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authorTor Andersson <tor@ccxvii.net>2024-04-21 20:46:56 +0200
committerTor Andersson <tor@ccxvii.net>2024-04-21 20:47:00 +0200
commit674360e4b5dddb4a431dcc5c41c09200ac6e5f2f (patch)
treeef6cad039c60289166d8d6a0f13a2424706c9bfa /rules.ts
parent8befe37906ff78e1521fd95097e1d0d247992f6c (diff)
downloadplantagenet-674360e4b5dddb4a431dcc5c41c09200ac6e5f2f.tar.gz
Death Check: Manual disband vassals. Extra roll step for lords.
Diffstat (limited to 'rules.ts')
-rw-r--r--rules.ts148
1 files changed, 114 insertions, 34 deletions
diff --git a/rules.ts b/rules.ts
index 2f11418..793a41f 100644
--- a/rules.ts
+++ b/rules.ts
@@ -1391,6 +1391,13 @@ function count_lord_all_forces(lord: Lord) {
)
}
+function lord_has_routed_vassals(lord: Lord) {
+ for (let v of game.battle.routed_vassals)
+ if (is_vassal_mustered_with(v, lord))
+ return true
+ return false
+}
+
function lord_has_unrouted_units(lord: Lord) {
for (let x of all_force_types)
if (get_lord_forces(lord, x) > 0)
@@ -7463,11 +7470,32 @@ states.battle_spoils = {
// === 4.4.3 ENDING THE BATTLE: DEATH CHECK AND DISBAND ===
+function has_any_friendly_routed_vassals() {
+ for (let v of game.battle.routed_vassals)
+ if (is_friendly_lord(get_vassal_lord(v)))
+ return true
+ return false
+}
+
+function gen_each_friendly_routed_vassal() {
+ let done = true
+ for (let v of game.battle.routed_vassals) {
+ if (is_friendly_lord(get_vassal_lord(v))) {
+ gen_action_vassal(v)
+ done = false
+ }
+ }
+ return done
+}
+
function goto_death_check() {
- remove_battle_capability_troops()
- // TODO: manually disband lords and vassals
+ log_h4("Death Check")
+
+ // TODO: move this to aftermath.
+ remove_battle_capability_troops()
+/*
for (let lord of all_lords) {
if (is_lord_on_map(lord)) {
// Disband lords without troops
@@ -7490,22 +7518,24 @@ function goto_death_check() {
})
}
}
+*/
- if (has_defeated_lords()) {
+ set_active_defender()
+ if (has_defeated_lords() || has_any_friendly_routed_vassals()) {
if (is_bloody_thou_art_triggered())
- game.state = "bloody_thou_art"
+ goto_bloody_thou_art()
else
game.state = "death_check"
} else {
- end_death_or_disband()
+ end_death_check()
}
}
-function end_death_or_disband() {
+function end_death_check() {
set_active_enemy()
- if (has_defeated_lords()) {
+ if (has_defeated_lords() || has_any_friendly_routed_vassals()) {
if (is_bloody_thou_art_triggered())
- game.state = "bloody_thou_art"
+ goto_bloody_thou_art()
else
game.state = "death_check"
} else {
@@ -7551,38 +7581,72 @@ function action_held_event_at_death_check(c: Card) {
states.death_check = {
inactive: "Death Check",
prompt() {
- view.prompt = `Death Check: Routed Lords now Die or Disband.`
+ // TODO: extra "roll" step or not?
- prompt_held_event_at_death_check()
+ if (game.who === NOBODY) {
+ view.prompt = `Death Check: Routed Lords now Die or Disband.`
- let done = true
- for (let lord of game.battle.routed) {
- if (is_friendly_lord(lord)) {
- gen_action_lord(lord)
- done = false
+ prompt_held_event_at_death_check()
+
+ let done = true
+ for (let lord of game.battle.routed) {
+ if (is_friendly_lord(lord)) {
+ gen_action_lord(lord)
+ done = false
+ }
}
- }
- if (done) {
- view.prompt = "Death Check: All done."
- view.actions.done = 1
+
+ if (done) {
+ view.prompt = "Death Check: Disband all Routed Vassals."
+ done = gen_each_friendly_routed_vassal()
+ }
+
+ if (done) {
+ view.prompt = "Death Check: All done."
+ view.actions.done = 1
+ }
+ } else {
+ if (set_has(game.battle.fled, game.who))
+ view.prompt = `Death Check: ${lord_name[game.who]} dies on 5-6.`
+ else
+ view.prompt = `Death Check: ${lord_name[game.who]} dies on 3-6.`
+ view.actions.roll = 1
}
},
lord(lord) {
- let threshold = 2
- let modifier = 0
-
- let roll = roll_die()
- if (set_has(game.battle.fled, lord))
- modifier = -2
+ push_undo() // TODO: maybe not needed (only undo back to play events)
+ game.who = lord
+ },
+ roll() {
+ let die = roll_die()
+ if (set_has(game.battle.fled, game.who)) {
+ if (die >= 5) {
+ logi("L" + game.who + " 5-6 " + HIT[die])
+ disband_lord(game.who, true)
+ } else {
+ logi("L" + game.who + " 5-6 " + MISS[die])
+ disband_lord(game.who, false)
+ }
+ } else {
+ if (die >= 3) {
+ logi("L" + game.who + " 3-6 " + HIT[die])
+ disband_lord(game.who, true)
+ } else {
+ logi("L" + game.who + " 3-6 " + MISS[die])
+ disband_lord(game.who, false)
+ }
+ }
- let success = threshold >= roll + modifier
- log(`Lord ${lord_name[lord]} ${success ? "Survived" : "Died"}: (${range(2)}) ${success ? HIT[roll] : MISS[roll]} ${modifier < 0 ? "(-2 Fled)" : ""}`)
- disband_lord(lord, !success)
- set_delete(game.battle.fled, lord)
- set_delete(game.battle.routed, lord)
+ set_delete(game.battle.fled, game.who)
+ set_delete(game.battle.routed, game.who)
+ game.who = NOBODY
+ },
+ vassal(v) {
+ set_delete(game.battle.routed_vassals, v)
+ disband_vassal(v)
},
done() {
- end_death_or_disband()
+ end_death_check()
},
card: action_held_event_at_death_check,
}
@@ -7598,6 +7662,11 @@ function is_bloody_thou_art_triggered() {
)
}
+function goto_bloody_thou_art() {
+ game.state = "bloody_thou_art"
+ logcap(AOW_YORK_BLOODY_THOU_ART)
+}
+
states.bloody_thou_art = {
inactive: "Bloody thou art",
prompt() {
@@ -7610,16 +7679,27 @@ states.bloody_thou_art = {
done = false
}
}
- if (done)
+
+ if (done) {
+ view.prompt = "Bloody thou art: Disband all Routed Vassals."
+ done = gen_each_friendly_routed_vassal()
+ }
+
+ if (done) {
+ view.prompt = "Bloody thou art: All done."
view.actions.done = 1
+ }
},
lord(lord) {
- logcap(AOW_YORK_BLOODY_THOU_ART)
disband_lord(lord, true)
set_delete(game.battle.routed, lord)
},
+ vassal(v) {
+ set_delete(game.battle.routed_vassals, v)
+ disband_vassal(v)
+ },
done() {
- game.state = "death_check"
+ end_death_check()
},
}