diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 235 |
1 files changed, 131 insertions, 104 deletions
@@ -1,15 +1,12 @@ "use strict" // TODO: Strike hit overflow -// TODO: Ransom - sack -// TODO: Ransom - battle - // TODO: Bridge - kn, sgt, 1x lh, maa, militia, serf, lh, ah // TODO: Lodya capability during supply! // TODO: 2nd edition supply rule - no reuse of transports -// FIXME: lift_sieges / besieged needs checking! -// FIXME: remove_legate_if_endangered needs checking! +// FIXME: lift_sieges / besieged needs checking! (automatic after disband_lord, manual after move/sail, extra careful manual after battle) +// FIXME: remove_legate_if_endangered needs checking! (automatic after disband_lord, manual after move/sail, manual after battle) // GUI: show sally/relief sally as unbesieged on map // GUI: show siegeworks + walls on battle mat for protection indication @@ -1523,8 +1520,10 @@ function disband_vassal(vassal) { game.pieces.vassals[vassal] = VASSAL_READY - if (!lord_has_unrouted_units(lord)) + if (!lord_has_unrouted_units(lord)) { disband_lord(lord) + lift_sieges() + } } function muster_vassal(lord, vassal) { @@ -1899,8 +1898,9 @@ function setup_pleskau_quickstart() { } function setup_test() { - setup_crusade_on_novgorod() - muster_lord(LORD_HEINRICH, LOC_WESENBERG) + setup_pleskau_quickstart() + set_add(game.capabilities, AOW_TEUTONIC_RANSOM) + set_add(game.capabilities, AOW_RUSSIAN_RANSOM) for (let c = first_p1_card; c <= last_p1_card; ++c) if (data.cards[c].when === "hold") game.hand1.push(c) @@ -2764,6 +2764,7 @@ states.heinrich_sees_the_curia = { }, lord(_) { disband_lord(LORD_HEINRICH) + lift_sieges() game.state = "heinrich_sees_the_curia_1" game.who = NOBODY game.count = 0 @@ -8071,16 +8072,14 @@ function goto_sack() { else if (is_castle(here)) award_spoils(1) - game.state = "sack" - resume_sack() + goto_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() +function goto_sack() { + if (has_friendly_lord(game.battle.where)) + game.state = "sack" + else + goto_battle_losses() } states.sack = { @@ -8094,11 +8093,17 @@ states.sack = { lord(lord) { log(`Disbanded L${lord}.`) transfer_assets_except_ships(lord) - disband_lord(lord, true) - resume_sack() + if (can_ransom_lord_battle(lord)) + goto_ransom(lord) + else + disband_lord(lord, true) }, } +function end_ransom_sack() { + goto_sack() +} + // === ENDING THE BATTLE: WITHDRAW === function withdrawal_capacity_needed(here) { @@ -8171,7 +8176,7 @@ states.battle_withdraw = { } }, end_withdraw() { - push_undo() + clear_undo() end_battle_withdraw() }, } @@ -8400,47 +8405,38 @@ function goto_battle_remove() { if (count_unbesieged_friendly_lords(game.battle.where) > 0) game.state = "battle_remove" else - end_battle_remove() -} - -function end_battle_remove() { - clear_undo() - goto_battle_losses() + goto_battle_losses() } states.battle_remove = { prompt() { - view.prompt = "Battle: Remove losing lords who cannot Retreat or Withdraw." + view.prompt = "Battle: Remove losing Lords who cannot Retreat or Withdraw." let here = game.battle.where - let done = true - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (get_lord_locale(lord) === here && is_lord_unbesieged(lord)) { + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (get_lord_locale(lord) === here && is_lord_unbesieged(lord)) gen_action_lord(lord) - done = false - } - } - if (done) - view.actions.end_remove = 1 }, lord(lord) { - push_undo() transfer_assets_except_ships(lord) - disband_lord(lord, true) - remove_legate_if_endangered(game.battle.where) - lift_sieges() - }, - end_remove() { - push_undo() - end_battle_remove() + if (can_ransom_lord_battle(lord)) { + goto_ransom(lord) + } else { + disband_lord(lord, true) + remove_legate_if_endangered(game.battle.where) + lift_sieges() + } + goto_battle_remove() }, } -// === ENDING THE BATTLE: LOSSES === +function end_ransom_battle_remove() { + goto_battle_remove() +} -// TODO: disband vassal service markers once enough forces are lost? +// === ENDING THE BATTLE: LOSSES === function goto_battle_losses() { - set_active_loser() // loser first, to save time + set_active(P1) resume_battle_losses() } @@ -8449,24 +8445,7 @@ function resume_battle_losses() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord_has_routed_units(lord)) return - resume_battle_losses_remove() -} - -function resume_battle_losses_remove() { - game.state = "battle_losses_remove" - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord)) - return - end_battle_losses() -} - -function end_battle_losses() { - if (game.active === game.battle.loser) { - set_active_victor() - resume_battle_losses() - } else { - goto_battle_spoils() - } + goto_battle_losses_remove() } function action_losses(lord, type) { @@ -8545,21 +8524,47 @@ states.battle_losses = { }, } +// === ENDING THE BATTLE: LOSSES (REMOVE LORDS) === + +function goto_battle_losses_remove() { + game.state = "battle_losses_remove" + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord)) + return + end_battle_losses_remove() +} + +function end_battle_losses_remove() { + set_active_enemy() + if (game.active === P2) + resume_battle_losses() + else + goto_battle_spoils() +} + states.battle_losses_remove = { prompt() { - view.prompt = "Losses: Remove lords who lost all their forces." + view.prompt = "Losses: Remove Lords who lost all their forces." