diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 269 |
1 files changed, 167 insertions, 102 deletions
@@ -1,11 +1,12 @@ "use strict" +// TODO: lift_siege / besieged needs checking! + // TODO: hit remainders // TODO: choose crossbow/normal hit application order -// TODO: Halbbruder -// TODO: Trebuchets -// TODO: Warrior Monks +// TODO: Bridge +// kn, sgt, 1x lh, maa, militia, serf, lh // TODO: precompute distance to supply lines for faster supply path rejection // TODO - precompute possible supply lines for faster rejections @@ -596,11 +597,11 @@ function get_lord_routed_forces(lord, n) { return pack4_get(game.pieces.routed[lord], n) } -function has_unrouted_units(lord) { +function lord_has_unrouted_units(lord) { return game.pieces.forces[lord] !== 0 } -function has_routed_units(lord) { +function lord_has_routed_units(lord) { return game.pieces.routed[lord] !== 0 } @@ -5432,6 +5433,7 @@ function init_battle(here, is_storm, is_sally) { retreated: 0, strikers: 0, targets: 0, + warrior_monks: 0, hits: 0, xhits: 0, fc: -1, @@ -5984,11 +5986,11 @@ states.field_organ = { view.prompt = "Field Organ: Play on a Lord." let array = game.battle.array if (game.active === game.battle.attacker) { - for (let pos of STEP_ARRAY[1]) + for (let pos of battle_attacking_positions) if (array[pos] !== NOBODY) gen_action_lord(array[pos]) } else { - for (let pos of STEP_ARRAY[0]) + for (let pos of battle_defending_positions) if (array[pos] !== NOBODY) gen_action_lord(array[pos]) } @@ -6362,7 +6364,7 @@ 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}.`) + log(`Field Organ L${lord}.`) hits += get_lord_forces(lord, KNIGHTS) << 1 hits += get_lord_forces(lord, SERGEANTS) << 1 } @@ -6385,16 +6387,14 @@ function count_foot_hits(lord) { } 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 + if (storm_steps[game.battle.step].archery) + return game.battle.garrison.men_at_arms return 0 } 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) + if (!storm_steps[game.battle.step].archery) + return (game.battle.garrison.knights << 1) + (game.battle.garrison.men_at_arms << 1) return 0 } @@ -6473,6 +6473,16 @@ function goto_strike() { else set_active_defender() + // Once per Archery and once per Melee. + if (game.battle.step === 0 || game.battle.step === 2) { + game.battle.warrior_monks = 0 + for (let p = 0; p < 12; ++p) { + let lord = game.battle.array[p] + if (lord !== NOBODY && lord_has_capability(lord, AOW_TEUTONIC_WARRIOR_MONKS)) + game.battle.warrior_monks |= (1 << lord) + } + } + if (game.battle.storm) goto_strike_storm() else @@ -6583,6 +6593,9 @@ function unpack_group(g, offset) { return list } +function round_hits(hits, xhits) { +} + function create_battle_group(list, targets) { let strikers = [] let hits = 0 @@ -6671,74 +6684,81 @@ function debug_battle_array(f, r) { } function goto_strike_storm() { - throw Error("TODO") - - let s = game.battle.step & 1 + log_h4(storm_steps[game.battle.step].name) - log_h4(storm_step_name[game.battle.step]) + let strikers = [] + let targets = [] + let hits = 0 + let xhits = 0 - game.battle.ah1 = [ 0, 0 ] - game.battle.ah2 = [ 0, 0 ] - if (s) { - count_storm_hits(0, game.battle.array[A2], game.battle.step) - } else { - if (game.battle.array[D2] !