diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 253 |
1 files changed, 222 insertions, 31 deletions
@@ -538,6 +538,14 @@ function get_lord_routed_forces(lord, n) { return pack4_get(game.pieces.routed[lord], n) } +function has_unrouted_units(lord) { + return game.pieces.forces[lord] !== 0 +} + +function has_routed_units(lord) { + return game.pieces.routed[lord] !== 0 +} + function set_lord_locale(lord, locale) { game.pieces.locale[lord] = locale } @@ -3300,7 +3308,7 @@ states.actions = { pass() { push_undo() log("Passed.") - spend_all_actions() // TODO: maybe only one action? + spend_all_actions() }, end_actions() { @@ -4313,7 +4321,6 @@ function this_lord_has_russian_raiders() { } function can_ravage_locale(loc) { - // TODO: cost 2 if enemy lord is adjacent (2nd ed) if (!is_enemy_territory(loc)) return false if (has_conquered_marker(loc)) @@ -4500,8 +4507,12 @@ function can_action_sail() { if (!has_enough_available_ships_for_horses()) return false - // TODO: and a valid destination - return true + // and a valid destination + for (let to of data.seaports) + if (to !== here && !has_enemy_lord(to)) + return true + + return false } function goto_sail() { @@ -4776,6 +4787,8 @@ function start_battle() { log_h3(`Battle at %${here}`) + // TODO: array <= 3 attacking lords automatically + game.battle = { where: here, attacker: game.active, @@ -5208,6 +5221,17 @@ function debug_group_list(list) { console.log(debug_group(sg), "strike", debug_group(hg)) } +function has_no_unrouted_lords() { + // All unrouted lords are either in battle array or in reserves + for (let p = 0; p < 12; ++p) + if (is_friendly_lord(game.battle.array[p])) + return false + for (let lord of game.battle.reserves) + if (is_friendly_locale(lord)) + return false + return true +} + function has_front_strike_choice() { let s = game.battle.step & 1 let f = pack_battle_array_front() @@ -5329,6 +5353,22 @@ function goto_next_strike() { } function goto_strike() { + function is_battle_over() { + set_active_attacker() + if (has_no_unrouted_lords()) + return true + set_active_defender() + if (has_no_unrouted_lords()) + return true + return false + } + + // Exit early if one side is completely routed + if (is_battle_over()) { + goto_next_strike() + return + } + let s = game.battle.step & 1 if (s) set_active_attacker() @@ -5366,8 +5406,9 @@ function goto_strike() { function goto_select_strike_group() { if (game.battle.groups.length === 0) goto_next_strike() + else if (game.battle.groups.length === 1) + select_strike_group(0) else - // TODO: select if 1 game.state = "select_strike_group" } @@ -5424,11 +5465,12 @@ function select_strike_group(i) { } function goto_select_hit_lord() { - if (game.battle.hg.length > 1) { - game.state = "select_hit_lord" - } else { + if (game.battle.hg.length === 0) + end_hit_lord() + else if (game.battle.hg.length === 1) select_hit_lord(game.battle.array[game.battle.hg[0]]) - } + else + game.state = "select_hit_lord" } states.select_hit_lord = { @@ -5448,20 +5490,40 @@ function select_hit_lord(lord) { game.state = "hit_lord" } -function has_lord_routed(lord) { - return game.pieces.forces[lord] === 0 -} - function rout_lord(lord) { log(`L${lord} routed!`) - for (let p = 0; p < 12; ++p) - if (game.battle.array[p] === lord) + + for (let p = 0; p < 12; ++p) { + if (game.battle.array[p] === lord) { + + // remove from battle array game.battle.array[p] = NOBODY + + // remove from current hit group + array_remove_item(game.battle.hg, p) + + for (let i = 0; i < game.battle.groups;) { + let hg = game.battle.groups[i][1] + + // remove from other hit groups + array_remove_item(hg, p) + + // remove strike groups with no remaining targets + if (hg.length === 0) + array_remove(game.battle.groups, i) + else + ++i + } + + break + } + } + set_add(game.battle.routed, lord) } function resume_hit_lord() { - if ((game.battle.h1 === 0 && game.battle.h2 === 0) || has_lord_routed(game.who)) + if ((game.battle.h1 === 0 && game.battle.h2 === 0) || !has_unrouted_units(game.who)) end_hit_lord() } @@ -5474,7 +5536,7 @@ function action_hit_lord(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] - // TODO: manual choice + // TODO: manual choice of hit type let ap = (game.battle.h2 > 0) ? 