diff options
Diffstat (limited to 'rules.ts')
-rw-r--r-- | rules.ts | 87 |
1 files changed, 69 insertions, 18 deletions
@@ -2,7 +2,6 @@ // TODO: log end victory conditions at scenario start // TODO: check all who = NOBODY etc resets -// TODO: show fled retinue backsides // TODO: 1.7.3 English Ships -- no more than 9 lords may have ships // TODO: check interaction of Naval Blockade with Great Ships when parleying across multiple seas @@ -12,6 +11,8 @@ // TODO: [Influence] button instead of [Pay] when paying influence (or [Pay influence])? // TODO: logcap hidden or not hidden checks +// TODO: routed lords panel in UI +// TODO: show fled retinue backsides /* EVENTS and CAPABILITIES trigger - Pass instead of Done @@ -1411,6 +1412,10 @@ function lord_has_unrouted_troops(lord: Lord) { return false } +function lord_has_routed_retinue(lord: Lord) { + return get_lord_routed_forces(lord, RETINUE) > 0 +} + function lord_has_routed_troops(lord: Lord) { // Don't check here for Retinue or Vassals. for (let x of simple_force_type) { @@ -7123,13 +7128,20 @@ function rout_lord(lord: Lord) { } function will_lord_rout(lord: Lord) { - if (get_lord_routed_forces(lord, RETINUE) > 0) + if (lord_has_routed_retinue(lord)) return true if (!lord_has_unrouted_troops(lord)) return true return false } +function will_any_friendly_lords_rout() { + for (let lord of game.battle.array) + if (is_friendly_lord(lord) && will_lord_rout(lord)) + return true + return false +} + function goto_battle_lord_rout() { if (is_regroup_in_play()) { goto_regroup() @@ -7138,16 +7150,47 @@ function goto_battle_lord_rout() { log_h5("Lord Rout") - // TODO: manually rout lords for clarity? + set_active_defender() + if (will_any_friendly_lords_rout()) + game.state = "battle_lord_rout" + else + end_battle_lord_rout() +} + +function end_battle_lord_rout() { + set_active_enemy() + if (will_any_friendly_lords_rout()) + game.state = "battle_lord_rout" + else + end_battle_round() +} + +states.battle_lord_rout = { + inactive: "Lord Rout", + prompt() { + view.prompt = "Lord Rout: Rout Lords whose Retinue or Troops have routed." - for (let pos of battle_strike_positions) { - let lord = game.battle.array[pos] - if (lord !== NOBODY) - if (will_lord_rout(lord)) - rout_lord(lord) - } + // TODO: play Regroup - end_battle_round() + let done = true + for (let lord of game.battle.array) { + if (is_friendly_lord(lord) && will_lord_rout(lord)) { + gen_action_lord(lord) + done = false + } + } + if (done) { + view.prompt = "Lord Rout: All done." + view.actions.done = 1 + } + }, + lord(lord) { + push_undo() + rout_lord(lord) + }, + done() { + end_battle_lord_rout() + }, } // === 4.4.2 BATTLE ROUNDS: NEW ROUND === @@ -7236,12 +7279,14 @@ function goto_battle_influence() { reduce_influence(influence) goto_battle_spoils() } else { - goto_death_or_disband() + goto_death_check() } } // === 4.4.3 ENDING THE BATTLE: LOSSES === +// TODO: should we bother to roll for losses on lords whose retinue has routed? + function has_battle_losses() { for (let lord of all_friendly_lords()) if (lord_has_routed_troops(lord)) @@ -7260,7 +7305,7 @@ function goto_battle_losses_victor() { function resume_battle_losses() { game.state = "battle_losses" if (!has_battle_losses()) - goto_death_or_disband() + goto_death_check() } function roll_protection(lord: Lord, type: Force) { @@ -7291,7 +7336,7 @@ states.battle_losses = { let done = true view.prompt = "Losses: Determine the fate of your Routed units." for (let lord of all_friendly_lords()) { - if (is_lord_on_map(lord) && lord_has_routed_troops(lord)) { + if (lord_has_routed_troops(lord) && !lord_has_routed_retinue(lord)) { if (get_lord_routed_forces(lord, MERCENARIES) > 0) gen_action_routed_mercenaries(lord) if (get_lord_routed_forces(lord, LONGBOWMEN) > 0) @@ -7306,6 +7351,7 @@ states.battle_losses = { } } if (done) { + view.prompt = "Losses: All done." view.actions.done = 1 } }, @@ -7325,7 +7371,8 @@ states.battle_losses = { action_losses(lord, MILITIA) }, done() { - goto_death_or_disband() + game.who = NOBODY + goto_death_check() }, } @@ -7423,7 +7470,7 @@ states.battle_spoils = { // === 4.4.3 ENDING THE BATTLE: DEATH CHECK AND DISBAND === -function goto_death_or_disband() { +function goto_death_check() { remove_battle_capability_troops() // TODO: manually disband lords and vassals @@ -7432,6 +7479,8 @@ function goto_death_or_disband() { if (is_lord_on_map(lord)) { // Disband lords without troops if (!lord_has_unrouted_troops(lord)) { + set_delete(game.battle.routed, lord) + set_delete(game.battle.fled, lord) disband_lord(lord) } } @@ -7507,9 +7556,9 @@ function action_held_event_at_death_check(c: Card) { } states.death_check = { - inactive: "Death or Disband", + inactive: "Death Check", prompt() { - view.prompt = `Death or Disband: Select lords to roll for Death or Disband.` + view.prompt = `Death Check: Routed Lords now Die or Disband.` prompt_held_event_at_death_check() @@ -7520,8 +7569,10 @@ states.death_check = { done = false } } - if (done) + if (done) { + view.prompt = "Death Check: All done." view.actions.done = 1 + } }, lord(lord) { let threshold = 2 |