== NOBODY) - count_storm_hits(0, game.battle.array[D2], game.battle.step) - count_garrison_hits(game.battle.step) - } + function add_lord_strike(pos) { + let lord = game.battle.array[pos] + let lord_hits = count_lord_hits(lord) + let lord_xhits = count_lord_xhits(lord) - game.battle.hits = game.battle.ah1[0] - game.battle.xhits = game.battle.ah2[0] + // Max 6 hits per lord in melee (12 since we count half-hits). + if (game.battle.step >= 2) + if (lord_hits > 12) + lord_hits = 12 - // Max 6 hits per lord in melee (12 since we count half-hits). - if (game.battle.step >= 2) { - if (game.battle.hits > 12) - game.battle.hits = 12 + 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 + } } - game.battle.hits += game.battle.ah1[1] - game.battle.xhits += game.battle.ah2[1] - round_hits() + if (game.active === game.battle.attacker) { + add_lord_strike(A2) + if (game.battle.array[D2] !== NOBODY) + targets.push(D2) + } else { + if (game.battle.garrison) { + let garr_hits = count_garrison_hits() + let garr_xhits = count_garrison_xhits() + if (garr_xhits > 0) + log(`Garrison ${garr_xhits/2} crossbow hits`) + if (garr_hits > 0) + log(`Garrison ${garr_hits/2} hits`) + hits += garr_hits + xhits += garr_xhits + } + add_lord_strike(D2) + targets.push(A2) + } - if (game.battle.hits + game.battle.xhits === 0) { + if (hits + xhits === 0) { log("No hits.") goto_next_strike() return } - if (game.active === game.battle.attacker) { - if (game.battle.garrison) { - if (game.battle.array[D2] === NOBODY) - log(`L${game.battle.array[A2]} struck Garrison.`) - else - log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]} and Garrison.`) - } else { - log(`L${game.battle.array[A2]} struck L${game.battle.array[D2]}.`) - } - game.battle.strikers = [ A2 ] - if (game.battle.array[D2] !== NOBODY) - game.battle.targets = [ D2 ] - else - game.battle.targets = [] + // Round in favor of crossbow hits. + if (xhits & 1) { + hits = (hits >> 1) + xhits = (xhits >> 1) + 1 } else { - if (game.battle.garrison) { - if (game.battle.array[D2] === NOBODY) - log(`Garrison struck L${game.battle.array[A2]}.`) - else - log(`L${game.battle.array[D2]} and Garrison struck L${game.battle.array[A2]}.`) - } else { - log(`L${game.battle.array[D2]} struck L${game.battle.array[A2]}.`) - } - game.battle.strikers = [ D2 ] - game.battle.targets = [ A2 ] + if (hits & 1) + hits = (hits >> 1) + 1 + else + hits = (hits >> 1) + xhits = (xhits >> 1) } - goto_apply_hits() + game.battle.groups = [] + game.battle.strikers = strikers + game.battle.targets = targets + game.battle.hits = hits + game.battle.xhits = xhits + + goto_assign_hits() } function goto_strike_battle() { - let s = game.battle.step & 1 - log_h4(battle_steps[game.battle.step].name) if (is_marsh_in_play()) @@ -6758,7 +6778,6 @@ function goto_strike_battle() { } function goto_strike_choice() { - console.log("choice", game.battle.fc, game.battle.rc) if (game.battle.fc === -1) game.state = "front_strike_choice" else if (game.battle.rc === -1) @@ -6787,7 +6806,6 @@ states.front_strike_choice = { }, 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) @@ -6819,7 +6837,6 @@ states.rear_strike_choice = { }, lord(lord) { let pos = get_lord_array_position(lord) - console.log("REAR STRIKE CHOICE", pos) if (has_sa_without_rd()) { game.battle.rc = pos } else { @@ -6889,7 +6906,7 @@ states.select_strike_group = { function select_strike_group(i) { ;[ game.battle.strikers, game.battle.targets, game.battle.hits, game.battle.xhits ] = game.battle.groups[i] array_remove(game.battle.groups, i) - goto_apply_hits() + goto_assign_hits() } // === BATTLE: APPLY HITS / PROTECTION / ROLL WALLS === @@ -6909,7 +6926,7 @@ function has_unrouted_forces_in_target() { return true for (let p of game.battle.targets) { let lord = game.battle.array[p] - if (has_unrouted_units(lord)) + if (lord_has_unrouted_units(lord)) return true } return false @@ -6940,11 +6957,11 @@ function has_valid_target() { return game.battle.targets.length > 0 } -function goto_apply_hits() { +function goto_assign_hits() { set_active_enemy() if (!has_valid_target()) { - end_apply_hits() + end_assign_hits() return } @@ -6998,22 +7015,22 @@ function goto_apply_hits() { if (game.battle.hits + game.battle.xhits === 0) logi(`Took no hits`) - resume_apply_hits() + resume_assign_hits() } -function resume_apply_hits() { +function resume_assign_hits() { if (game.battle.hits + game.battle.xhits === 0) { - end_apply_hits() + end_assign_hits() } 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() + end_assign_hits() } else { - game.state = "apply_hits" + game.state = "assign_hits" } } -function end_apply_hits() { +function end_assign_hits() { game.battle.strikers = 0 game.battle.targets = 0 @@ -7024,6 +7041,15 @@ function end_apply_hits() { goto_select_strike_group() } +function enemy_has_trebuchets() { + if (game.active === RUSSIANS) { + for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) + if (get_lord_locale(lord) === game.battle.where && lord_has_unrouted_units(lord)) + if (lord_has_capability(lord, AOW_TEUTONIC_TREBUCHETS)) + return true + } +} + function roll_for_walls() { let here = game.battle.where let prot = 0 @@ -7031,9 +7057,13 @@ function roll_for_walls() { prot = 4 else if (is_city(here) || is_fort(here) || here === LOC_NOVGOROD) prot = 3 + if (enemy_has_trebuchets()) { + logi("Trebuchets.") + prot-- + } if (prot > 0) { - game.battle.xhits = roll_for_protection(`Walls 1-${prot} vs crossbow:`, prot, game.battle.xhits) - game.battle.hits = roll_for_protection(`Walls 1-${prot}:`, prot, game.battle.hits) + game.battle.xhits = roll_for_protection(`Walls 1-${prot} vs crossbow`, prot, game.battle.xhits) + game.battle.hits = roll_for_protection(`Walls 1-${prot}`, prot, game.battle.hits) } else { logi("No walls.") } @@ -7041,9 +7071,13 @@ function roll_for_walls() { function roll_for_siegeworks() { let prot = count_siege_markers(game.battle.where) + if (enemy_has_trebuchets()) { + logi("Trebuchets.") + prot-- + } if (prot > 0) { - game.battle.xhits = roll_for_protection(`Siegeworks 1-${prot} vs crossbow:`, prot, game.battle.xhits) - game.battle.hits = roll_for_protection(`Siegeworks 1-${prot}:`, prot, game.battle.hits) + game.battle.xhits = roll_for_protection(`Siegeworks 1-${prot} vs crossbow`, prot, game.battle.xhits) + game.battle.hits = roll_for_protection(`Siegeworks 1-${prot}`, prot, game.battle.hits) } else { logi("No siegeworks.") } @@ -7051,8 +7085,16 @@ function roll_for_siegeworks() { function roll_for_ravens_rock() { let prot = 2 - game.battle.xhits = roll_for_protection(`Raven's Rock 1-${prot} vs crossbow:`, prot, game.battle.xhits) - game.battle.hits = roll_for_protection(`Raven's Rock 1-${prot}:`, prot, game.battle.hits) + if (enemy_has_trebuchets()) { + logi("Trebuchets.") + prot-- + } + if (prot > 0) { + game.battle.xhits = roll_for_protection(`Raven's Rock 1-${prot} vs crossbow`, prot, game.battle.xhits) + game.battle.hits = roll_for_protection(`Raven's Rock 1-${prot}`, prot, game.battle.hits) + } else { + logi("No Raven's Rock.") + } } function roll_for_protection(name, prot, n) { @@ -7068,8 +7110,7 @@ function roll_for_protection(name, prot, n) { total++ } } - logi(name) - logii(rolls.join(", ")) + logi(name + ": " + rolls.join(", ")) } return total } @@ -7119,7 +7160,18 @@ function rout_unit(lord, type) { } } -function action_apply_hits(lord, type) { +function