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-rw-r--r--rules.js400
1 files changed, 288 insertions, 112 deletions
diff --git a/rules.js b/rules.js
index 85dc787..a4cb4bb 100644
--- a/rules.js
+++ b/rules.js
@@ -4,6 +4,8 @@
// TODO: choose crossbow/normal hit application order
// TODO: hit remainders
+// TODO: check all push/clear_undo
+
// TODO: Lodya capability during supply!
// TODO: 2nd edition supply rule - no reuse of transports
@@ -40,6 +42,9 @@ const WASTAGE_DISCARD = true // wastage, discard in one go
// option DELAY_PAY_IF_NO_FEED_OR_DISBAND
// option SERVICE_BEFORE_SPOILS
+const DIE_HIT = "01234567"
+const DIE_MISS = "01234567"
+
let game = null
let view = null
let states = {}
@@ -1040,11 +1045,19 @@ function is_trade_route(loc) {
}
function is_fort(loc) {
- return data.locales[loc].type === "fort"
+ return data.locales[loc].type === "fort" && !has_castle_marker(loc)
}
function is_town(loc) {
- return data.locales[loc].type === "town"
+ return data.locales[loc].type === "town" && !has_castle_marker(loc)
+}
+
+function is_castle(loc) {
+ return data.locales[loc].type === "castle" || has_castle_marker(loc)
+}
+
+function is_bishopric(loc) {
+ return data.locales[loc].type === "bishopric"
}
function is_city(loc) {
@@ -1146,7 +1159,7 @@ function has_friendly_castle(loc) {
return set_has(game.pieces.castles2, loc)
}
-function has_castle(loc) {
+function has_castle_marker(loc) {
return (
set_has(game.pieces.castles1, loc) ||
set_has(game.pieces.castles2, loc)
@@ -2981,7 +2994,11 @@ function count_global_capabilities() {
}
function goto_capability_discard() {
- console.log("capability_discard", game.active, count_global_capabilities(), count_mustered_lords())
+
+ // Start of Campaign phase
+ if (check_campaign_victory())
+ return
+
if (count_global_capabilities() > count_mustered_lords())
game.state = "capability_discard"
else
@@ -3178,6 +3195,9 @@ function goto_command_activation() {
return
}
+ if (check_campaign_victory())
+ return
+
if (game.plan2.length > game.plan1.length) {
set_active(P2)
game.command = game.plan2.shift()
@@ -3417,17 +3437,17 @@ function toggle_legate_selected() {
}
function lift_sieges() {
- for (let i = 0; i < game.pieces.sieges; i += 2) {
+ 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 %${from}.`)
- remove_all_siege_markers(from)
+ log(`Lifted siege at %${loc}.`)
+ remove_all_siege_markers(loc)
}
} else if (is_friendly_stronghold(loc)) {
if (!has_enemy_lord(loc)) {
- log(`Lifted siege at %${from}.`)
- remove_all_siege_markers(from)
+ log(`Lifted siege at %${loc}.`)
+ remove_all_siege_markers(loc)
}
}
}
@@ -3640,7 +3660,7 @@ function count_besieged_lords(loc) {
}
function stronghold_strength(loc) {
- if (has_castle(loc))
+ if (has_castle_marker(loc))
return 2
return data.locales[loc].stronghold
}
@@ -4116,12 +4136,11 @@ function end_siege() {
function can_action_storm() {
if (game.actions < 1)
return false
- return false
+ return is_besieged_enemy_stronghold(get_lord_locale(game.command))
}
function goto_storm() {
- log("TODO: Storm")
- spend_action(1)
+ start_storm()
}
// === ACTION: SALLY ===
@@ -4678,7 +4697,7 @@ function can_action_stonemasons() {
return false
if (count_castles() >= 2)
return false
- if (has_castle(here))
+ if (has_castle_marker(here))
return false
