diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 189 |
1 files changed, 139 insertions, 50 deletions
@@ -1,14 +1,15 @@ "use strict" -// NEXT: hit remainders -// TODO: SALLY // TODO: STORM -// TODO: Walls + +// TODO: SA without RD +// TODO: disband vassals? +// TODO: choose crossbow/normal hit application order +// TODO: hit remainders // TODO: Lodya capability during supply! // TODO: 2nd edition supply rule - no reuse of transports -// TODO: show besieged lords differently in UI // TODO: mark moved/fought units (blue highlight?) // TODO: mark command lord different from selected lord? @@ -3176,6 +3177,7 @@ function goto_command_activation() { log_h2(`L${game.command} - Pass`) goto_command_activation() } else { + log_h2(`L${game.command} at %${get_lord_locale(game.command)}`) goto_actions() } } @@ -3191,8 +3193,6 @@ function is_first_march() { } function goto_actions() { - log_h2(`L${game.command}`) - game.actions = data.lords[game.command].command game.flags.first_action = 1 @@ -4110,9 +4110,7 @@ function can_action_sally() { } function goto_sally() { - log("TODO: Sally") - spend_action(1) - resume_actions() + start_sally() } // === ACTION: SUPPLY === @@ -4832,15 +4830,12 @@ function goto_battle() { march_with_group_3() } -function start_battle() { - let here = get_lord_locale(game.command) - - log_h3(`Battle at %${here}`) - - // TODO: array <= 3 attacking lords automatically - +function init_battle(here, is_storm, is_sally) { game.battle = { where: here, + storm: is_storm, + sally: is_sally, + relief: 0, attacker: game.active, conceded: 0, array: [ @@ -4855,6 +4850,16 @@ function start_battle() { step: 0, loser: 0, } +} + +function start_battle() { + let here = get_lord_locale(game.command) + + log_h3(`Battle at %${here}`) + + // TODO: array <= 3 attacking lords automatically + + init_battle(here, 0, 0) for (let lord = first_lord; lord <= last_lord; ++lord) { if (get_lord_locale(lord) === here && !is_lord_besieged(lord)) { @@ -4867,6 +4872,25 @@ function start_battle() { goto_relief_sally() } +function start_sally() { + let here = get_lord_locale(game.command) + + log_h3(`Sally at %${here}`) + + init_battle(here, 0, 1) + + // NOTE: All besieged lords sally in Nevsky + for (let lord = first_lord; lord <= last_lord; ++lord) { + if (get_lord_locale(lord) === here) { + set_lord_moved(lord, 1) + if (lord !== game.command) + set_add(game.battle.reserves, lord) + } + } + + goto_array_attacker() +} + // === BATTLE: RELIEF SALLY === // NOTE: sallying attackers are flagged as besieged @@ -4904,6 +4928,7 @@ states.relief_sally = { lord(lord) { push_undo() set_add(game.battle.reserves, lord) + game.battle.relief = 1 }, end_sally() { goto_array_attacker() @@ -4971,22 +4996,33 @@ states.array_attacker = { let done = true - // Select front Lord - if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { - for (let lord of game.battle.reserves) { - if (lord !== game.who && is_friendly_lord(lord) && is_lord_unbesieged(lord)) { - gen_action_battle_lord(lord) - done = false + if (game.battle.sally) { + if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord)) { + gen_action_battle_lord(lord) + done = false + } + } + } + } else { + // Select front Lord + if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord) && is_lord_unbesieged(lord)) { + gen_action_battle_lord(lord) + done = false + } } } - } - // Select sallying Lord - if (array[SA1] === NOBODY || array[SA2] === NOBODY || array[SA3] === NOBODY) { - for (let lord of game.battle.reserves) { - if (lord !== game.who && is_friendly_lord(lord) && is_lord_besieged(lord)) { - gen_action_battle_lord(lord) - done = false + // Select sallying Lord + if (array[SA1] === NOBODY || array[SA2] === NOBODY || array[SA3] === NOBODY) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord) && is_lord_besieged(lord)) { + gen_action_battle_lord(lord) + done = false + } } } } @@ -4996,7 +5032,7 @@ states.array_attacker = { if (game.who !== NOBODY) { // Place front Lord - if (is_lord_unbesieged(game.who)) { + if (game.battle.sally || is_lord_unbesieged(game.who)) { // A2 is already filled by command lord! if (array[A1] === NOBODY) gen_action_array(A1) @@ -5149,15 +5185,7 @@ states.concede = { // If all SA routed, RD to reserve // If all empty front D, all RD to front -// If all empty front A, all SA to A, RD to reserve - -// If any empty front D, reserve to D -// If any empty front A, reserve to A -// If any empty RD, reserve to RD -// If any empty A, reserve to A - -// If front center empty, side to center -// If rear center empty, side to center +// If all empty front A, all SA to A, RD to reserve (resume as if sally) function send_to_reserve(pos) { if (game.battle.array[pos] !