use_warrior_monks(lord, type) { + if (type === KNIGHTS) { + let bit = 1 << lord + if (game.battle.warrior_monks & bit) { + game.battle.warrior_monks ^= bit + return true + } + } + return false +} + +function action_assign_hits(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] @@ -7128,6 +7180,10 @@ function action_apply_hits(lord, type) { // TODO: which lord? summarize? + if (type === SERGEANTS || type === MEN_AT_ARMS) + if (lord_has_capability(lord, AOW_TEUTONIC_HALBBRUDER)) + protection += 1 + if (evade > 0 && !game.battle.storm) { let die = roll_die() if (die <= evade) { @@ -7142,23 +7198,32 @@ function action_apply_hits(lord, type) { logi(`${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`) } else { logi(`${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`) - rout_unit(lord, type) + if (use_warrior_monks(lord, type)) { + die = roll_die() + if (die <= protection - ap) { + logi(`Warrior Monks ${die} <= ${protection - ap}`) + } else { + logi(`Warrior Monks ${die} > ${protection - ap}`) + rout_unit(lord, type) + } + } else { + rout_unit(lord, type) + } } } else { logi(`${FORCE_TYPE_NAME[type]} unprotected`) rout_unit(lord, type) } - // TODO: manual choice of hit type if (game.battle.xhits) game.battle.xhits-- else game.battle.hits-- - if (!has_unrouted_units(lord)) + if (!lord_has_unrouted_units(lord)) rout_lord(lord) - resume_apply_hits() + resume_assign_hits() } function prompt_hit_armored_forces() { @@ -7215,7 +7280,7 @@ function prompt_hit_forces() { } } -states.apply_hits = { +states.assign_hits = { prompt() { view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` @@ -7246,25 +7311,25 @@ states.apply_hits = { } }, knights(lord) { - action_apply_hits(lord, KNIGHTS) + action_assign_hits(lord, KNIGHTS) }, sergeants(lord) { - action_apply_hits(lord, SERGEANTS) + action_assign_hits(lord, SERGEANTS) }, light_horse(lord) { - action_apply_hits(lord, LIGHT_HORSE) + action_assign_hits(lord, LIGHT_HORSE) }, asiatic_horse(lord) { - action_apply_hits(lord, ASIATIC_HORSE) + action_assign_hits(lord, ASIATIC_HORSE) }, men_at_arms(lord) { - action_apply_hits(lord, MEN_AT_ARMS) + action_assign_hits(lord, MEN_AT_ARMS) }, militia(lord) { - action_apply_hits(lord, MILITIA) + action_assign_hits(lord, MILITIA) }, serfs(lord) { - action_apply_hits(lord, SERFS) + action_assign_hits(lord, SERFS) }, } @@ -7756,7 +7821,7 @@ function goto_battle_losses() { function resume_battle_losses() { game.state = "battle_losses" for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (has_routed_units(lord)) + if (lord_has_routed_units(lord)) return resume_battle_losses_remove() } @@ -7764,7 +7829,7 @@ function resume_battle_losses() { 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) && !has_unrouted_units(lord)) + if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord)) return end_battle_losses() } @@ -7812,7 +7877,7 @@ states.battle_losses = { prompt() { view.prompt = "Losses: Determine the fate of your routed units." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { - if (is_lord_on_map(lord) && has_routed_units(lord)) { + if (is_lord_on_map(lord) && lord_has_routed_units(lord)) { if (get_lord_routed_forces(lord, KNIGHTS) > 0) gen_action_routed_knights(lord) if (get_lord_routed_forces(lord, SERGEANTS) > 0) @@ -7857,7 +7922,7 @@ states.battle_losses_remove = { prompt() { 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) && !has_unrouted_units(lord)) + if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord)) gen_action_lord(lord) }, lord(lord) { |