summaryrefslogtreecommitdiff
path: root/rules.js
diff options
context:
space:
mode:
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js317
1 files changed, 200 insertions, 117 deletions
diff --git a/rules.js b/rules.js
index 949c5e8..b637d0f 100644
--- a/rules.js
+++ b/rules.js
@@ -41,6 +41,7 @@ const WASTAGE_DISCARD = true // wastage, discard in one go
// option DELAY_PAY_IF_NO_FEED_OR_DISBAND
// TODO service shift before spoils
// option SERVICE_BEFORE_SPOILS
+// option AUTO_SELECT_STRIKE_GROUPS
const DIE_HIT = "01234567"
const DIE_MISS = "01234567"
@@ -1492,7 +1493,6 @@ function draw_card(deck) {
let i = random(deck.length)
let c = deck[i]
set_delete(deck, c)
- console.log("deck", c, deck)
return c
}
@@ -1845,17 +1845,21 @@ function setup_pleskau_quickstart() {
}
function setup_test() {
- set_lord_locale(LORD_HERMANN, LOC_ODENPAH)
- set_lord_locale(LORD_KNUD_ABEL, LOC_ODENPAH)
+ muster_lord(LORD_HEINRICH, LOC_FELLIN)
+ set_lord_locale(LORD_HERMANN, LOC_FELLIN)
+ set_lord_locale(LORD_KNUD_ABEL, LOC_FELLIN)
+
set_lord_locale(LORD_YAROSLAV, LOC_ODENPAH)
set_lord_locale(LORD_RUDOLF, LOC_ODENPAH)
+ muster_lord(LORD_ANDREY, LOC_IZBORSK)
+ muster_lord(LORD_ALEKSANDR, LOC_IZBORSK)
set_lord_locale(LORD_GAVRILO, LOC_IZBORSK)
set_lord_locale(LORD_VLADISLAV, LOC_IZBORSK)
set_lord_locale(LORD_DOMASH, LOC_IZBORSK)
game.plan1 = [ LORD_HERMANN, LORD_HERMANN, LORD_HERMANN, LORD_YAROSLAV, LORD_RUDOLF, LORD_KNUD_ABEL ]
- game.plan2 = [ LORD_GAVRILO, LORD_VLADISLAV, LORD_DOMASH, LORD_GAVRILO, LORD_DOMASH, LORD_DOMASH ]
+ game.plan2 = [ LORD_ALEKSANDR, LORD_ANDREY, LORD_DOMASH, LORD_GAVRILO, LORD_DOMASH, LORD_DOMASH ]
}
states.setup_lords = {
@@ -2352,8 +2356,10 @@ states.levy_muster_lord = {
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
if (lord === LORD_ALEKSANDR)
continue
- if (lord === LORD_ANDREY && game.who !== LORD_ALEKSANDR)
- continue
+
+ // NOTE: 2E change, ANDREY may be mustered normally
+ // if (lord === LORD_ANDREY && game.who !== LORD_ALEKSANDR) continue
+
if (no_muster_of_or_by_lord(lord))
continue
if (is_lord_ready(lord) && has_free_seat(lord))
@@ -5084,18 +5090,6 @@ function goto_array_attacker() {
goto_array_defender()
}
-function prompt_array_place_attacker(X1, X2, X3) {
- let array = game.battle.array
- if (array[X2] === NOBODY) {
- gen_action_array(X2)
- } else {
- if (array[X1] === NOBODY)
- gen_action_array(X1)
- if (array[X3] === NOBODY)
- gen_action_array(X3)
- }
-}
-
states.array_attacker = {
prompt() {
view.prompt = "Battle Array: Position your attacking lords."
@@ -5182,6 +5176,22 @@ function goto_array_defender() {
}
}
+function prompt_array_place_defender(X1, X2, X3, Y1, Y3) {
+ let array = game.battle.array
+ if (array[X2] === NOBODY) {
+ gen_action_array(X2)
+ } else if (array[Y1] !== NOBODY && array[Y3] === NOBODY && array[X1] === NOBODY) {
+ gen_action_array(X1)
+ } else if (array[Y1] === NOBODY && array[Y3] !== NOBODY && array[X3] === NOBODY) {
+ gen_action_array(X3)
+ } else {
+ if (array[X1] === NOBODY)
+ gen_action_array(X1)
+ if (array[X3] === NOBODY)
+ gen_action_array(X3)
+ }
+}
+
states.array_defender = {
prompt() {
view.prompt = "Battle Array: Position your defending lords."
