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-rw-r--r--rules.js57
1 files changed, 22 insertions, 35 deletions
diff --git a/rules.js b/rules.js
index 8ea3e36..5e5f269 100644
--- a/rules.js
+++ b/rules.js
@@ -25,8 +25,8 @@ const RUSSIANS = "Russians"
const P1 = TEUTONS
const P2 = RUSSIANS
-const DIE_HIT = "01234567"
-const DIE_MISS = "01234567"
+const HIT = [ "0", '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ]
+const MISS = [ "0", '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ]
function frac(x) {
if (x === 1)
@@ -3440,11 +3440,11 @@ states.levy_muster_lord = {
let die = roll_die()
let fealty = data.lords[other].fealty
if (die <= fealty) {
- log(`L${other} rolled ${die} <= ${fealty}.`)
+ log(`L${other} 1-${fealty}: ${HIT[die]}`)
push_state("muster_lord_at_seat")
game.who = other
} else {
- log(`L${other} rolled ${die} > ${fealty}.`)
+ log(`L${other} 1-${fealty}: ${MISS[die]}`)
resume_levy_muster_lord()
}
},
@@ -5279,11 +5279,11 @@ states.surrender = {
let die = roll_die()
let n = count_siege_markers(here)
if (die <= n) {
- log(`Surrender ${die} <= ${n}.`)
+ log(`Surrender 1-${n}: ${HIT[die]}`)
surrender_stronghold(here)
end_siege()
} else {
- log(`Surrender ${die} > ${n} failed.`)
+ log(`Surrender 1-${n}: ${MISS[die]}`)
build_siegeworks()
}
},
@@ -8261,7 +8261,7 @@ function goto_strike() {
goto_strike_total_hits()
} else {
if (has_no_strikers_and_strike_targets())
- log("No hits or targets.")
+ log("None.")
resume_strike()
}
}
@@ -8545,10 +8545,10 @@ function roll_for_ravens_rock() {
prot--
}
if (prot > 0) {
- game.battle.xhits = roll_for_protection(`Raven's Rock 1-${prot}`, true, prot, game.battle.xhits)
- game.battle.hits = roll_for_protection(`Raven's Rock 1-${prot}`, false, prot, game.battle.hits)
+ game.battle.xhits = roll_for_protection(`C${EVENT_RUSSIAN_RAVENS_ROCK} 1-${prot}`, true, prot, game.battle.xhits)
+ game.battle.hits = roll_for_protection(`C${EVENT_RUSSIAN_RAVENS_ROCK} 1-${prot}`, false, prot, game.battle.hits)
} else {
- logi("No Raven's Rock.")
+ logi(`No C${EVENT_RUSSIAN_RAVENS_ROCK}.`)
}
}
@@ -8559,9 +8559,9 @@ function roll_for_protection(name, crossbow, prot, n) {
for (let i = 0; i < n; ++i) {
let die = roll_die()
if (die <= prot) {
- rolls.push(DIE_HIT[die])
+ rolls.push(MISS[die])
} else {
- rolls.push(DIE_MISS[die])
+ rolls.push(HIT[die])
total++
}
}
@@ -8569,20 +8569,7 @@ function roll_for_protection(name, crossbow, prot, n) {
logi(name + " vs crossbow:")
else
logi(name + ":")
- logii(rolls.join(", "))
- /*
- if (crossbow)
- logi(name + " vs crossbow: " + rolls.join(",") + ".")
- else
- logi(name + ": " + rolls.join(",") + ".")
- logi(rolls.join(", "))
- logii(rolls.join(", "))
- logi(name + ": " + rolls.join(", "))
- if (crossbow)
- log_hits(total, "Crossbow Hit")
- else
- log_hits(total, "Hit")
- */
+ logii(rolls.join(""))
}
return total
}
@@ -8877,24 +8864,24 @@ function action_assign_hits(lord, type) {
if (evade > 0 && !game.battle.storm && is_melee_step()) {
let die = roll_die()
if (die <= evade) {
- logi(`${FORCE_TYPE_NAME[type]} ${die} <= ${evade}`)
+ logi(`${FORCE_TYPE_NAME[type]} 1-${evade}: ${MISS[die]}`)
} else {
- logi(`${FORCE_TYPE_NAME[type]} ${die} > ${evade}`)
+ logi(`${FORCE_TYPE_NAME[type]} 1-${evade}: ${HIT[die]}`)
rout_unit(lord, type)
}
} else if (protection > 0) {
let die = roll_die()
if (die <= protection - ap) {
- logi(`${FORCE_TYPE_NAME[type]} ${die} <= ${protection - ap}`)
+ logi(`${FORCE_TYPE_NAME[type]} 1-${protection-ap}: ${MISS[die]}`)
} else {
- logi(`${FORCE_TYPE_NAME[type]} ${die} > ${protection - ap}`)
+ logi(`${FORCE_TYPE_NAME[type]} 1-${protection-ap}: ${HIT[die]}`)
if (use_warrior_monks(lord, type)) {
let card = which_lord_capability(lord, AOW_TEUTONIC_WARRIOR_MONKS)
die = roll_die()
if (die <= protection - ap) {
- logi(`C${card} ${die} <= ${protection - ap}`)
+ logi(`C${card} 1-${protection-ap}: ${MISS[die]}`)
} else {
- logi(`C${card} ${die} > ${protection - ap}`)
+ logi(`C${card} 1-${protection-ap}: ${HIT[die]}`)
rout_unit(lord, type)
}
} else {
@@ -9474,11 +9461,11 @@ function action_losses(lord, type) {
let die = roll_die()
if (die <= target) {
- logi(`${FORCE_TYPE_NAME[type]} ${die} <= ${target}`)
+ logi(`${FORCE_TYPE_NAME[type]} 1-${target}: ${MISS[die]}`)
add_lord_routed_forces(lord, type, -1)
add_lord_forces(lord, type, 1)
} else {
- logi(`${FORCE_TYPE_NAME[type]} ${die} > ${target}`)
+ logi(`${FORCE_TYPE_NAME[type]} 1-${target}: ${HIT[die]}`)
add_lord_routed_forces(lord, type, -1)
if (type === SERFS)
game.pieces.smerdi++
@@ -9689,7 +9676,7 @@ states.battle_service = {
add_lord_service(lord, -2)
else if (die <= 6)
add_lord_service(lord, -3)
- log(`L${lord} ${die}, shifted to ${get_lord_service(lord)}.`)
+ log(`L${lord} ${HIT[die]}, shifted to ${get_lord_service(lord)}.`)
set_delete(game.battle.retreated, lord)
set_lord_moved(lord, 1)
resume_battle_service()