diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 280 |
1 files changed, 168 insertions, 112 deletions
@@ -6147,14 +6147,35 @@ states.relief_sally = { // === BATTLE: BATTLE ARRAY === -function has_reserves() { +// 0) Defender decides to stand for Battle, not Avoid. +// 1) Attacker decides which Lords will relief sally, if any. +// 2) Attacker positions front A. +// 3) Defender positions front D. +// 4) Attacker positions SA. +// 5) Defender positions reaguard RD. + +function has_friendly_reserves() { for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) return true return false } -function count_reserves() { +function has_friendly_attacking_reserves() { + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord) && (game.battle.sally || is_lord_unbesieged(lord))) + return true + return false +} + +function has_friendly_sallying_reserves() { + for (let lord of game.battle.reserves) + if (is_friendly_lord(lord) && is_lord_besieged(lord)) + return true + return false +} + +function count_friendly_reserves() { let n = 0 for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) @@ -6172,6 +6193,22 @@ function pop_first_reserve() { return NOBODY } +function prompt_array_place_opposed(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) + } +} + function action_array_place(pos) { push_undo_without_who() game.battle.array[pos] = game.who @@ -6180,126 +6217,132 @@ function action_array_place(pos) { } function goto_array_attacker() { + clear_undo() set_active_attacker() game.state = "array_attacker" game.who = NOBODY - if (!has_reserves()) - goto_array_defender() + if (!has_friendly_attacking_reserves()) + end_array_attacker() +} + +function goto_array_defender() { + clear_undo() + set_active_defender() + game.state = "array_defender" + game.who = NOBODY + let n = count_friendly_reserves() + if (n === 1) { + game.battle.array[D2] = pop_first_reserve() + end_array_defender() + } + if (n === 0) + end_array_defender() +} + +function goto_array_sally() { + clear_undo() + set_active_attacker() + game.state = "array_sally" + game.who = NOBODY + if (!has_friendly_sallying_reserves()) + end_array_sally() +} + +function goto_array_rearguard() { + clear_undo() + set_active_defender() + game.state = "array_rearguard" + game.who = NOBODY + if (!has_friendly_reserves()) + end_array_rearguard() +} + +// NOTE: The order here can be easily change to attacker/sally/defender/rearguard if desired. + +function end_array_attacker() { + goto_array_defender() +} + +function end_array_defender() { + goto_array_sally() +} + +function end_array_sally() { + goto_array_rearguard() +} + +function end_array_rearguard() { + goto_attacker_events() } states.array_attacker = { prompt() { view.prompt = "Battle Array: Position your attacking lords." let array = game.battle.array - let done = true - - if (game.battle.sally) { - if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { - for (let lord of game.battle.reserves) { - if (lord !== game.who && is_friendly_lord(lord)) { - gen_action_lord(lord) - done = false - } - } - } - } else { - // Select front Lord - if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { - for (let lord of game.battle.reserves) { - if (lord !== game.who && is_friendly_lord(lord) && is_lord_unbesieged(lord)) { + if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord)) { + if (game.battle.sally || is_lord_unbesieged(lord)) { gen_action_lord(lord) done = false } } } + } + if (game.who === NOBODY && done) + view.actions.end_array = 1 + if (game.who !== NOBODY) { + // A2 is already filled by command lord! + if (array[A1] === NOBODY) + gen_action_array(A1) + if (array[A3] === NOBODY) + gen_action_array(A3) + } + }, + array: action_array_place, + array: action_array_place, + lord: action_select_lord, + end_array: end_array_attacker, +} - // Select sallying Lord - if (array[SA1] === NOBODY || array[SA2] === NOBODY || array[SA3] === NOBODY) { - for (let lord of game.battle.reserves) { - if (lord !== game.who && is_friendly_lord(lord) && is_lord_besieged(lord)) { - gen_action_lord(lord) - done = false - } +states.array_sally = { + prompt() { + view.prompt = "Battle Array: Position your sallying lords." + let array = game.battle.array + let done = true + if (array[SA1] === NOBODY || array[SA2] === NOBODY || array[SA3] === NOBODY) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord) && is_lord_besieged(lord)) { + gen_action_lord(lord) + done = false } } } - if (game.who === NOBODY && done) view.actions.end_array = 1 - if (game.who !