@@ -5205,26 +5215,10 @@ states.array_defender = {
view.actions.end_array = 1
if (game.who !== NOBODY) {
- if (empty_front) {
- if (array[D2] === NOBODY) {
- gen_action_array(D2)
- } else {
- if (array[D1] === NOBODY)
- gen_action_array(D1)
- if (array[D3] === NOBODY)
- gen_action_array(D3)
- }
- }
- if (empty_rear) {
- if (array[RD2] === NOBODY) {
- gen_action_array(RD2)
- } else {
- if (array[RD1] === NOBODY)
- gen_action_array(RD1)
- if (array[RD3] === NOBODY)
- gen_action_array(RD3)
- }
- }
+ if (empty_front)
+ prompt_array_place_defender(D1, D2, D3, A1, A3)
+ else if (empty_rear)
+ prompt_array_place_defender(RD1, RD2, RD3, SA1, SA3)
}
},
array: action_array_place,
@@ -5344,14 +5338,6 @@ states.concede_storm = {
// === BATTLE: REPOSITION ===
-// If all SA routed, send RD back to reserve (end sally).
-// If all D routed, advance RD to front.
-// If all A routed, advance SA to front (to regular sally).
-// Advance from reserve to A.
-// Advance from reserve to D.
-// Center A.
-// Center D.
-
function send_to_reserve(pos) {
if (game.battle.array[pos] !== NOBODY) {
set_add(game.battle.reserves, game.battle.array[pos])
@@ -5367,23 +5353,21 @@ function slide_array(from, to) {
function goto_reposition_battle() {
let array = game.battle.array
- // TODO: strict order of these three relief sally reassessment steps
-
- // If no SA left, RD to reserve (relief sally ended)
+ // If all SA routed, send RD to reserve (end relief sally)
if (array[SA1] === NOBODY && array[SA2] === NOBODY && array[SA3] === NOBODY) {
send_to_reserve(RD1)
send_to_reserve(RD2)
send_to_reserve(RD3)
}
- // If no front D left, RD to front
+ // If all D routed, advance RD to front
if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) {
slide_array(RD1, D1)
slide_array(RD2, D2)
slide_array(RD3, D3)
}
- // If no front A left, SA to front
+ // If all A routed, advance SA to front (to regular sally)
if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) {
// Become a regular sally situation (siegeworks still count for defender)
game.battle.sally = 1
@@ -5587,9 +5571,19 @@ states.reposition_storm = {
// === BATTLE: STRIKE ===
+// Segment strikers and targets into groups according to flanking situation (front/rear choice).
+// S picks group to strike.
+// Roll for walls or siegeworks.
+// T applies hits.
+// Rolls for armor.
+// If any routed, recalculate target group for current strike group (front/rear choice again).
+
+// TODO: Order of applying mixed archery hits?
+
function format_strike_step() {
if (game.battle.storm)
return storm_step_name[game.battle.step]
+ // TODO: format strike group and target groups too?
return battle_step_name[game.battle.step]
}
@@ -5598,34 +5592,6 @@ const STEP_ARRAY = [
[ A1, A2, A3, SA1, SA2, SA3 ],
]
-// Segment strikers into groups according to flanking situation.
-// S picks group to strike.
-// T picks lord to apply hits.
-// If routed, resume hits on next lord in same group (T's choice).
-// If routed and multiple groups can be next target, S's choice of target.
-// If routed, S or T chooses next lord (in same group
-
-// interrupt for enemy to select flank to attack when center has hits left after center is routed
-
-// TODO: Order of applying mixed archery hits?
-
-/*
- strike steps:
- 1) calculate hits per lord
- 2) combine flanking attacks and assign to section - center choose
- 3) apply hits to lords - choose lord to take all hits from one group
- 4) roll walls
- 5) assign hits to units
- 6) roll by hit
- 7) if rout, reassign remaining hits (striking player chooses)
- 7a) front left to front center THEN front right
- 7b) front right to front center THEN front left
- 7c) front center to front left OR front right
- 7d) sallying attackers (as one) to any reserve defender THEN any front
-
- 8) goto 3
-*/
-
function pack_battle_array_front() {
let x = 0
for (let i = 0; i < 6; ++i)
@@ -5688,6 +5654,24 @@ function debug_group_list(list) {
console.log(debug_group(sg), "strike", debug_group(hg))
}
+function has_sa_without_rd() {
+ if (game.active === game.battle.attacker) {
