function goto_strike_choice() { console.log("choice", game.battle.fc, game.battle.rc) - if (game.battle.fc === -1 || game.battle.rc === -1) - game.state = "strike_choice" + if (game.battle.fc === -1) + game.state = "front_strike_choice" + else if (game.battle.rc === -1) + game.state = "rear_strike_choice" else end_strike_choice() } -function end_strike_choice() { - let s = game.battle.step & 1 - let front = pack_battle_array_front() - let rear = pack_battle_array_rear() - - console.log("STRIKE") - debug_battle_array(front, rear) - - if (has_sa_without_rd()) { - game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front]) - if (has_sa_strike()) { - let strikers = [] - if (game.battle.ah1[SA1] + game.battle.ah2[SA1] > 0) - strikers.push(SA1) - if (game.battle.ah1[SA2] + game.battle.ah2[SA2] > 0) - strikers.push(SA2) - if (game.battle.ah1[SA3] + game.battle.ah2[SA3] > 0) - strikers.push(SA3) - game.battle.groups.push([ strikers, [ game.battle.rc ] ]) - } - - } else { - game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front], GROUPS[s][game.battle.rc][rear]) - } - - - console.log(game.battle.groups) - debug_group_list(game.battle.groups) - - goto_select_strike_group() -} - function prompt_strike_choice(X1, X2, X3, Y2) { if (game.battle.array[X2] === NOBODY && game.battle.array[Y2] !== NOBODY) { view.who = game.battle.array[Y2] @@ -6793,22 +6777,31 @@ function prompt_strike_choice(X1, X2, X3, Y2) { } } -states.strike_choice = { +states.front_strike_choice = { prompt() { - let array = game.battle.array - view.prompt = `${format_strike_step()}: Strike who?` - // view.group = game.battle.strikers.map(p => game.battle.array[p]) - - if (game.battle.fc === -1) { - if (game.active === game.battle.attacker) - prompt_strike_choice(D1, D2, D3, A2) - else - prompt_strike_choice(A1, A2, A3, D2) - } + if (game.active === game.battle.attacker) + prompt_strike_choice(D1, D2, D3, A2) + else + prompt_strike_choice(A1, A2, A3, D2) + }, + lord(lord) { + let pos = get_lord_array_position(lord) + console.log("FRONT STRIKE CHOICE", pos) + if (pos === A1 || pos === D1) + game.battle.fc = 0 + if (pos === A3 || pos === D3) + game.battle.fc = 1 + goto_strike_choice() + }, +} +states.rear_strike_choice = { + prompt() { + view.prompt = `${format_strike_step()}: Strike who?` if (has_sa_without_rd()) { if (has_sa_strike()) { + let array = game.battle.array view.group = [ array[SA1], array[SA2], array[SA3] ] if (array[D1] !== NOBODY) gen_action_lord(array[D1]) @@ -6818,39 +6811,53 @@ states.strike_choice = { gen_action_lord(array[D3]) } } else { - if (game.battle.rc === -1) { - if (game.active === game.battle.attacker) - prompt_strike_choice(RD1, RD2, RD3, SA2) - else - prompt_strike_choice(SA1, SA2, SA3, RD2) - } + if (game.active === game.battle.attacker) + prompt_strike_choice(RD1, RD2, RD3, SA2) + else + prompt_strike_choice(SA1, SA2, SA3, RD2) } }, lord(lord) { let pos = get_lord_array_position(lord) - - console.log("STRIKE CHOICE", pos) - - if (pos === A1 || pos === D1) - game.battle.fc = 0 - if (pos === A3 || pos === D3) - game.battle.fc = 1 - + console.log("REAR STRIKE CHOICE", pos) if (has_sa_without_rd()) { - if (has_sa_strike()) { - game.battle.rc = pos - } + game.battle.rc = pos } else { if (pos === SA1 || pos === RD1) game.battle.rc = 0 if (pos === SA3 || pos === RD3) game.battle.rc = 1 } - goto_strike_choice() }, } +function end_strike_choice() { + let s = game.battle.step & 1 + let front = pack_battle_array_front() + let rear = pack_battle_array_rear() + + console.log("STRIKE") + + debug_battle_array(front, rear) + + game.battle.groups = [] + + create_battle_groups_from_array(GROUPS[s][game.battle.fc][front], 0) + if (has_sa_without_rd()) + create_battle_group([ SA1, SA2, SA3 ], [ game.battle.rc ]) + else + create_battle_groups_from_array(GROUPS[s][game.battle.rc][rear], 6) + + if (game.active === game.battle.conceded) + log("Pursuit halved hits") + + debug_group_list(game.battle.groups) + + goto_select_strike_group() +} + + function goto_select_strike_group() { if (game.battle.groups.length === 0) goto_next_strike() @@ -6866,11 +6873,8 @@ states.select_strike_group = { prompt() { view.prompt = `${format_strike_step()}: Select Striking Lord or Group.