if (has_siege_marker(here))
return false
@@ -4879,7 +4898,7 @@ function init_battle(here, is_storm, is_sally) {
function start_battle() {
let here = get_lord_locale(game.command)
- log_h3(`Battle at %${here}`)
+ log_h2(`Battle at %${here}`)
// TODO: array <= 3 attacking lords automatically
@@ -4899,7 +4918,7 @@ function start_battle() {
function start_sally() {
let here = get_lord_locale(game.command)
- log_h3(`Sally at %${here}`)
+ log_h2(`Sally at %${here}`)
init_battle(here, 0, 1)
@@ -4922,7 +4941,7 @@ function init_garrison(knights, men_at_arms) {
function start_storm() {
let here = get_lord_locale(game.command)
- log_h3(`Storm at %${here}`)
+ log_h2(`Storm at %${here}`)
init_battle(here, 1, 0)
@@ -5250,11 +5269,13 @@ function goto_battle_rounds() {
function goto_concede() {
// No concede during first round of Storm
if (game.battle.storm) {
+ log_h3(`Storm Round ${game.battle.round} / ${count_siege_markers(game.battle.where)}`)
if (game.battle.round === 1)
- goto_reposition_storm()
+ goto_start_strike()
else
game.state = "concede_storm"
} else {
+ log_h3("Battle Round")
game.state = "concede_battle"
}
}
@@ -5314,11 +5335,6 @@ function slide_array(from, to) {
function goto_reposition_battle() {
let array = game.battle.array
- if (game.battle.storm) {
- goto_reposition_storm()
- return
- }
-
// TODO: strict order of these three relief sally reassessment steps
// If no SA left, RD to reserve (relief sally ended)
@@ -5521,9 +5537,9 @@ states.reposition_storm = {
view.prompt = "Reposition: You may switch positions between Front and any Reserve Lord."
for (let lord of game.battle.reserves)
if (is_friendly_lord(lord) && lord !== game.who)
- gen_action_lord(lord)
+ gen_action_battle_lord(lord)
},
- lord(lord) {
+ battle_lord(lord) {
log(`Swapped in L${lord}.`)
set_delete(game.battle.reserves, lord)
if (game.active === game.battle.attacker) {
@@ -5539,6 +5555,12 @@ states.reposition_storm = {
// === BATTLE: STRIKE ===
+function format_strike_step() {
+ if (game.battle.storm)
+ return storm_step_name[game.battle.step]
+ return battle_step_name[game.battle.step]
+}
+
const STEP_ARRAY = [
[ D1, D2, D3, RD1, RD2, RD3 ],
[ A1, A2, A3, SA1, SA2, SA3 ],
@@ -5634,7 +5656,7 @@ function debug_group_list(list) {
console.log(debug_group(sg), "strike", debug_group(hg))
}
-function has_no_unrouted_lords() {
+function has_no_unrouted_forces() {
// All unrouted lords are either in battle array or in reserves
for (let p = 0; p < 12; ++p)
if (is_friendly_lord(game.battle.array[p]))
@@ -5642,6 +5664,9 @@ function has_no_unrouted_lords() {
for (let lord of game.battle.reserves)
if (is_friendly_locale(lord))
return false
+ if (game.battle.storm && game.active !== game.battle.attacker)
+ if (game.battle.garrison.knights + game.battle.garrison.men_at_arms > 0)
+ return false
return true
}
@@ -5706,8 +5731,8 @@ function count_archery_hits(ix, lord) {
game.battle.ah1[ix] += get_lord_forces(lord, ASIATIC_HORSE)
}
-function count_horse_hits(ix, lord, storm) {
- if (storm)
+function count_horse_hits(ix, lord) {
+ 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
@@ -5729,7 +5754,7 @@ function count_battle_hits(ix, lord, step) {
break
case BATTLE_STEP_DEF_HORSE:
case BATTLE_STEP_ATK_HORSE:
- count_horse_hits(ix, lord, false)
