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-rw-r--r--rules.js272
1 files changed, 183 insertions, 89 deletions
diff --git a/rules.js b/rules.js
index cdc8980..3b3ed9e 100644
--- a/rules.js
+++ b/rules.js
@@ -2192,11 +2192,10 @@ function goto_actions() {
set_flag(FLAG_FIRST_MARCH)
// 4.1.3 Lieutenants MUST take lower lord
+ game.group = [ game.command ]
let lower = get_lower_lord(game.command)
if (lower !== NOBODY)
- game.group = [ game.command, lower ]
- else
- game.group = [ game.command ]
+ set_add(game.group, lower)
if (game.active === TEUTONS) {
if (has_global_capability(AOW_TEUTONIC_ORDENSBURGEN)) {
@@ -2466,13 +2465,13 @@ states.march_laden = {
let avail = get_available_actions()
if (avail >= 2) {
view.prompt += " Laden!"
- // TODO: button as well?
+ view.actions.march = 1 // other button?
gen_action_laden_march(to)
} else {
view.prompt += " Laden with 1 action left."
}
} else {
- // TODO: button as well?
+ view.actions.march = 1
gen_action_locale(to)
}
} else {
@@ -2501,18 +2500,19 @@ states.march_laden = {
loot(lord) {
drop_loot(lord)
},
- laden_march(to) {
- march_with_group_2(true)
- },
- locale(to) {
- march_with_group_2(false)
- },
+ march: march_with_group_2,
+ locale: march_with_group_2,
+ laden_march: march_with_group_2,
}
-function march_with_group_2(laden) {
+function march_with_group_2() {
let from = get_lord_locale(game.command)
let way = game.approach
let to = game.where
+ let transport = count_group_transport(way)
+ let prov = count_group_assets(PROV)
+ let loot = count_group_assets(LOOT)
+ let laden = loot > 0 || prov > transport
if (group_has_teutonic_converts())
spend_march_action(0)
@@ -2537,7 +2537,7 @@ function march_with_group_2(laden) {
lift_siege(from)
if (has_unbesieged_enemy_lord(to)) {
- goto_approach()
+ goto_avoid_battle()
} else {
march_with_group_3()
}
@@ -2576,32 +2576,7 @@ function march_with_group_3() {
game.state = "actions"
}
-// === ACTION: MARCH - APPROACH - AVOID BATTLE / WITHDRAW ===
-
-function spoil_prov(lord) {
- log("Discarded Provender.")
- add_lord_assets(lord, PROV, -1)
- game.spoils = pack4_set(game.spoils, PROV, pack4_get(game.spoils) + 1)
-}
-
-function spoil_loot(lord) {
- log("Discarded Loot.")
- add_lord_assets(lord, LOOT, -1)
- game.spoils = pack4_set(game.spoils, LOOT, pack4_get(game.spoils) + 1)
-}
-
-function goto_approach () {
- let to = game.where
- set_active_enemy()
- game.stack = game.group
- game.who = NOBODY
- game.state = "approach"
- game.group = []
- game.spoils = 0
- for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (get_lord_locale(lord) === to)
- game.group.push(lord)
-}
+// === ACTION: MARCH - AVOID BATTLE ===
function count_besieged_lords(loc) {
let n = 0
@@ -2621,11 +2596,16 @@ function stronghold_capacity(loc) {
return stronghold_strength(loc) - count_besieged_lords(loc)
}
-function resume_approach() {
- if (has_unbesieged_friendly_lord(game.where))
- game.state = "approach"
- else
- end_approach()
+function spoil_prov(lord) {
+ log("Discarded Provender.")
+ add_lord_assets(lord, PROV, -1)
+ game.spoils = pack4_set(game.spoils, PROV, pack4_get(game.spoils) + 1)
+}
+
+function spoil_loot(lord) {
+ log("Discarded Loot.")
