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authorTor Andersson <tor@ccxvii.net>2022-07-31 00:37:36 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-17 13:11:26 +0100
commit275619e37b593e182ec03e0867157906613273aa (patch)
treed75e68ba49137adf6fb0fae506275f919e410058
parent3dec7b3400c1e75027881a65620c5c908365a36c (diff)
downloadrommel-in-the-desert-275619e37b593e182ec03e0867157906613273aa.tar.gz
Multi-select setup.
-rw-r--r--play.html6
-rw-r--r--rules.js100
-rw-r--r--tools/gendata.js14
3 files changed, 61 insertions, 59 deletions
diff --git a/play.html b/play.html
index fd7f607..d7ef71d 100644
--- a/play.html
+++ b/play.html
@@ -299,12 +299,12 @@ svg .fortress.axis {
}
svg .hex.action {
- stroke: white;
+ stroke: whitesmoke;
stroke-width: 2;
}
svg .hex.action.forced_march {
- stroke: red;
+ stroke: salmon;
stroke-width: 2;
}
@@ -314,9 +314,7 @@ svg .hex.exit {
}
svg .hex.refit.action {
- visibility: hidden;
stroke: lightskyblue;
- stroke-width: 2;
}
svg .hex.from {
diff --git a/rules.js b/rules.js
index d146a96..b03cd77 100644
--- a/rules.js
+++ b/rules.js
@@ -5,12 +5,14 @@
// TODO: legal pass withdrawal moves (reduce supply net, withdraw from fortress attack)
// TODO: fortress combat in pass turns (must withdraw)
+// TODO: highlight selected/active battles
+
// TODO: group move from queue holding box to base
// TODO: 1942 malta group (reinforce, reduce supply card draw)
+// TODO: multi-select deployment
// TODO: log summaries (deploy, rebuild, move, etc)
// TODO: put initial deployment stack somewhere more accessible (spread out along the top?)
-// TODO: multi-select deployment
// RULES: may units redeploying out of battle hex cross enemy controlled hexsides? (yes / doesn't matter)
@@ -146,7 +148,7 @@ const SS_OASIS = 5
const region_egypt = regions["Egypt"]
const region_egypt_and_libya = regions["Libya"].concat(regions["Egypt"])
const region_libya_and_sidi_omar = regions["Libya"].concat(regions["Sidi Omar"])
-const region_libya_and_sidi_omar_and_sollum = regions["Libya"].concat(regions["Sidi Omar"]).concat(regions["Sollum"])
+const region_libya_and_sidi_omar_and_sollum_except_tobruk = regions["Libya"].concat(regions["Sidi Omar"]).concat(regions["Sollum"]).filter(r => r !== TOBRUK)
const region_egypt_and_tobruk = regions["Egypt"].concat(regions["Tobruk"])
const region_libya_except_tobruk = regions["Libya"].filter(r => r !== TOBRUK)
@@ -413,8 +415,8 @@ function set_unit_fired(u) {
}
function eliminate_unit(u) {
- set_unit_hex(u, 0)
- set_unit_lost_steps(u, 0)
+ invalidate_caches()
+ game.units[u] = 0
hide_unit(u)
}
@@ -912,11 +914,17 @@ function for_each_undisrupted_and_unmoved_friendly_unit_in_hex(x, fn) {
fn(u)
}
-function hex_or_adjacent_has_undisrupted_and_unmoved_friendly_unit(here) {
- for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
- if (!is_unit_disrupted(u) && !is_unit_moved(u) && is_hex_or_adjacent_to(unit_hex(u), here))
- return true
- return false
+function count_hex_or_adjacent_has_undisrupted_and_unmoved_friendly_unit(here) {
+ let n = 0
+ for_each_hex_and_adjacent_hex(here, x => {
+ for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) {
+ if (!is_unit_disrupted(u) && !is_unit_moved(u) && unit_hex(u) === x) {
+ n++
+ return
+ }
+ }
+ })
+ return n
}
function for_each_enemy_unit_in_hex(x, fn) {
@@ -2138,6 +2146,7 @@ function goto_initial_supply_check_recover() {
