diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 283 |
1 files changed, 145 insertions, 138 deletions
@@ -827,6 +827,10 @@ function is_marshal(lord) { } } +function is_armored_force(type) { + return type === KNIGHTS || type === SERGEANTS || type === MEN_AT_ARMS +} + function is_no_event_card(c) { if (c === 18 || c === 19 || c === 20) return true @@ -5871,8 +5875,6 @@ function goto_strike_storm() { } game.battle.sg = [ A2 ] game.battle.hg = [ D2 ] - set_active_enemy() - select_hit_lord(game.battle.array[D2]) } else { if (game.battle.garrison) { if (game.battle.array[D2] === NOBODY) @@ -5884,9 +5886,9 @@ function goto_strike_storm() { } game.battle.sg = [ D2 ] game.battle.hg = [ A2 ] - set_active_enemy() - select_hit_lord(game.battle.array[A2]) } + + goto_apply_hits() } function goto_strike_battle() { @@ -5941,8 +5943,6 @@ function end_strike_choice() { game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front], GROUPS[s][game.battle.rc][rear]) console.log("STRIKE") - console.log("hits", game.battle.ah1) - console.log("crossbow hits", game.battle.ah2) debug_battle_array(front, rear) debug_group_list(game.battle.groups) @@ -6059,48 +6059,67 @@ function select_strike_group(i) { log(`${format_group(game.battle.sg)} struck ${format_group(game.battle.hg)} for ${format_hits()}`) - goto_select_hit_lord() + goto_apply_hits() +} + +// === BATTLE: APPLY HITS / PROTECTION / ROLL WALLS === + +function has_unrouted_forces_in_hit_group() { + if (game.battle.storm && game.active !== game.battle.attacker) + if (game.battle.garrison) + return true + for (let p of game.battle.hg) { + let lord = game.battle.array[p] + console.log("lord1", lord, has_unrouted_units(lord), game.pieces.forces[lord]) + if (has_unrouted_units(lord)) + return true + } + return false } -function goto_select_hit_lord() { +function goto_apply_hits() { set_active_enemy() + if (game.battle.hg.length === 0) - end_hit_lord() - else if (game.battle.hg.length === 1) - select_hit_lord(game.battle.array[game.battle.hg[0]]) - else - game.state = "select_hit_lord" -} + end_apply_hits() -states.select_hit_lord = { - prompt() { - view.prompt = `${format_strike_step()}: Select Lord to take ${format_hits()}.` - for (let pos of game.battle.hg) - gen_action_battle_lord(game.battle.array[pos]) - }, - battle_lord(lord) { - select_hit_lord(lord) - }, + if (game.battle.storm) { + if (game.active === game.battle.attacker) + roll_for_siegeworks() + else + roll_for_walls() + } else if (game.battle.sally) { + if (game.active !== game.battle.attacker) + roll_for_siegeworks() + } else { + let s = game.battle.sg[0] + if (s === SA1 || s === SA2 || s === SA3) + roll_for_siegeworks() + } + + resume_apply_hits() } -function roll_for_protection(name, prot, n) { - let total = 0 - if (n > 0) { - let rolls = [] - for (let i = 0; i < n; ++i) { - let die = roll_die() - if (die <= prot) { - rolls.push(DIE_HIT[die]) - } else { - rolls.push(DIE_MISS[die]) - total++ - } - } - log(name) - logi(rolls.join(", ")) - logi("Total " + total) +function resume_apply_hits() { + if (game.battle.h1 + game.battle.h2 === 0) { + end_apply_hits() + } else if (!has_unrouted_forces_in_hit_group()) { + console.log("wha?", game.battle.hg, has_unrouted_forces_in_hit_group()) + 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() + } else { + game.state = "apply_hits" } - return total +} + +function end_apply_hits() { + console.log("end_apply_hits") + set_active_enemy() + if (game.battle.storm) + goto_next_strike() + else + goto_select_strike_group() } function roll_for_walls() { @@ -6128,26 +6147,28 @@ function roll_for_siegeworks() { } } -function select_hit_lord(lord) { - if (game.battle.storm) { - if (game.active === game.battle.attacker) - roll_for_siegeworks() - else - roll_for_walls() - } else if (game.battle.sally) { - if (game.active !