+ count_horse_hits(ix, lord)
break
case BATTLE_STEP_DEF_FOOT:
case BATTLE_STEP_ATK_FOOT:
@@ -5746,7 +5771,7 @@ function count_storm_hits(ix, lord, step) {
break
case STORM_STEP_DEF_MELEE:
case STORM_STEP_ATK_MELEE:
- count_horse_hits(ix, lord, false)
+ count_horse_hits(ix, lord)
count_foot_hits(ix, lord)
break
}
@@ -5770,8 +5795,9 @@ function goto_start_strike() {
}
function goto_next_strike() {
+ let end = game.battle.storm ? 4 : 6
game.battle.step++
- if (game.battle.step >= 6)
+ if (game.battle.step >= end)
end_battle_round()
else
goto_strike()
@@ -5780,10 +5806,10 @@ function goto_next_strike() {
function goto_strike() {
function is_battle_over() {
set_active_attacker()
- if (has_no_unrouted_lords())
+ if (has_no_unrouted_forces())
return true
set_active_defender()
- if (has_no_unrouted_lords())
+ if (has_no_unrouted_forces())
return true
return false
}
@@ -5807,6 +5833,7 @@ function goto_strike() {
function goto_strike_storm() {
let s = game.battle.step & 1
+ let has_garrison = game.battle.garrison.knights > 0 || game.battle.garrison.men_at_arms > 0
log_h4(storm_step_name[game.battle.step])
@@ -5815,7 +5842,8 @@ function goto_strike_storm() {
if (s) {
count_storm_hits(0, game.battle.array[A2], game.battle.step)
} else {
- count_storm_hits(0, game.battle.array[D2], game.battle.step)
+ if (game.battle.array[D2] !== NOBODY)
+ count_storm_hits(0, game.battle.array[D2], game.battle.step)
count_garrison_hits(game.battle.step)
}
@@ -5823,23 +5851,38 @@ function goto_strike_storm() {
game.battle.h2 = game.battle.ah2[0] + game.battle.ah2[1]
round_hits()
- set_active_enemy()
+ if (game.battle.h1 + game.battle.h2 === 0) {
+ log("No hits.")
+ goto_next_strike()
+ return
+ }
+
if (game.active === game.battle.attacker) {
- if (game.battle.garrison.knights > 0 || game.battle.garrison.men_at_arms > 0)
- log(`Garrison and L${game.battle.array[A2]} struck L${game.battle.array[D2]} for ${format_hits()}`)
- else
+ if (has_garrison) {
+ if (game.battle.array[D2] === NOBODY)
+ log(`L${game.battle.array[A2]} struck Garrison for ${format_hits()}`)
+ else
+ log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]} and Garrison for ${format_hits()}`)
+ } else {
log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]} for ${format_hits()}`)
+ }
game.battle.sg = [ A2 ]
game.battle.hg = [ D2 ]
- select_hit_lord(game.battle.array[A2])
+ set_active_enemy()
+ select_hit_lord(game.battle.array[D2])
} else {
- if (game.battle.garrison.knights > 0 || game.battle.garrison.men_at_arms > 0)
- log(`L${game.battle.array[D2]} struck Garrison and L${game.battle.array[A2]} for ${format_hits()}`)
- else
+ if (has_garrison) {
+ if (game.battle.array[D2] === NOBODY)
+ log(`Garrison struck L${game.battle.array[A2]} for ${format_hits()}`)
+ else
+ log(`L${game.battle.array[D2]} and Garrison struck L${game.battle.array[A2]} for ${format_hits()}`)
+ } else {
log(`L${game.battle.array[D2]} struck L${game.battle.array[A2]} for ${format_hits()}`)
+ }
game.battle.sg = [ D2 ]
game.battle.hg = [ A2 ]
- select_hit_lord(game.battle.array[D2])
+ set_active_enemy()
+ select_hit_lord(game.battle.array[A2])
}
}
@@ -5917,7 +5960,7 @@ function prompt_strike_choice(X1, X2, X3, Y2) {
states.strike_choice = {
prompt() {
- view.prompt = `${battle_step_name[game.battle.step]}: Strike left or right?`
