diff options
author | Tor Andersson <tor@ccxvii.net> | 2022-09-27 01:24:32 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2022-11-17 13:11:27 +0100 |
commit | ce8910eee718fbba261ba142e45b325db3411283 (patch) | |
tree | 6f782142fcae824121e5c4ecf6f3b779dcd638fd | |
parent | 8f81eefde0abdd1dac0649ff53c1100b07cb3387 (diff) | |
download | rommel-in-the-desert-ce8910eee718fbba261ba142e45b325db3411283.tar.gz |
Allow disrupted units to co-exist without creating a battle hex.
Don't create an engagement when retreating.
Fix supply lines in co-exist hexes.
Fix supply lines in former co-exist hexes when one side recovers.
-rw-r--r-- | rules.js | 38 |
1 files changed, 26 insertions, 12 deletions
@@ -661,9 +661,13 @@ function is_allied_hex(x) { } function is_battle_hex(x) { + // battle hex if both sides present and at least one is undisrupted + // disrupted units from both sides can peacefully co-exist if (presence_invalid) update_presence() - return (presence_axis[x] !== 0) && (presence_allied[x] !== 0) + let a = presence_axis[x] + let b = presence_allied[x] + return (a > 1 && b > 0) || (b > 1 && a > 0) } function is_enemy_hex(x) { @@ -1146,9 +1150,11 @@ function is_supply_line_blocked(here, next, side) { // out of battle hex // can only cannot trace out through friendly sides - if (supply_friendly[here] && supply_enemy[here]) - if (!set_has(supply_defender_sides, side)) - return true + if (supply_friendly[here] > 0 && supply_enemy[here] > 0) { + if (set_has(game.axis_hexes, here) || set_has(game.allied_hexes, here)) + if (!set_has(supply_defender_sides, side)) + return true + } return false } @@ -1609,16 +1615,16 @@ function search_redeploy(start) { // Breadth First Search function search_path_bfs(from, cost, start, road, max_cost, retreat, sline, sdist) { - let path_enemy, friendly_sides + let path_enemy, enemy_sides if (presence_invalid) update_presence() if (is_axis_player()) { path_enemy = presence_allied - friendly_sides = game.axis_sides + enemy_sides = game.allied_sides } else { path_enemy = presence_axis - friendly_sides = game.allied_sides + enemy_sides = game.axis_sides } from.fill(0) @@ -1671,7 +1677,7 @@ function search_path_bfs(from, cost, start, road, max_cost, retreat, sline, sdis let next_enemy = path_enemy[next] if (retreat) { // must cross friendly hex-side to disengage - if (here === start && !set_has(friendly_sides, side)) + if (here === start && set_has(enemy_sides, side)) continue // may only ignore unshielded disrupted units if (next_enemy & 2) // has undisrupted enemy @@ -1880,7 +1886,7 @@ function can_unit_disengage_and_withdraw(who) { let from = unit_hex(who) for_each_adjacent_hex(from, to => { let side = to_side_id(from, to) - if (is_friendly_hexside(side) && !has_enemy_unit(to)) + if (!is_enemy_hexside(side) && !has_undisrupted_enemy_unit(to)) if (sline[side] && sdist[to] <= sdist[from]) result = true }) @@ -1893,7 +1899,7 @@ function can_unit_disengage_and_move(who) { let result = false for_each_adjacent_hex(from, to => { let side = to_side_id(from, to) - if (is_friendly_hexside(side) && !has_enemy_unit(to)) + if (!is_enemy_hexside(side) && !has_undisrupted_enemy_unit(to)) result = true }) return result @@ -2731,7 +2737,7 @@ function goto_initial_supply_check_recover() { function goto_initial_supply_check_rout() { let rout = false for (let x of all_hexes) - if (is_friendly_rout_hex(x)) + if (is_enemy_rout_hex(x)) rout = true if (rout) game.state = 'initial_supply_check_rout' @@ -3670,12 +3676,20 @@ function move_via(who, to, speed, move) { return game.hexside.via.length === 1 } +function is_engagement_move(to) { + if (game.retreat > 0) { + // retreating units may co-exist with disrupted enemy units + return has_undisrupted_enemy_unit(to) + } + return has_enemy_unit(to) +} + function move_unit(who, to, speed, move) { let from = unit_hex(who) game.used |= move - if (is_forced_march_move(from, to, speed) || has_enemy_unit(to)) { + if (is_forced_march_move(from, to, speed) || is_engagement_move(to)) { if (move_via(who, to, speed, move)) { if (game.hexside.forced[0]) forced_march_via(who, game.hexside.via[0], to, move) |