}
}
+ // remember enemy units that can recover on their next turn
set_clear(game.recover)
for_each_enemy_unit_on_map(u => {
if (is_unit_disrupted(u))
@@ -2323,9 +2332,10 @@ states.regroup_move_command_point = {
prompt() {
view.prompt = `Regroup Move: Designate the command point hex.`
gen_rommel_move()
- for (let x = first_hex; x <= last_hex; ++x) {
+ for (let x of all_hexes) {
if (!is_enemy_hex(x)) {
- if (hex_or_adjacent_has_undisrupted_and_unmoved_friendly_unit(x))
+ let n = count_hex_or_adjacent_has_undisrupted_and_unmoved_friendly_unit(x)
+ if (n >= 2)
gen_action_hex(x)
}
}
@@ -4055,7 +4065,7 @@ function format_allocate_hits() {
if (typeof game.hits === 'number')
hits = game.hits
else
- hits = game.hits[1] + game.hits[2] + game.hits[3]
+ hits = game.hits[0] + game.hits[1] + game.hits[2] + game.hits[3]
if (hits === 0)
return `Allocate zero hits`
else if (hits === 1)
@@ -4484,13 +4494,11 @@ function apply_reinforcements() {
for_each_friendly_unit_in_hex(friendly_refit(), u => {
set_unit_hex(u, base)
- set_unit_supply(u, SS_BASE)
refitted++
})
for_each_friendly_unit_in_month(game.month, u => {
set_unit_hex(u, base)
- set_unit_supply(u, SS_BASE)
scheduled++
})
@@ -4498,7 +4506,6 @@ function apply_reinforcements() {
for_each_friendly_unit_in_month(game.month + 1, u => {
if (roll_die() <= 2) {
set_unit_hex(u, base)
- set_unit_supply(u, SS_BASE)
early++
}
})
@@ -4864,8 +4871,8 @@ states.axis_player_initiative = {
// === VICTORY CHECK ===
-const EXIT_EAST_EDGE = [ 99, 123, 148 ] //, 172, 197 ]
-const EXIT_EAST = 172
+const EXIT_EAST_EDGE = [ 99, 148, 197 ]
+const EXIT_EAST = 47
function check_sudden_death_victory() {
// Supplied units that move beyond the map "edge" exit the map.
@@ -4935,20 +4942,21 @@ function end_game() {
function goto_free_deployment() {
game.state = 'free_deployment'
+ game.selected = []
if (!has_friendly_unit_in_month(current_scenario().start))
end_free_deployment()
}
-function is_valid_deployment_hex(base, x) {
+function is_valid_deployment_hex(base, x, n) {
// we've already seen this hex during a previous supplied hex check this go
if (supply_temp_network[x] > 0)
return true
if (can_trace_supply_to_base_or_fortress(base, x))
return true
if (x === TOBRUK)
- return count_friendly_units_in_hex(x) < 5
+ return count_friendly_units_in_hex(x) + n <= 5
if (x === JALO_OASIS || x === JARABUB_OASIS || x === SIWA_OASIS)
- return count_friendly_units_in_hex(x) < 1
+ return count_friendly_units_in_hex(x) + n <= 1
return false
}
@@ -4958,17 +4966,19 @@ states.free_deployment = {
let scenario = current_scenario()
let deploy = hexdeploy + scenario.start
let axis = (game.active === AXIS)
- let done = true
view.prompt = `Setup: ${game.active} Deployment.`
- view.prompt = `Setup: Deploy units in a supplied location in the setup area.`
+ // view.prompt = `Setup: Deploy units in a supplied location in the setup area.`
- if (game.selected < 0) {
- for_each_friendly_unit_in_hex(deploy, u => {
- gen_action_unit(u)
- done = false
- })
- } else {
+ let done = true
+ for_each_friendly_unit_in_hex(deploy, u => {
+ gen_action_unit(u)
+ done = false
+ })
+ if (done)
+ gen_action_next()
+
+ if (game.selected.length > 0) {
trace_total = 0
let base = friendly_base()
@@ -4979,30 +4989,27 @@ states.free_deployment = {
let limit = 0
if (scenario.deployment_limit)