+ view.prompt = `${format_strike_step()}: Strike left or right?`
if (game.battle.fc === -1) {
if (game.active === game.battle.attacker)
prompt_strike_choice(D1, D2, D3, A2)
@@ -5961,7 +6004,7 @@ function goto_select_strike_group() {
states.select_strike_group = {
prompt() {
- view.prompt = `${battle_step_name[game.battle.step]}: Select Striking Lord or Group.`
+ view.prompt = `${format_strike_step()}: Select Striking Lord or Group.`
for (let [sg, hg] of game.battle.groups) {
for (let p of sg) {
let lord = game.battle.array[p]
@@ -6031,7 +6074,7 @@ function goto_select_hit_lord() {
states.select_hit_lord = {
prompt() {
- view.prompt = `${battle_step_name[game.battle.step]}: Select Lord to take ${format_hits()}.`
+ view.prompt = `${format_strike_step()}: Select Lord to take ${format_hits()}.`
for (let pos of game.battle.hg)
gen_action_battle_lord(game.battle.array[pos])
},
@@ -6041,17 +6084,23 @@ states.select_hit_lord = {
}
function roll_for_protection(name, prot, n) {
- let result = 0
- for (let i = 0; i < n; ++i) {
- let die = roll_die()
- if (die <= prot) {
- logi("${name} ${die} canceled")
- } else {
- logi("${name} ${die}")
- result ++
+ let total = 0
+ if (n > 0) {
+ let rolls = []
+ for (let i = 0; i < n; ++i) {
+ let die = roll_die()
+ if (die <= prot) {
+ rolls.push(DIE_HIT[die])
+ } else {
+ rolls.push(DIE_MISS[die])
+ total++
+ }
}
+ log(name)
+ logi(rolls.join(", "))
+ logi("Total " + total)
}
- return result
+ return total
}
function roll_for_walls() {
@@ -6062,28 +6111,30 @@ function roll_for_walls() {
else if (is_city(here) || is_fort(here) || here === LOC_NOVGOROD)
prot = 3
if (prot > 0) {
- log("Walls 1-${prot}:")
- game.battle.ah2 = roll_for_protection("crossbow", prot, game.battle.ah2)
- game.battle.ah1 = roll_for_protection("hit", prot, game.battle.ah1)
+ 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)
+ } else {
+ log("No walls.")
}
}
function roll_for_siegeworks() {
let prot = count_siege_markers(game.battle.where)
if (prot > 0) {
- log("Siegeworks 1-${prot}:")
- game.battle.ah2 = roll_for_protection("crossbow", prot, game.battle.ah2)
- game.battle.ah1 = roll_for_protection("hit", prot, game.battle.ah1)
+ game.battle.h2 = roll_for_protection(`Siegeworks 1-${prot} vs crossbow:`, prot, game.battle.h2)
+ game.battle.h1 = roll_for_protection(`Siegeworks 1-${prot}:`, prot, game.battle.h1)
+ } else {
+ log("No siegeworks.")
}
}
function select_hit_lord(lord) {
- if (game.storm) {
+ if (game.battle.storm) {
if (game.active === game.battle.attacker)
roll_for_walls()
else
roll_for_siegeworks()
- } else if (game.sally) {
+ } else if (game.battle.sally) {
if (game.active !== game.battle.attacker)
roll_for_siegeworks()
} else {
@@ -6094,6 +6145,7 @@ function select_hit_lord(lord) {
game.who = lord
game.state = "hit_lord"
+ resume_hit_lord()
}
function rout_lord(lord) {
@@ -6129,8 +6181,17 @@ function resume_hit_lord() {
}
function rout_unit(lord, type) {
- add_lord_forces(lord, type, -1)
- add_lord_routed_forces(lord, type, 1)
+ if (lord < 0) {
+ if (type === KNIGHTS)
+ game.battle.garrison.knights--
+ if (type === MEN_AT_ARMS)
+ game.battle.garrison.men_at_arms--
+ if (game.battle.garrison.knights + game.battle.garrison.men_at_arms === 0)
+ log("Garrison routed.")