== game.battle.attacker) - roll_for_siegeworks() - } else { - let s = game.battle.sg[0] - if (s === SA1 || s === SA2 || s === SA3) - roll_for_siegeworks() +function roll_for_protection(name, prot, n) { + let total = 0 + if (n > 0) { + let rolls = [] + for (let i = 0; i < n; ++i) { + let die = roll_die() + if (die <= prot) { + rolls.push(DIE_HIT[die]) + } else { + rolls.push(DIE_MISS[die]) + total++ + } + } + log(name) + logi(rolls.join(", ")) + logi("Total " + total) } - - game.who = lord - game.state = "hit_lord" - resume_hit_lord() + return total } +// === BATTLE: ASSIGN HITS TO UNITS / ROLL BY HIT / ROUT === + function rout_lord(lord) { log(`L${lord} routed!`) @@ -6156,6 +6177,8 @@ function rout_lord(lord) { // remove from battle array game.battle.array[p] = NOBODY + // FIXME cleanup TODO, removing from which groups + // remove from current hit group array_remove_item(game.battle.hg, p) @@ -6175,15 +6198,6 @@ function rout_lord(lord) { set_add(game.battle.routed, lord) } -function resume_hit_lord() { - if ( - (game.battle.h1 === 0 && game.battle.h2 === 0) || - (game.who === GARRISON && !game.battle.garrison) || - (game.who !== GARRISON && !has_unrouted_units(game.who)) - ) - end_hit_lord() -} - function rout_unit(lord, type) { if (lord === GARRISON) { if (type === KNIGHTS) @@ -6200,11 +6214,7 @@ function rout_unit(lord, type) { } } -function is_armored_force(type) { - return type === KNIGHTS || type === SERGEANTS || type === MEN_AT_ARMS -} - -function action_hit_lord(lord, type) { +function action_apply_hits(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] @@ -6238,73 +6248,78 @@ function action_hit_lord(lord, type) { else game.battle.h1-- - if (!has_unrouted_units(lord)) { + if (!has_unrouted_units(lord)) rout_lord(lord) - if (game.battle.h1 > 0 || game.battle.h2 > 0) - log("TODO: remaining hits!") - } - resume_hit_lord() + resume_apply_hits() } -function prompt_hit_armored_forces(lord) { +function prompt_hit_armored_forces() { let has_armored = false - if (get_lord_forces(lord, KNIGHTS) > 0) { - gen_action_knights(lord) - has_armored = true - } - if (get_lord_forces(lord, SERGEANTS) > 0) { - gen_action_sergeants(lord) - has_armored = true - } - if (get_lord_forces(lord, MEN_AT_ARMS) > 0) { - gen_action_men_at_arms(lord) - has_armored = true + for (let p of game.battle.hg) { + let lord = game.battle.array[p] + if (get_lord_forces(lord, KNIGHTS) > 0) { + gen_action_knights(lord) + has_armored = true + } + if (get_lord_forces(lord, SERGEANTS) > 0) { + gen_action_sergeants(lord) + has_armored = true + } + if (get_lord_forces(lord, MEN_AT_ARMS) > 0) { + gen_action_men_at_arms(lord) + has_armored = true + } } return has_armored } -function prompt_hit_unarmored_forces(lord) { - if (get_lord_forces(lord, LIGHT_HORSE) > 0) - gen_action_light_horse(lord) - if (get_lord_forces(lord, ASIATIC_HORSE) > 0) - gen_action_asiatic_horse(lord) - if (get_lord_forces(lord, MILITIA) > 0) - gen_action_militia(lord) - if (get_lord_forces(lord, SERFS) > 