limit = scenario.deployment_limit[x] | 0
- if (!limit || count_friendly_units_in_hex(x) < limit) {
- if (is_valid_deployment_hex(base, x))
+ if (!limit || count_friendly_units_in_hex(x) + game.selected.length <= limit) {
+ if (is_valid_deployment_hex(base, x, game.selected.length))
gen_action_hex(x)
}
}
}
- gen_action_unit(game.selected)
- done = false
console.log("DEPLOYMENT SUPPLY VISITS", trace_total)
}
-
- if (done)
- gen_action_next()
},
unit(u) {
- apply_select(u)
+ set_toggle(game.selected, u)
},
hex(to) {
- let who = pop_selected()
+ let list = game.selected
+ game.selected = []
push_undo()
- log(`Deployed at #${to}.`)
- set_unit_hex(who, to)
- set_unit_supply(who, SS_BASE)
+ log(`Deployed ${list.length} at #${to}.`)
+ for (let who of list) {
+ set_unit_hex(who, to)
+ }
},
next() {
clear_undo()
@@ -5013,8 +5020,10 @@ states.free_deployment = {
function end_free_deployment() {
set_enemy_player()
if (has_friendly_unit_in_month(current_scenario().start)) {
+ game.selected = []
log_h2("Allied Deployment")
} else {
+ game.selected = -1
goto_initial_supply_cards()
}
}
@@ -5113,6 +5122,7 @@ function setup_reinforcements(m) {
set_unit_hex(u, MALTA)
else
set_unit_hex(u, hexdeploy + m)
+ set_unit_supply(u, SS_BASE)
}
}
}
@@ -5163,7 +5173,6 @@ function sort_deployment_for_allied(list) {
const SCENARIOS = {
"1940": {
- year: 1940,
start: 1,
end: 6,
axis_deployment: sort_deployment_for_axis(region_libya_and_sidi_omar),
@@ -5172,7 +5181,6 @@ const SCENARIOS = {
allied_initial_supply: 3,
},
"1941": {
- year: 1941,
start: 1,
end: 10,
axis_deployment: [],
@@ -5181,16 +5189,14 @@ const SCENARIOS = {
allied_initial_supply: 6,
},
"Crusader": {
- year: 1941,
start: 8,
end: 10,
- axis_deployment: sort_deployment_for_axis(region_libya_and_sidi_omar_and_sollum),
+ axis_deployment: sort_deployment_for_axis(region_libya_and_sidi_omar_and_sollum_except_tobruk),
allied_deployment: sort_deployment_for_allied(region_egypt_and_tobruk),
axis_initial_supply: 10,
allied_initial_supply: 12,
},
"Battleaxe": {
- year: 1941,
start: 4,
end: 10,
axis_deployment: sort_deployment_for_axis(region_libya_except_tobruk),
@@ -5199,7 +5205,6 @@ const SCENARIOS = {
allied_initial_supply: 8,
},
"1942": {
- year: 1942,
start: 11,
end: 20,
axis_deployment: [ EL_AGHEILA, MERSA_BREGA ],
@@ -5212,7 +5217,6 @@ const SCENARIOS = {
},
},
"Gazala": {
- year: 1942,
start: 14,
end: 15,
axis_deployment: sort_deployment_for_axis(regions["West Line"]),
@@ -5224,7 +5228,6 @@ const SCENARIOS = {
}
},
"Pursuit to Alamein": {
- year: 1942,
start: 15,
end: 20,
axis_deployment: sort_deployment_for_axis(regions["Libya"]),
@@ -5233,7 +5236,6 @@ const SCENARIOS = {
allied_initial_supply: 8,
},
"1941-42": {
- year: 1941,
start: 1,
end: 20,
axis_deployment: [],
diff --git a/tools/gendata.js b/tools/gendata.js
index 93d7502..40a1bef 100644
--- a/tools/gendata.js
+++ b/tools/gendata.js
@@ -394,16 +394,18 @@ hex_name = {
204: "Jalo Oasis",
213: "Siwa Oasis",
+ // overrides
+ 123: "El Himeimat E E",
+ 147: "El Himeimat E SE",
+
99: "Map Edge",
- 123: "Map Edge",
148: "Map Edge",
- 172: "Map Edge",
197: "Map Edge",
- 147: "El Himeimat E SE", // TODO
-
- 48: "Alexandria Refit",
+ 4: "Malta",
+ 47: "Exited",
+ 48: "Return for Refit",
49: "Alexandria Queue",
- 102: "El Agheila Refit",
+ 102: "Return for Refit",
127: "El Agheila Queue",
}