+ } else {
+ add_lord_forces(lord, type, -1)
+ add_lord_routed_forces(lord, type, 1)
+ }
}
function action_hit_lord(lord, type) {
@@ -6143,17 +6204,17 @@ function action_hit_lord(lord, type) {
if (evade > 0 && !game.battle.storm) {
let die = roll_die()
if (die <= evade) {
- log(`${FORCE_TYPE_NAME[type]} evade ${die} <= ${evade}`)
+ log(`${FORCE_TYPE_NAME[type]} ${die} <= ${evade}`)
} else {
- log(`${FORCE_TYPE_NAME[type]} evade ${die} > ${evade}`)
+ log(`${FORCE_TYPE_NAME[type]} ${die} > ${evade}`)
rout_unit(lord, type)
}
} else if (protection > 0) {
let die = roll_die()
if (die <= protection - ap) {
- log(`${FORCE_TYPE_NAME[type]} protection ${die} <= ${protection - ap}`)
+ log(`${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`)
} else {
- log(`${FORCE_TYPE_NAME[type]} protection ${die} > ${protection - ap}`)
+ log(`${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`)
rout_unit(lord, type)
}
} else {
@@ -6223,7 +6284,7 @@ function prompt_hit_forces(lord) {
states.hit_lord = {
prompt() {
- view.prompt = `${battle_step_name[game.battle.step]}: Assign ${format_hits()} to units.`
+ view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.`
view.who = game.who
// TODO: h1 or h2 choice
@@ -6276,7 +6337,10 @@ states.hit_lord = {
function end_hit_lord() {
game.who = NOBODY
set_active_enemy()
- goto_select_strike_group()
+ if (game.battle.storm)
+ goto_next_strike()
+ else
+ goto_select_strike_group()
}
// === BATTLE: NEW ROUND ===
@@ -6289,14 +6353,14 @@ function end_battle_round() {
}
set_active_attacker()
- if (has_no_unrouted_lords()) {
+ if (has_no_unrouted_forces()) {
game.battle.loser = game.active
end_battle()
return
}
set_active_defender()
- if (has_no_unrouted_lords()) {
+ if (has_no_unrouted_forces()) {
game.battle.loser = game.active
end_battle()
return
@@ -6336,6 +6400,11 @@ function end_battle() {
// spoils
// service
+ // Ending the Storm
+ // sack
+ // losses
+ // spoils
+
log_br()
log(`${game.battle.loser} lost battle.`)
@@ -6344,28 +6413,73 @@ function end_battle() {
remove_all_but_one_siege_markers(game.battle.where)
}
+ game.battle.array = 0
+
set_active_loser()
- if (game.battle.storm && game.battle.attacker !== game.battle.loser)
- goto_sack()
- else
+ if (game.battle.storm) {
+ if (game.battle.attacker !== game.battle.loser)
+ goto_sack()
+ else
+ goto_battle_losses()
+ } else {
goto_battle_withdraw()
+ }
}
// === ENDING THE BATTLE: SACK ===
+function award_spoils(n) {
+ add_spoils(LOOT, n)
+ add_spoils(PROV, n)
+ add_spoils(COIN, n)
+}
+
function goto_sack() {
- log("TODO: Sack")
+ let here = game.battle.where
+
+ log("Sacked %${here}.")