+ add_lord_assets(lord, LOOT, -1)
+ game.spoils = pack4_set(game.spoils, LOOT, pack4_get(game.spoils) + 1)
}
function can_avoid_battle(to, way) {
@@ -2638,35 +2618,58 @@ function can_avoid_battle(to, way) {
return true
}
-states.approach = {
+function select_all_lords() {
+ game.group = []
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
+ if (get_lord_locale(lord) === game.where)
+ game.group.push(lord)
+}
+
+function goto_avoid_battle() {
+ clear_undo()
+ set_active_enemy()
+ game.stack = game.group
+ game.who = NOBODY
+ game.state = "avoid_battle"
+ game.spoils = 0
+ resume_avoid_battle()
+}
+
+function resume_avoid_battle() {
+ if (has_unbesieged_friendly_lord(game.where)) {
+ // TODO: select all or no lords?
+ select_all_lords()
+ // game.group = []
+ game.state = "avoid_battle"
+ } else {
+ goto_withdraw()
+ }
+}
+
+states.avoid_battle = {
prompt() {
- view.prompt = `Approach: Avoid Battle, Withdraw, or Battle.`
+ view.prompt = `Avoid Battle`
view.group = game.group
let here = get_lord_locale(game.command)
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
- if (get_lord_locale(lord) === here)
+ if (get_lord_locale(lord) === here && !is_lower_lord(lord))
gen_action_lord(lord)
if (game.group.length > 0) {
- if (is_unbesieged_friendly_stronghold(here)) {
- if (game.group.length <= stronghold_capacity(here))
- view.actions.withdraw = 1
- else
- view.actions.withdraw = 0
- }
-
for (let [to, way] of data.locales[here].ways) {
if (can_avoid_battle(to, way))
gen_action_locale(to)
}
}
- view.actions.battle = 1
+ view.actions.end_avoid_battle = 1
},
lord(lord) {
set_toggle(game.group, lord)
+ if (is_upper_lord(lord))
+ set_toggle(game.group, get_lower_lord(lord))
},
locale(to) {
push_undo()
@@ -2681,17 +2684,9 @@ states.approach = {
avoid_battle_1()
}
},
- withdraw() {
+ end_avoid_battle() {
push_undo()
- for (let lord of game.group) {
- log(`Withdrew with L${lord}`)
- set_lord_besieged(lord, 1)
- }
- resume_approach()
- },
- battle() {
- game.group = []
- log("TODO: Battles")
+ goto_withdraw()
},
}
@@ -2777,10 +2772,87 @@ function avoid_battle_2() {
game.where = get_lord_locale(game.command)
game.avoid = 0
- resume_approach()
+ resume_avoid_battle()
+}
+
+// === ACTION: MARCH - AMBUSH ===
+
+// TODO - ambush cancels avoid battle
+
+// === ACTION: MARCH - WITHDRAW ===
+
+function can_withdraw() {
+ if (is_unbesieged_friendly_stronghold(game.where))
+ if (stronghold_capacity(game.where) > 0)
+ return true
+ return false
+}
+
+function goto_withdraw() {
+ if (has_unbesieged_friendly_lord(game.where) && can_withdraw()) {
+ if (count_friendly_lords_at(game.where) <= stronghold_capacity(game.where))
+ select_all_lords()
+ else
+ game.group = []
+ game.state = "withdraw"
+ } else {
+ end_withdraw()
+ }
+}
+
+states.withdraw = {
+ prompt() {
+ view.prompt = `Withdraw`
+ view.group = game.group
+
+ let here = get_lord_locale(game.command)
+ let capacity = stronghold_capacity(here)
+
+ if (game.group.length < capacity) {
+ for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
+ if (get_lord_locale(lord) === here && !is_lower_lord(lord)) {
+ if (is_upper_lord(lord)) {
+ if (game.group.length + 2 <= capacity)
+ gen_action_lord(lord)
+ } else {
+ gen_action_lord(lord)