` 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) - } + for (let p of strikers) + gen_action_lord(game.battle.array[p]) } }, lord(lord) { @@ -6882,49 +6886,24 @@ states.select_strike_group = { }, } -function round_hits() { - // Round in favor of crossbow hits. - if (game.battle.xhits & 1) { - game.battle.hits = (game.battle.hits >> 1) - game.battle.xhits = (game.battle.xhits >> 1) + 1 - } else { - if (game.battle.hits & 1) - game.battle.hits = (game.battle.hits >> 1) + 1 - else - game.battle.hits = (game.battle.hits >> 1) - game.battle.xhits = (game.battle.xhits >> 1) - } -} - function select_strike_group(i) { - game.battle.strikers = game.battle.groups[i][0] - game.battle.targets = game.battle.groups[i][1] + ;[ game.battle.strikers, game.battle.targets, game.battle.hits, game.battle.xhits ] = game.battle.groups[i] array_remove(game.battle.groups, i) - - // Total hits from striking lords. - 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.hits = (game.battle.hits + 1) >> 1 - game.battle.xhits = (game.battle.xhits + 1) >> 1 - } - - log(`${format_group(game.battle.strikers)} struck ${format_group(game.battle.targets)}.`) - goto_apply_hits() } // === BATTLE: APPLY HITS / PROTECTION / ROLL WALLS === -function has_unrouted_forces_in_hit_group() { +function format_hits() { + if (game.battle.xhits > 0 && game.battle.hits > 0) + return `${game.battle.xhits} crossbow hits and ${game.battle.hits} hits` + else if (game.battle.xhits > 0) + return `${game.battle.xhits} crossbow hits` + else + return `${game.battle.hits} hits` +} + +function has_unrouted_forces_in_target() { if (game.battle.storm && game.active !== game.battle.attacker) if (game.battle.garrison) return true @@ -6969,6 +6948,8 @@ function goto_apply_hits() { return } + log(`${format_group(game.battle.targets)}`) + if (has_sa_without_rd()) { console.log("SA without RD (getting hit)") if (!is_flanked_target()) { @@ -7011,11 +6992,11 @@ function goto_apply_hits() { } if (game.battle.xhits > 0) - log(`${game.battle.xhits} crossbow hits`) + logi(`Took ${game.battle.xhits} crossbow hits`) if (game.battle.hits > 0) - log(`${game.battle.hits} hits`) + logi(`Took ${game.battle.hits} hits`) if (game.battle.hits + game.battle.xhits === 0) - log(`No hits`) + logi(`Took no hits`) resume_apply_hits() } @@ -7023,7 +7004,7 @@ function goto_apply_hits() { function resume_apply_hits() { if (game.battle.hits + game.battle.xhits === 0) { end_apply_hits() - } else if (!has_unrouted_forces_in_hit_group()) { + } else if (!has_unrouted_forces_in_target()) { log("TODO: remaining hits!") // TODO: calculate new hit group for the current striking group, and resume or end if no valid targets end_apply_hits() @@ -7054,7 +7035,7 @@ function roll_for_walls() { game.battle.xhits = roll_for_protection(`Walls 1-${prot} vs crossbow:`, prot, game.battle.xhits) game.battle.hits = roll_for_protection(`Walls 1-${prot}:`, prot, game.battle.hits) } else { - log("No walls.") + logi("No walls.") } } @@ -7064,7 +7045,7 @@ function roll_for_siegeworks() { game.battle.xhits = roll_for_protection(`Siegeworks 1-${prot} vs crossbow:`, prot, game.battle.xhits) game.battle.hits = roll_for_protection(`Siegeworks 1-${prot}:`, prot, game.battle.hits) } else { - log("No siegeworks.") + logi("No siegeworks.") } } @@ -7087,8 +7068,8 @@ function roll_for_protection(name, prot, n) { total++ } } - log(name) - logi(rolls.join(", ")) + logi(name) + logii(rolls.join(", ")) } return total } @@ -7120,8 +7101,6 @@ function rout_lord(lord) { else ++i } - - set_add(game.battle.routed, lord) } function rout_unit(lord, type) { @@ -7147,24 +7126,26 @@ function action_apply_hits(lord, type) { // TODO: manual choice of hit type let ap = (is_armored_force(type) && game.battle.xhits > 0) ? 