remove_all_siege_markers(game.battle.where)
+ if (here === LOC_NOVGOROD)
+ award_spoils(3)
+ else if (is_city(here))
+ award_spoils(2)
+ else if (is_fort(here))
+ award_spoils(1)
+ else if (is_bishopric(here))
+ award_spoils(2)
+ else if (is_castle(here))
+ award_spoils(1)
+
game.state = "sack"
- // transfer_assets_except_ships()
+ resume_sack()
}
-function end_sack() {
+function resume_sack() {
+ let here = game.battle.where
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (get_lord_locale(lord) === here)
+ return
goto_battle_losses()
}
+states.sack = {
+ prompt() {
+ let here = game.battle.where
+ view.prompt = `Sack: Remove all Lords at ${data.locales[here].name}.`
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (get_lord_locale(lord) === here)
+ gen_action_lord(lord)
+ },
+ lord(lord) {
+ log(`Disbanded L${lord}.`)
+ transfer_assets_except_ships(lord)
+ disband_lord(lord, true)
+ resume_sack()
+ },
+}
+
// === ENDING THE BATTLE: WITHDRAW ===
function withdrawal_capacity_needed(here) {
@@ -6477,16 +6591,24 @@ function can_retreat_to(to) {
}
function can_retreat() {
- if (game.active === game.battle.attacker)
- return can_retreat_to(game.march.from)
- for (let [to, way] of data.locales[game.march.to].ways)
- if (way !== game.march.approach && can_retreat_to(to))
- return true
+ if (game.march) {
+ // Battle after March
+ if (game.active === game.battle.attacker)
+ return can_retreat_to(game.march.from)
+ for (let [to, way] of data.locales[game.battle.where].ways)
+ if (way !== game.march.approach && can_retreat_to(to))
+ return true
+ } else {
+ // Battle after Sally
+ for (let [to, way] of data.locales[game.battle.where].ways)
+ if (can_retreat_to(to))
+ return true
+ }
return false
}
function goto_retreat() {
- let here = game.march.to
+ let here = game.battle.where
if (count_unbesieged_friendly_lords(here) > 0 && can_retreat()) {
game.battle.retreated = []
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
@@ -6507,28 +6629,48 @@ states.retreat = {
prompt() {
view.prompt = "Battle: Retreat losing lords."
view.group = game.battle.retreated
- if (game.active === game.battle.attacker) {
- gen_action_locale(game.march.from)
+ if (game.march) {
+ // after March
+ if (game.active === game.battle.attacker) {
+ gen_action_locale(game.march.from)
+ } else {
+ for (let [to, way] of data.locales[game.battle.where].ways)
+ if (way !== game.march.approach && can_retreat_to(to))
+ gen_action_locale(to)
+ }
} else {
- for (let [to, way] of data.locales[game.march.to].ways)
- if (way !== game.march.approach && can_retreat_to(to))
+ // after Sally
+ for (let [to, way] of data.locales[game.battle.where].ways)
+ if (can_retreat_to(to))
gen_action_locale(to)
}
},
locale(to) {
push_undo()
- if (game.active === game.battle.attacker) {
- game.march.retreat_to = to
- game.march.retreat_way = game.march.approach
- retreat_1()
+ if (game.march) {
+ if (game.active === game.battle.attacker) {
+ game.battle.retreat_to = to
+ game.battle.retreat_way = game.march.approach
+ retreat_1()
+ } else {
+ let ways = list_ways(game.battle.where, to)
+ if (ways.length > 2) {
+ game.battle.retreat_to = to
+ game.state = "retreat_way"
+ } else {
+ game.battle.retreat_to = to
+ game.battle.retreat_way = ways[1]
+ retreat_1()
+ }
+ }
} else {
- let ways = list_ways(game.march.to, to)
+ let ways = list_ways(game.battle.where, to)
if (ways.length > 2) {
- game.march.retreat_to = to
+ game.battle.retreat_to = to
game.state = "retreat_way"
} else {
- game.march.retreat_to = to
- game.march.retreat_way = ways[1]
+ game.battle.retreat_to = to
+ game.battle.retreat_way = ways[1]
retreat_1()
}
}
@@ -6539,14 +6681,14 @@ states.retreat_way = {
prompt() {
view.prompt = `Retreat: Select way.`
view.group = game.battle.retreated