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord)) gen_action_lord(lord) }, lord(lord) { set_delete(game.battle.retreated, lord) - disband_lord(lord, true) - resume_battle_losses_remove() - lift_sieges() + if (can_ransom_lord_battle(lord)) { + goto_ransom(lord) + } else { + disband_lord(lord, true) + lift_sieges() + goto_battle_losses_remove() + } }, } +function end_ransom_battle_losses_remove() { + goto_battle_losses_remove() +} + // === ENDING THE BATTLE: SPOILS === function find_lone_friendly_lord_at(loc) { @@ -9074,17 +9079,24 @@ states.disband = { this.lord(lord) }, lord(lord) { - push_undo() - if (can_ransom_besieged_lord(lord)) - goto_ransom_besieged_lord(lord) - else + if (is_lord_besieged(lord) && can_ransom_lord_siege(lord)) { + clear_undo() + goto_ransom(lord) + } else { + push_undo() disband_lord(lord) + lift_sieges() + } }, end_disband() { end_disband() }, } +function end_ransom_disband() { + // do nothing +} + function end_disband() { clear_undo() @@ -9105,56 +9117,76 @@ function end_disband() { } } -// === LEVY & CAMPAIGN: RANSOM BESIEGED LORD WHO DISBANDS (CAPABILITY) +// === LEVY & CAMPAIGN: RANSOM === -function can_ransom_besieged_lord(lord) { - if (is_lord_besieged(lord)) { - if (game.active === TEUTONS && has_global_capability(AOW_RUSSIAN_RANSOM)) - return true - if (game.active === RUSSIANS && has_global_capability(AOW_TEUTONIC_RANSOM)) +function enemy_has_ransom() { + if (game.active === TEUTONS) + return has_global_capability(AOW_RUSSIAN_RANSOM) + else + return has_global_capability(AOW_TEUTONIC_RANSOM) +} + +function can_ransom_lord_siege(lord) { + return enemy_has_ransom() && has_enemy_lord(get_lord_locale(lord)) +} + +function has_enemy_lord_in_battle() { + for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) + if (get_lord_moved(lord)) return true - } return false } -function goto_ransom_besieged_lord(lord) { +function can_ransom_lord_battle() { + return enemy_has_ransom() && has_enemy_lord_in_battle() +} + +function goto_ransom(lord) { clear_undo() set_active_enemy() - game.state = "ransom_besieged_lord" - game.count = data.lords[lord].service + push_state(state) game.who = lord - log(`Ransom L${lord}`) + game.count = data.lords[lord].service + log(`Ransomed L${lord}`) } -function end_ransom_besieged_lord() { +function end_ransom() { + let here = get_lord_locale(game.who) + if (game.battle) + disband_lord(game.who, true) + else + disband_lord(game.who, false) + remove_legate_if_endangered(here) + lift_sieges() + pop_state() + set_active_enemy() - disband_lord(game.who) - game.state = "disband" - game.who = NOBODY + switch (game.state) { + case "disband": return end_ransom_disband() + case "sack": return end_ransom_sack() + case "battle_remove": return end_ransom_battle_remove() + case "battle_losses_remove": return end_ransom_battle_losses_remove() + } } -states.ransom_besieged_lord = { +states.ransom = { prompt() { - if (game.count > 0) { - view.prompt = `Ransom ${lord_name[game.who]}: Add ${game.count} Coin to a friendly Lord.` + view.prompt = `Ransom ${lord_name[game.who]}: Add ${game.count} Coin to a friendly Lord.` + if (game.battle) { + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (get_lord_moved(lord)) + gen_action_lord(lord) + } else { let here = get_lord_locale(game.who) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === here) gen_action_lord(lord) - } else { - view.prompt = `Ransom ${lord_name[game.who]}: All done.` - view.actions.end_ransom = 1 } }, lord(lord) { - push_undo() logi(`Coin to L${lord}.`) - add_lord_assets(lord, COIN, 1) - game.count-- - }, - end_ransom() { - clear_undo() - end_ransom_besieged_lord() + add_lord_assets(lord, COIN, game.count) + end_ransom() }, } @@ -9674,11 +9706,6 @@ function gen_action_card_if_held(c) { gen_action_card(c) } -function gen_action_select_lord(lord) { - if (game.who !== lord) - gen_action("lord", lord) -} - function prompt_select_lord_on_calendar(lord) { if (lord !== game.who) { if (is_lord_on_calendar(lord)) |