== NOBODY) { @@ -5176,7 +5204,7 @@ function goto_reposition() { // TODO: strict order of these three relief sally reassessment steps - // If no SA left, RD to reserve (sally ends) + // If no SA left, RD to reserve (relief sally ended) if (array[SA1] === NOBODY && array[SA2] === NOBODY && array[SA3] === NOBODY) { send_to_reserve(RD1) send_to_reserve(RD2) @@ -5192,7 +5220,8 @@ function goto_reposition() { // If no front A left, SA to front if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) { - // TODO: turn into regular sally (walls) + // Become a regular sally situation (siegeworks still count for defender) + game.battle.sally = 1 slide_array(SA1, A1) slide_array(SA2, A2) slide_array(SA3, A3) @@ -5571,7 +5600,7 @@ function goto_start_strike() { function goto_next_strike() { game.battle.step++ if (game.battle.step >= 6) - goto_new_round() + end_battle_round() else goto_strike() } @@ -5766,12 +5795,11 @@ function select_strike_group(i) { log(`${format_group(game.battle.sg)} struck ${format_group(game.battle.hg)} for ${format_hits()}`) - set_active_enemy() goto_select_hit_lord() - return } function goto_select_hit_lord() { + set_active_enemy() if (game.battle.hg.length === 0) end_hit_lord() else if (game.battle.hg.length === 1) @@ -5791,8 +5819,58 @@ states.select_hit_lord = { }, } +function roll_for_protection(prot, n) { + let result = 0 + for (let i = 0; i < n; ++i) { + let die = roll_die() + if (die <= prot) { + logi("${die} canceled") + } else { + logi("${die} hit") + result ++ + } + } + return result +} + +function roll_for_walls() { + let here = game.battle.where + let prot = 0 + if (is_bishopric(here) || is_castle(here) || has_walls(here)) + prot = 4 + else if (is_city(here) || is_fort(here) || here === LOC_NOVGOROD) + prot = 3 + if (prot > 0) { + log("Rolled for ${prot} walls:") + game.battle.ah1 = roll_for_protection(prot, game.battle.ah1) + game.battle.ah2 = roll_for_protection(prot, game.battle.ah2) + } +} + +function roll_for_siegeworks() { + let prot = count_siege_markers(game.battle.where) + if (prot > 0) { + log("Rolled for ${prot} siegeworks:") + game.battle.ah1 = roll_for_protection(prot, game.battle.ah1) + game.battle.ah2 = roll_for_protection(prot, game.battle.ah2) + } +} + function select_hit_lord(lord) { - // TODO: walls + if (game.storm) { + if (game.active === game.battle.attacker) + roll_for_walls() + else + roll_for_siegeworks() + } else if (game.sally) { + if (game.active !== game.battle.attacker) + roll_for_siegeworks() + } else { + let s = game.battle.sg[0] + if (s === SA1 || s === SA2 || s === SA3) + roll_for_siegeworks() + } + game.who = lord game.state = "hit_lord" } @@ -5884,6 +5962,8 @@ states.hit_lord = { // TODO: h1 or h2 + // TODO: Storm - attacker must apply to armored first + let lord = game.who if (get_lord_forces(lord, KNIGHTS) > 0) gen_action_knights(lord) @@ -5931,7 +6011,7 @@ function end_hit_lord() { // === BATTLE: NEW ROUND === -function goto_new_round() { +function end_battle_round() { if (game.battle.conceded) { game.battle.loser = game.battle.conceded end_battle() @@ -5981,6 +6061,11 @@ function end_battle() { log_br() log(`${game.battle.loser} lost battle.`) + if ((game.battle.sally || game.battle.relief) && game.battle.attacker === game.battle.loser) { + log("Raid removed siege markers.") + remove_all_but_one_siege_markers(game.battle.where) + } + set_active_loser() goto_battle_withdraw() } @@ -6283,6 +6368,7 @@ states.battle_remove = { transfer_assets_except_ships(lord) disband_lord(lord, true) remove_legate_if_endangered(game.battle.where) + lift_sieges() }, end_remove() { push_undo() @@ -6403,6 +6489,7 @@ states.battle_losses_remove = { set_delete(game.battle.retreated, lord) disband_lord(lord, true) resume_battle_losses_remove() + lift_sieges() }, } @@ -6512,8 +6599,6 @@ states.battle_service = { function goto_battle_aftermath() { set_active(game.battle.attacker) - game.battle = 0 - // Events if (game.events.length > 0) game.events = game.events.filter((c) => data.cards[c].when !== "hold") @@ -6521,6 +6606,8 @@ function goto_battle_aftermath() { // Recovery spend_all_actions() + game.battle = 0 + // Siege/Conquest march_with_group_3() } @@ -7001,8 +7088,10 @@ function goto_end_campaign() { log_h1("End Campaign") set_active(P1) - if (game.scenario === "Crusade on Novgorod" && game.turn === 16) - log("TODO: Grow - Teutons then Rus remove 1/2 enemy's ravage") + if (game.scenario === "Crusade on Novgorod") { + if (game.turn === 8 || game.turn === 16) + log("TODO: Grow - Teutons then Rus remove 1/2 enemy's ravage") + } goto_game_end() } |