2 : 0 if (evade > 0 && !game.battle.storm) { @@ -5498,15 +5560,16 @@ function action_hit_lord(lord, type) { rout_unit(lord, type) } - // TODO: manual choice + // TODO: manual choice of hit type if (game.battle.h2) game.battle.h2-- else game.battle.h1-- - if (has_lord_routed(lord)) { + if (!has_unrouted_units(lord)) { rout_lord(lord) - // TODO: remaining hits! + if (game.battle.h1 > 0 || game.battle.h2 > 0) + log("TODO: remaining hits!") } resume_hit_lord() @@ -5567,13 +5630,27 @@ function end_hit_lord() { // === BATTLE: NEW ROUND === function goto_new_round() { - // TODO: no unrouted lords if (game.battle.conceded) { game.battle.loser = game.battle.conceded end_battle() - } else { - goto_concede() + return } + + set_active_attacker() + if (has_no_unrouted_lords()) { + game.battle.loser = game.active + end_battle() + return + } + + set_active_defender() + if (has_no_unrouted_lords()) { + game.battle.loser = game.active + end_battle() + return + } + + goto_concede() } // === ENDING THE BATTLE === @@ -5599,7 +5676,9 @@ function end_battle() { // spoils // service - set_active(game.battle.loser) + log_br() + log(`${game.battle.loser} lost battle.`) + set_active_loser() goto_battle_withdraw() } @@ -5917,8 +5996,115 @@ states.battle_remove = { // === ENDING THE BATTLE: LOSSES === function goto_battle_losses() { - log("TODO: losses") - goto_battle_spoils() + set_active_loser() // loser first, to save time + resume_battle_losses() +} + +function resume_battle_losses() { + game.state = "battle_losses" + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (has_routed_units(lord)) + return + resume_battle_losses_remove() +} + +function resume_battle_losses_remove() { + game.state = "battle_losses_remove" + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (is_lord_on_map(lord) && !has_unrouted_units(lord)) + return + end_battle_losses() +} + +function end_battle_losses() { + if (game.active === game.battle.loser) { + set_active_victor() + resume_battle_losses() + } else { + goto_battle_spoils() + } +} + +function action_losses(lord, type) { + let protection = FORCE_PROTECTION[type] + let evade = FORCE_EVADE[type] + + let target = Math.max(protection, evade) + if (game.active !== game.battle.conceded) + target = 1 + + let die = roll_die() + if (die <= target) { + log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} <= ${target}`) + add_lord_routed_forces(lord, type, -1) + add_lord_forces(lord, type, 1) + } else { + log(`L${lord} ${FORCE_TYPE_NAME[type]} ${die} > ${target}`) + add_lord_routed_forces(lord, type, -1) + if (type === SERFS) + game.pieces.smerdi++ + } + + resume_battle_losses() +} + +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 (get_lord_routed_forces(lord, KNIGHTS) > 0) + gen_action_routed_knights(lord) + if (get_lord_routed_forces(lord, SERGEANTS) > 0) + gen_action_routed_sergeants(lord) + if (get_lord_routed_forces(lord, LIGHT_HORSE) > 0) + gen_action_routed_light_horse(lord) + if (get_lord_routed_forces(lord, ASIATIC_HORSE) > 0) + gen_action_routed_asiatic_horse(lord) + if (get_lord_routed_forces(lord, MEN_AT_ARMS) > 0) + gen_action_routed_men_at_arms(lord) + if (get_lord_routed_forces(lord, MILITIA) > 0) + gen_action_routed_militia(lord) + if (get_lord_routed_forces(lord, SERFS) > 0) + gen_action_routed_serfs(lord) + } + } + }, + routed_knights(lord) { + action_losses(lord, KNIGHTS) + }, + routed_sergeants(lord) { + action_losses(lord, SERGEANTS) + }, + routed_light_horse(lord) { + action_losses(lord, LIGHT_HORSE) + }, + routed_asiatic_horse(lord) { + action_losses(lord, ASIATIC_HORSE) + }, + routed_men_at_arms(lord) { + action_losses(lord, MEN_AT_ARMS) + }, + routed_militia(lord) { + action_losses(lord, MILITIA) + }, + routed_serfs(lord) { + action_losses(lord, SERFS) + }, +} + +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)) + gen_action_lord(lord) + }, + lord(lord) { + set_delete(game.battle.retreated, lord) + disband_lord(lord, true) + resume_battle_losses_remove() + }, } // === ENDING THE BATTLE: SPOILS === @@ -5989,13 +6175,15 @@ states.battle_spoils = { function goto_battle_service() { set_active_loser() if (game.battle.retreated) - game.state = "battle_service" + resume_battle_service() else goto_battle_aftermath() } function resume_battle_service() { - if (game.battle.retreated.length === 0) + if (game.battle.retreated.length > 0) + game.state = "battle_service" + else goto_battle_aftermath() } @@ -6365,6 +6553,7 @@ function goto_disband() { function disband_lord(lord, permanently = false) { let here = get_lord_locale(lord) + let turn = current_turn() if (permanently) { log(`Disbanded L${lord} permanently.`) @@ -6376,9 +6565,11 @@ function disband_lord(lord, permanently = false) { set_lord_service(lord, NEVER) } else { log(`Disbanded L${lord}.`) - let turn = current_turn() + data.lords[lord].service - set_lord_locale(lord, CALENDAR + turn) - set_lord_service(lord, turn) + if (is_levy_phase() + set_lord_locale(lord, CALENDAR + turn + data.lords[lord].service) + else + set_lord_locale(lord, CALENDAR + turn + data.lords[lord].service + 1) + set_lord_service(lord, NEVER) } remove_lieutenant(lord) |