0) - gen_action_serfs(lord) -} - -function prompt_hit_forces(lord) { - if (get_lord_forces(lord, KNIGHTS) > 0) - gen_action_knights(lord) - if (get_lord_forces(lord, SERGEANTS) > 0) - gen_action_sergeants(lord) - if (get_lord_forces(lord, LIGHT_HORSE) > 0) - gen_action_light_horse(lord) - if (get_lord_forces(lord, ASIATIC_HORSE) > 0) - gen_action_asiatic_horse(lord) - if (get_lord_forces(lord, MEN_AT_ARMS) > 0) - gen_action_men_at_arms(lord) - if (get_lord_forces(lord, MILITIA) > 0) - gen_action_militia(lord) - if (get_lord_forces(lord, SERFS) > 0) - gen_action_serfs(lord) -} - -states.hit_lord = { +function prompt_hit_unarmored_forces() { + for (let p of game.battle.hg) { + let lord = game.battle.array[p] + if (get_lord_forces(lord, LIGHT_HORSE) > 0) + gen_action_light_horse(lord) + if (get_lord_forces(lord, ASIATIC_HORSE) > 0) + gen_action_asiatic_horse(lord) + if (get_lord_forces(lord, MILITIA) > 0) + gen_action_militia(lord) + if (get_lord_forces(lord, SERFS) > 0) + gen_action_serfs(lord) + } +} + +function prompt_hit_forces() { + for (let p of game.battle.hg) { + let lord = game.battle.array[p] + if (get_lord_forces(lord, KNIGHTS) > 0) + gen_action_knights(lord) + if (get_lord_forces(lord, SERGEANTS) > 0) + gen_action_sergeants(lord) + if (get_lord_forces(lord, LIGHT_HORSE) > 0) + gen_action_light_horse(lord) + if (get_lord_forces(lord, ASIATIC_HORSE) > 0) + gen_action_asiatic_horse(lord) + if (get_lord_forces(lord, MEN_AT_ARMS) > 0) + gen_action_men_at_arms(lord) + if (get_lord_forces(lord, MILITIA) > 0) + gen_action_militia(lord) + if (get_lord_forces(lord, SERFS) > 0) + gen_action_serfs(lord) + } +} + +states.apply_hits = { prompt() { view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.` - view.who = game.who // TODO: h1 or h2 choice if (game.battle.storm) { if (game.active === game.battle.attacker) { // Storm - attacker must apply hits to armored first - let has_armored = prompt_hit_armored_forces(game.who) + let has_armored = prompt_hit_armored_forces() if (!has_armored) - prompt_hit_unarmored_forces(game.who) + prompt_hit_unarmored_forces() } else { // Storm - defender must apply hits to garrison first if (game.battle.garrison) { @@ -6313,46 +6328,37 @@ states.hit_lord = { if (game.battle.garrison.men_at_arms > 0) gen_action_men_at_arms(GARRISON) } else { - prompt_hit_forces(game.who) + prompt_hit_forces() } } } else { - prompt_hit_forces(game.who) + prompt_hit_forces() } }, knights(lord) { - action_hit_lord(lord, KNIGHTS) + action_apply_hits(lord, KNIGHTS) }, sergeants(lord) { - action_hit_lord(lord, SERGEANTS) + action_apply_hits(lord, SERGEANTS) }, light_horse(lord) { - action_hit_lord(lord, LIGHT_HORSE) + action_apply_hits(lord, LIGHT_HORSE) }, asiatic_horse(lord) { - action_hit_lord(lord, ASIATIC_HORSE) + action_apply_hits(lord, ASIATIC_HORSE) }, men_at_arms(lord) { - action_hit_lord(lord, MEN_AT_ARMS) + action_apply_hits(lord, MEN_AT_ARMS) }, militia(lord) { - action_hit_lord(lord, MILITIA) + action_apply_hits(lord, MILITIA) }, serfs(lord) { - action_hit_lord(lord, SERFS) + action_apply_hits(lord, SERFS) }, } -function end_hit_lord() { - game.who = NOBODY - set_active_enemy() - if (game.battle.storm) - goto_next_strike() - else - goto_select_strike_group() -} - // === BATTLE: NEW ROUND === function end_battle_round() { @@ -6383,6 +6389,7 @@ function end_battle_round() { end_battle() } } else { + set_active_attacker() goto_concede() } } |