- let from = game.march.to
- let to = game.march.retreat_to
+ let from = game.battle.where
+ let to = game.battle.retreat_to
let ways = list_ways(from, to)
for (let i = 1; i < ways.length; ++i)
gen_action_way(ways[i])
},
way(way) {
- game.march.retreat_way = way
+ game.battle.retreat_way = way
retreat_1()
},
}
@@ -6558,7 +6700,7 @@ function retreat_1() {
transfer_assets_except_ships(lord)
retreat_2()
} else {
- let way = game.march.retreat_way
+ let way = game.battle.retreat_way
let transport = count_retreat_transport(data.ways[way].type)
let prov = count_retreat_assets(PROV)
let loot = count_retreat_assets(LOOT)
@@ -6571,8 +6713,8 @@ function retreat_1() {
states.retreat_laden = {
prompt() {
- let to = game.march.retreat_to
- let way = game.march.retreat_way
+ let to = game.battle.retreat_to
+ let way = game.battle.retreat_way
let transport = count_retreat_transport(data.ways[way].type)
let prov = count_retreat_assets(PROV)
let loot = count_retreat_assets(LOOT)
@@ -6612,9 +6754,9 @@ states.retreat_laden = {
}
function retreat_2() {
- let from = game.march.to
- let to = game.march.retreat_to
- let way = game.march.retreat_way
+ let from = game.battle.where
+ let to = game.battle.retreat_to
+ let way = game.battle.retreat_way
if (data.ways[way].name)
log(`Retreated via ${data.ways[way].name} to %${to}.`)
@@ -6626,8 +6768,8 @@ function retreat_2() {
set_lord_moved(lord, 1)
}
- game.march.retreat_to = 0
- game.march.retreat_way = 0
+ game.battle.retreat_to = 0
+ game.battle.retreat_way = 0
end_retreat()
}
@@ -6912,6 +7054,9 @@ function goto_battle_aftermath() {
// Recovery
spend_all_actions()
+ if (check_campaign_victory())
+ return
+
// Siege/Conquest
if (game.march) {
march_with_group_3()
@@ -7308,6 +7453,7 @@ states.disband = {
this.lord(lord)
},
lord(lord) {
+ push_undo()
if (can_ransom_besieged_lord(lord))
goto_ransom_besieged_lord(lord)
else
@@ -7320,6 +7466,10 @@ states.disband = {
function end_disband() {
clear_undo()
+
+ if (check_campaign_victory())
+ return
+
set_active_enemy()
if (game.active === P2) {
if (FEED_PAY_DISBAND)
@@ -7451,6 +7601,32 @@ states.growth = {
// === END CAMPAIGN: GAME END ===
+function check_campaign_victory_p1() {
+ for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord)
+ if (is_lord_on_map(lord))
+ return false
+ return true
+}
+
+function check_campaign_victory_p2() {
+ for (let lord = first_p1_lord; lord <= last_p1_lord; ++lord)
+ if (is_lord_on_map(lord))
+ return false
+ return true
+}
+
+function check_campaign_victory() {
+ if (check_campaign_victory_p1()) {
+ goto_game_over(P1, `${P1} won a Campaign Victory!`)
+ return true
+ }
+ if (check_campaign_victory_p2()) {
+ goto_game_over(P2, `${P2} won a Campaign Victory!`)
+ return true
+ }
+ return false
+}
+
function goto_end_campaign() {
log_h1("End Campaign")
@@ -7498,9 +7674,9 @@ function goto_game_end() {
let vp1 = count_vp1()
let vp2 = count_vp2()
if (vp1 > vp2)
- goto_game_over(P1, `${P1} wins with ${vp1} VP.`)
+ goto_game_over(P1, `${P1} won with ${vp1} VP.`)
else if (vp2 > vp1)
- goto_game_over(P2, `${P2} wins with ${vp2} VP.`)
+ goto_game_over(P2, `${P2} won with ${vp2} VP.`)
else
goto_game_over("Draw", "The game ended in a draw.")
} else {
@@ -7802,7 +7978,7 @@ function goto_game_over(result, victory) {
game.active = "None"
game.result = result
game.victory = victory
- log_br()
+ log_h1("Game Over")
log(game.victory)
return true
}
@@ -8054,7 +8230,7 @@ exports.view = function (state, current) {
exports.action = function (state, current, action, arg) {
load_state(state)
- Object.seal(game) // XXX: don't allow adding properties
+ // Object.seal(game) // XXX: don't allow adding properties
let S = states[game.state]
if (S && action in S) {
S[action](arg, current)