+ }
+ }
+ }
+ }
+
+ if (game.group.length > 0)
+ view.actions.withdraw = 1
+ else
+ view.actions.withdraw = 0
+
+ view.actions.end_withdraw = 1
+ },
+ lord(lord) {
+ set_toggle(game.group, lord)
+ if (is_upper_lord(lord))
+ set_toggle(game.group, get_lower_lord(lord))
+ },
+ withdraw() {
+ push_undo()
+ for (let lord of game.group) {
+ log(`Withdrew with L${lord}`)
+ set_lord_besieged(lord, 1)
+ }
+ end_withdraw()
+ },
+ end_withdraw() {
+ end_withdraw()
+ },
+}
+
+function end_withdraw() {
+ log("TODO: Battles")
+ end_approach()
}
function end_approach() {
+ clear_undo()
set_active_enemy()
game.where = get_lord_locale(game.command)
game.who = game.command
@@ -2796,6 +2868,16 @@ function goto_divide_spoils() {
march_with_group_3()
}
+states.divide_spoils = {
+ prompt() {
+ view.actions.pass = 1
+ },
+ pass() {
+ game.spoils = 0
+ march_with_group_3()
+ },
+}
+
// === ACTION: SIEGE ===
function count_friendly_lords_at(loc) {
@@ -2810,70 +2892,82 @@ function count_besieging_lords(loc) {
return count_friendly_lords_at(loc)
}
+function can_siegeworks() {
+ let here = get_lord_locale(game.command)
+ if (count_besieging_lords(here) >= stronghold_strength(here))
+ if (count_siege_markers(here) < 4)
+ return true
+ return false
+}
+
function can_action_siege(avail) {
let here = get_lord_locale(game.command)
if (!is_first_action())
return false
- if (is_enemy_stronghold(here)) {
- if (count_besieged_lords(here) === 0)
- return true
- if (count_besieging_lords(here) >= stronghold_strength(here))
- return true
- // no effect if no surrender, no siegeworks, and no enemy lords to starve
- }
+ if (is_enemy_stronghold(here))
+ return true
return false
}
function do_action_siege() {
push_undo()
let here = get_lord_locale(game.command)
+ log(`Sieged at %${here}.`)
+ goto_surrender()
+}
+
+function goto_surrender() {
+ let here = get_lord_locale(game.command)
if (count_besieged_lords(here) === 0)
game.state = "surrender"
else
- siegeworks_1()
+ goto_siegeworks()
}
states.surrender = {
prompt() {
view.prompt = "Siege: You may roll for Surrender."
view.actions.surrender = 1
- view.actions.pass = 1
+ if (can_siegeworks())
+ view.actions.siegeworks = 1
+ else
+ view.actions.pass = 1
},
surrender() {
- clear_undo()
log("TODO: Surrender roll!")
- siegeworks_1()
+ goto_siegeworks()
+ },
+ siegeworks() {
+ log("Declined Surrender.")
+ goto_siegeworks()
},
pass() {
log("Declined Surrender.")
- siegeworks_1()
+ goto_siegeworks()
},
}
-function siegeworks_1() {
- let here = get_lord_locale(game.command)
- if (count_besieging_lords(here) >= stronghold_strength(here)) {
- if (count_siege_markers(here) < 4) {
- game.state = "siegeworks"
- }
- }
- siegeworks_2()
+function goto_siegeworks() {
+ if (can_siegeworks())
+ game.state = "siegeworks"
+ else
+ end_siege()
}
states.siegeworks = {
prompt() {
- view.prompt = "Siege: Add one Siege marker."
+ view.prompt = "Siege: Siegeworks - add one siege marker."
let here = get_lord_locale(game.command)
gen_action_locale(here)
},
locale(here) {
log("Added Siege marker.")
add_siege_marker(here)
- siegeworks_2()
+ end_siege()
},
}
-function siegeworks_2() {
+function end_siege() {
let here = get_lord_locale(game.command)
// All Lords of both sides moved/fought