+ let array = game.battle.array
+ if (array[SA1] !== NOBODY || array[SA2] !== NOBODY || array[SA3] !== NOBODY)
+ if (array[RD1] === NOBODY && array[RD2] === NOBODY && array[RD3] === NOBODY)
+ return true
+ }
+ return false
+}
+
+function has_sa_strike() {
+ return (
+ game.battle.ah1[SA1] + game.battle.ah2[SA1] +
+ game.battle.ah1[SA2] + game.battle.ah2[SA2] +
+ game.battle.ah1[SA3] + game.battle.ah2[SA3] > 0
+ )
+}
+
function has_no_unrouted_forces() {
// All unrouted lords are either in battle array or in reserves
for (let p = 0; p < 12; ++p)
@@ -5702,22 +5686,50 @@ function has_no_unrouted_forces() {
return true
}
-function has_front_strike_choice() {
+function front_strike_choice() {
let s = game.battle.step & 1
let f = pack_battle_array_front()
// Choice only matters if the center Lord has strikes this step
- if (GROUPS[s][1][f] !== 0)
- return (game.battle.ah1[A2] + game.battle.ah2[A2] + game.battle.ah1[D2] + game.battle.ah2[D2] > 0)
- return false
+ if (GROUPS[s][1][f] !== 0) {
+ if (game.battle.ah1[A2] + game.battle.ah2[A2] + game.battle.ah1[D2] + game.battle.ah2[D2] > 0)
+ game.battle.fc = -1
+ else
+ game.battle.fc = 0
+ } else {
+ game.battle.fc = 0
+ }
}
-function has_rear_strike_choice() {
- let s = game.battle.step & 1
- let r = pack_battle_array_rear()
- // Choice only matters if the center Lord has strikes this step
- if (GROUPS[s][1][r] !== 0)
- return (game.battle.ah1[SA2] + game.battle.ah2[SA2] + game.battle.ah1[RD2] + game.battle.ah2[RD2] > 0)
- return false
+function select_lone_defender() {
+ let array = game.battle.array
+ if (array[D1] !== NOBODY && array[D2] === NOBODY && array[D3] === NOBODY)
+ return D1
+ if (array[D1] === NOBODY && array[D2] !== NOBODY && array[D3] === NOBODY)
+ return D2
+ if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] !== NOBODY)
+ return D3
+ return -1
+}
+
+function rear_strike_choice() {
+ if (has_sa_without_rd()) {
+ if (has_sa_strike())
+ game.battle.rc = select_lone_defender()
+ else
+ game.battle.rc = 0
+ } else {
+ let s = game.battle.step & 1
+ let r = pack_battle_array_rear()
+ if (GROUPS[s][1][r] !== 0) {
+ // Choice only matters if the center Lord has strikes this step
+ if (game.battle.ah1[SA2] + game.battle.ah2[SA2] + game.battle.ah1[RD2] + game.battle.ah2[RD2] > 0)
+ game.battle.rc = -1
+ else
+ game.battle.rc = 0
+ } else {
+ game.battle.rc = 0
+ }
+ }
}
function format_group(g) {
@@ -5953,19 +5965,14 @@ function goto_strike_battle() {
return
}
- if (has_front_strike_choice())
- game.battle.fc = -1
- else
- game.battle.fc = 0
- if (has_rear_strike_choice())
- game.battle.rc = -1
- else
- game.battle.rc = 0
+ front_strike_choice()
+ rear_strike_choice()
goto_strike_choice()
}
function goto_strike_choice() {
+ console.log("choice", game.battle.fc, game.battle.rc)
if (game.battle.fc === -1 || game.battle.rc === -1)
game.state = "strike_choice"
else
@@ -5977,12 +5984,28 @@ function end_strike_choice() {
let front = pack_battle_array_front()
let rear = pack_battle_array_rear()
- // TODO: if SA and no RD
-
- game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front], GROUPS[s][game.battle.rc][rear])
-
console.log("STRIKE")
debug_battle_array(front, rear)
+
+ if (has_sa_without_rd()) {
+ game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front])
+ if (has_sa_strike()) {
+ let sg = []
+ if (game.battle.ah1[SA1] + game.battle.ah2[SA1] > 0)
+ sg.push(SA1)
+ if (game.battle.ah1[SA2] + game.battle.ah2[SA2] > 0)
+ sg.push(SA2)
+ if (game.battle.ah1[SA3] + game.battle.ah2[SA3] > 0)
+ sg.push(SA3)
+ game.battle.groups.push([ sg, [ game.battle.rc ] ])
+ }
+
+ } else {
+ game.battle.groups = unpack_group_list(GROUPS[s][game.battle.fc][front], GROUPS[s][game.battle.rc][rear])
+ }
+
+
+ console.log(game.battle.groups)
debug_group_list(game.battle.groups)
goto_select_strike_group()
@@ -5990,6 +6013,7 @@ function end_strike_choice() {
function prompt_strike_choice(X1, X2, X3, Y2) {
if (game.battle.array[X2] === NOBODY && game.battle.array[Y2] !== NOBODY) {