== NOBODY) { - // Place front Lord - if (game.battle.sally || is_lord_unbesieged(game.who)) { - // A2 is already filled by command lord! - if (array[A1] === NOBODY) - gen_action_array(A1) - if (array[A3] === NOBODY) - gen_action_array(A3) + if (array[SA2] === NOBODY) { + gen_action_array(SA2) } else { - // Place rear Lord - if (array[SA2] === NOBODY) { - gen_action_array(SA2) - } else { - if (array[SA1] === NOBODY) - gen_action_array(SA1) - if (array[SA3] === NOBODY) - gen_action_array(SA3) - } + if (array[SA1] === NOBODY) + gen_action_array(SA1) + if (array[SA3] === NOBODY) + gen_action_array(SA3) } } }, array: action_array_place, - lord(lord) { - game.who = lord - }, - end_array() { - goto_array_defender() - }, -} - -function goto_array_defender() { - clear_undo() - set_active_defender() - game.state = "array_defender" - game.who = NOBODY - let n = count_reserves() - if (n === 1) { - game.battle.array[D2] = pop_first_reserve() - end_array_defender() - } - if (n === 0) { - end_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) - } + lord: action_select_lord, + end_array: end_array_sally, } states.array_defender = { prompt() { view.prompt = "Battle Array: Position your defending lords." let array = game.battle.array - let done = true - - let empty_front = array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY - let empty_rear = array[SA1] !== NOBODY && (array[RD1] === NOBODY || array[RD2] === NOBODY || array[RD3] === NOBODY) - - if (empty_front || empty_rear) { + if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { gen_action_lord(lord) @@ -6307,29 +6350,37 @@ states.array_defender = { } } } - if (done && game.who === NOBODY) view.actions.end_array = 1 - - if (game.who !== NOBODY) { - 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) - } + if (game.who !== NOBODY) + prompt_array_place_opposed(D1, D2, D3, A1, A3) }, array: action_array_place, - lord(lord) { - game.who = lord - }, - end_array() { - end_array_defender() - }, + lord: action_select_lord, + end_array: end_array_defender, } -function end_array_defender() { - clear_undo() - goto_attacker_events() +states.array_rearguard = { + prompt() { + view.prompt = "Battle Array: Position your rearguard lords." + let array = game.battle.array + let done = true + if (array[RD1] === NOBODY || array[RD2] === NOBODY || array[RD3] === NOBODY) { + for (let lord of game.battle.reserves) { + if (lord !== game.who && is_friendly_lord(lord)) { + gen_action_lord(lord) + done = false + } + } + } + if (done && game.who === NOBODY) + view.actions.end_array = 1 + if (game.who !== NOBODY) + prompt_array_place_opposed(RD1, RD2, RD3, SA1, SA3) + }, + array: action_array_place, + lord: action_select_lord, + end_array: end_array_rearguard, } // === STORM: ARRAY === @@ -6339,13 +6390,13 @@ function goto_array_defender_storm() { set_active_defender() game.state = "array_defender_storm" game.who = NOBODY - let n = count_reserves() + let n = count_friendly_reserves() if (n === 1) { game.battle.array[D2] = pop_first_reserve() - end_array_defender() + end_array_defender_storm() } if (n === 0) { - end_array_defender() + end_array_defender_storm() } } @@ -6360,13 +6411,18 @@ states.array_defender_storm = { lord(lord) { set_delete(game.battle.reserves, lord) game.battle.array[D2] = lord - end_array_defender() + end_array_defender_storm() }, } +function end_array_defender_storm() { + goto_attacker_events() +} + // === BATTLE: EVENTS === function goto_attacker_events() { + clear_undo() set_active_attacker() log_br() if (can_play_battle_events()) @@ -6418,7 +6474,7 @@ function has_lords_in_battle() { for (let p = 0; p < 12; ++p) if (is_friendly_lord(game.battle.array[p])) return true - return has_reserves() + return has_friendly_reserves() } function can_play_battle_events() { @@ -6768,7 +6824,7 @@ function end_reposition_center() { } function can_reposition_advance() { - if (has_reserves()) { + if (has_friendly_reserves()) { let array = game.battle.array if (is_attacker()) { if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) @@ -6884,7 +6940,7 @@ states.reposition_center = { // === STORM: REPOSITION === function can_reposition_storm() { - return has_reserves() + return has_friendly_reserves() } function goto_reposition_storm() { |