2 : 0 + // TODO: which lord? summarize? + if (evade > 0 && !game.battle.storm) { let die = roll_die() if (die <= evade) { - log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} <= ${evade}`) + logi(`${FORCE_TYPE_NAME[type]} ${die} <= ${evade}`) } else { - log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} > ${evade}`) + logi(`${FORCE_TYPE_NAME[type]} ${die} > ${evade}`) rout_unit(lord, type) } } else if (protection > 0) { let die = roll_die() if (die <= protection - ap) { - log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`) + logi(`${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`) } else { - log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`) + logi(`${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`) rout_unit(lord, type) } } else { - log(`L${lord} ${FORCE_TYPE_NAME[type]} unprotected`) + logi(`${FORCE_TYPE_NAME[type]} unprotected`) rout_unit(lord, type) } @@ -7429,24 +7410,28 @@ states.sack = { // === ENDING THE BATTLE: WITHDRAW === function withdrawal_capacity_needed(here) { - let n_upper = 0 - let n_other = 0 + let has_upper = 0 + let has_other = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (get_lord_locale(lord) === here && !is_lower_lord(lord)) { + if (get_lord_locale(lord) === here && is_lord_unbesieged(lord) && !is_lower_lord(lord)) { if (is_upper_lord(lord)) - n_upper++ + has_upper++ else - n_other++ + has_other++ } } - return n_upper > 0 && n_other === 0 + if (has_upper) + return 2 + if (has_other) + return 1 + return 0 } function goto_battle_withdraw() { game.spoils = 0 let here = game.battle.where let wn = withdrawal_capacity_needed(here) - if (can_withdraw(here, wn)) { + if (wn > 0 && can_withdraw(here, wn)) { game.state = "battle_withdraw" } else { end_battle_withdraw() @@ -7468,7 +7453,7 @@ states.battle_withdraw = { if (capacity >= 1) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (get_lord_locale(lord) === here && !is_lower_lord(lord) && !is_lord_besieged(lord)) { + if (get_lord_locale(lord) === here && !is_lower_lord(lord) && is_lord_unbesieged(lord)) { if (is_upper_lord(lord)) { if (capacity >= 2) gen_action_lord(lord) @@ -7557,7 +7542,7 @@ function goto_retreat() { if (count_unbesieged_friendly_lords(here) > 0 && can_retreat()) { game.battle.retreated = [] for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (get_lord_locale(lord) === here && !is_lord_besieged(lord)) + if (get_lord_locale(lord) === here && is_lord_unbesieged(lord)) set_add(game.battle.retreated, lord) game.state = "retreat" } else { @@ -8027,7 +8012,7 @@ function has_friendly_lord_who_must_feed() { } function can_lord_use_hillforts(lord) { - return is_lord_unfed(lord) && !is_lord_besieged(lord) && is_in_livonia(get_lord_locale(lord)) + return is_lord_unfed(lord) && is_lord_unbesieged(lord) && is_in_livonia(get_lord_locale(lord)) } function can_use_hillforts() { @@ -8213,7 +8198,7 @@ function end_feed() { function can_pay_lord(lord) { if (game.active === RUSSIANS) { - if (game.pieces.veche_coin > 0 && !is_lord_besieged(lord)) + if (game.pieces.veche_coin > 0 && is_lord_unbesieged(lord)) return true } let loc = get_lord_locale(lord) @@ -8264,7 +8249,7 @@ states.pay = { view.prompt = `Pay: You may Pay ${lord_name[game.who]} with Coin.` if (game.active === RUSSIANS) { - if (game.pieces.veche_coin > 0 && !is_lord_besieged(game.who)) + if (game.pieces.veche_coin > 0 && is_lord_unbesieged(game.who)) view.actions.veche_coin = 1 } |