+ view.who = game.battle.array[Y2]
if (game.battle.array[X1] !== NOBODY)
gen_action_battle_lord(game.battle.array[X1])
if (game.battle.array[X3] !== NOBODY)
@@ -5999,18 +6023,35 @@ function prompt_strike_choice(X1, X2, X3, Y2) {
states.strike_choice = {
prompt() {
- view.prompt = `${format_strike_step()}: Strike left or right?`
+ let array = game.battle.array
+
+ view.prompt = `${format_strike_step()}: Strike who?`
+ // view.group = game.battle.sg.map(p => game.battle.array[p])
+
if (game.battle.fc === -1) {
if (game.active === game.battle.attacker)
prompt_strike_choice(D1, D2, D3, A2)
else
prompt_strike_choice(A1, A2, A3, D2)
}
- if (game.battle.rc === -1) {
- if (game.active === game.battle.attacker)
- prompt_strike_choice(RD1, RD2, RD3, SA2)
- else
- prompt_strike_choice(SA1, SA2, SA3, RD2)
+
+ if (has_sa_without_rd()) {
+ if (has_sa_strike()) {
+ view.group = [ array[SA1], array[SA2], array[SA3] ]
+ if (array[D1] !== NOBODY)
+ gen_action_battle_lord(array[D1])
+ if (array[D2] !== NOBODY)
+ gen_action_battle_lord(array[D2])
+ if (array[D3] !== NOBODY)
+ gen_action_battle_lord(array[D3])
+ }
+ } else {
+ if (game.battle.rc === -1) {
+ if (game.active === game.battle.attacker)
+ prompt_strike_choice(RD1, RD2, RD3, SA2)
+ else
+ prompt_strike_choice(SA1, SA2, SA3, RD2)
+ }
}
},
battle_lord(lord) {
@@ -6018,14 +6059,23 @@ states.strike_choice = {
},
array(pos) {
console.log("STRIKE CHOICE", pos)
+
if (pos === A1 || pos === D1)
game.battle.fc = 0
if (pos === A3 || pos === D3)
game.battle.fc = 1
- if (pos === SA1 || pos === RD1)
- game.battle.rc = 0
- if (pos === SA3 || pos === RD3)
- game.battle.rc = 1
+
+ if (has_sa_without_rd()) {
+ if (has_sa_strike()) {
+ game.battle.rc = pos
+ }
+ } else {
+ if (pos === SA1 || pos === RD1)
+ game.battle.rc = 0
+ if (pos === SA3 || pos === RD3)
+ game.battle.rc = 1
+ }
+
goto_strike_choice()
},
}
@@ -6109,19 +6159,50 @@ function has_unrouted_forces_in_hit_group() {
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 is_flanked_target() {
+ if (game.battle.hg.length === 1) {
+ let pos = game.battle.hg[0]
+ let has_d1 = game.battle.array[D1] !== NOBODY && game.battle.array[A1] === NOBODY
+ let has_d2 = game.battle.array[D2] !== NOBODY && game.battle.array[A2] === NOBODY
+ let has_d3 = game.battle.array[D3] !== NOBODY && game.battle.array[A3] === NOBODY
+ let has_a2 = game.battle.array[A2] !== NOBODY
+ switch (pos) {
+ case A1:
+ return has_d2 || (has_d3 && !has_a2)
+ case A2:
+ return has_d1 || has_d3
+ case A3:
+ return has_d2 || (has_d1 && !has_a2)
+ }
+ }
+ return false
+}
+
function goto_apply_hits() {
set_active_enemy()
if (game.battle.hg.length === 0)
end_apply_hits()
+ if (has_sa_without_rd()) {
+ console.log("SA without RD (getting hit)")
+ if (!is_flanked_target()) {
+ console.log(" unflanked, SA added to hit group")
+ if (game.battle.array[SA1] !== NOBODY)
+ game.battle.hg.push(SA1)
+ if (game.battle.array[SA2] !== NOBODY)
+ game.battle.hg.push(SA2)
+ if (game.battle.array[SA3] !== NOBODY)
+ game.battle.hg.push(SA3)
+ }
+ }
+
if (game.battle.storm) {
if (game.active === game.battle.attacker)
roll_for_siegeworks()
@@ -6143,7 +6224,6 @@ 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()
@@ -6153,7 +6233,9 @@ function resume_apply_hits() {
}
function end_apply_hits() {
- console.log("end_apply_hits")
+ game.battle.sg = 0
+ game.battle.hg = 0
+
set_active_enemy()
if (game.battle.storm)
goto_next_strike()
@@ -6351,6 +6433,8 @@ states.apply_hits = {
prompt() {
view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.`
+ view.group = game.battle.sg.map(p => game.battle.array[p])
+
// TODO: h1 or h2 choice
if (game.battle.storm) {
@@ -6482,7 +6566,7 @@ function end_battle() {
}
}
-// === ENDING THE BATTLE: SACK ===
+// === ENDING THE STORM: SACK ===
function award_spoils(n) {
add_spoils(LOOT, n)
@@ -6572,7 +6656,6 @@ states.battle_withdraw = {
prompt() {
let here = game.battle.where
let capacity = stronghold_capacity(here)
- console.log("capacity", capacity)
view.prompt = "Battle: You may withdraw losing lords into stronghold."