diff options
-rw-r--r-- | play.js | 8 | ||||
-rw-r--r-- | rules.js | 134 |
2 files changed, 72 insertions, 70 deletions
@@ -152,6 +152,8 @@ function is_unit_action(unit) { } function is_unit_selected(unit) { + if (Array.isArray(view.selected)) + return view.selected.includes(unit) return view.selected === unit } @@ -622,13 +624,13 @@ function on_update() { else ui.pursuit.classList.add("hide") + action_button("select_all", "Select all") + action_button("overrun", "Overrun") action_button("rommel", "Rommel") action_button("retreat", "Retreat") - action_button("partial_retreat", "Partial retreat") - action_button("full_retreat", "Full retreat") - action_button("probe_combat", "Probe combat") + action_button("probe", "Probe") action_button("group", "Group") action_button("regroup", "Regroup") @@ -1696,7 +1696,7 @@ states.move_who = { retreat() { push_undo() log_br() - game.state = 'retreat_select_from' + game.state = 'retreat_from' }, end_move() { clear_undo() @@ -1734,7 +1734,7 @@ function can_select_retreat_hex() { return result } -states.retreat_select_from = { +states.retreat_from = { prompt() { view.prompt = `Retreat: Select hex to retreat from.` if (game.from1) { @@ -1763,88 +1763,96 @@ states.retreat_select_from = { hex(x) { push_undo() game.retreat = x - game.state = 'retreat_select_who' + game.state = 'retreat_who' + game.retreat_units = [] } } -states.retreat_select_who = { +states.retreat_who = { prompt() { - view.prompt = `Retreat: Select unit to move.` + view.prompt = `Retreat: Select units to retreat.` let full_retreat = true for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => { - if (!set_has(game.selected, u)) + if (!set_has(game.retreat_units, u)) full_retreat = false gen_action_unit(u) }) - // No Partial Retreat allowed for Pass turn option. - if (game.turn_option !== 'pass' && game.selected.length > 0) - gen_action('partial_retreat') - gen_action('full_retreat') + if (full_retreat) { + view.actions.retreat = 1 + } else { + gen_action('select_all') + if (game.retreat_units.length > 0 && game.turn_option !== 'pass') + view.actions.retreat = 1 + else + view.actions.retreat = 0 + } + view.selected = game.retreat_units }, unit(u) { - console.log("set toggle", u) - set_toggle(game.selected, u) + set_toggle(game.retreat_units, u) }, - full_retreat() { - clear_undo() + select_all() { for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => { - set_add(game.selected, u) + set_add(game.retreat_units, u) }) - game.retreat_units = game.selected - game.selected = [] - goto_pursuit_fire_during_retreat(game.retreat) }, - partial_retreat() { + retreat() { clear_undo() - set_add(game.partial_retreats, game.retreat) - set_passive_player() - game.state = 'provoke_probe_combat' + let full_retreat = true + for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => { + if (!set_has(game.retreat_units, u)) + full_retreat = false + }) + if (full_retreat) { + goto_pursuit_fire_during_retreat(game.retreat) + } else { + set_add(game.partial_retreats, game.retreat) + set_passive_player() + game.state = 'provoke_probe_combat' + } }, } states.provoke_probe_combat = { prompt() { view.prompt = `Retreat: You may provoke probe combat at ${hex_name[game.retreat]}.` - gen_action('probe_combat') + gen_action('probe') gen_action('pass') }, - // TODO: probe_combat + // TODO: probe pass() { set_active_player() - game.retreat_units = game.selected - game.selected = [] let shielded = false for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => { if (!set_has(game.retreat_units, u)) shielded = true }) if (shielded) - goto_retreat_who() + goto_retreat_move() else goto_pursuit_fire_during_retreat(game.retreat) }, } -function goto_retreat_who() { +function goto_retreat_move() { set_active_player() - game.state = 'retreat_who' + game.state = 'retreat_move' } -states.retreat_who = { +states.retreat_move = { prompt() { view.prompt = `Retreat!` - - let done = true - for (let u of game.retreat_units) { - if (unit_hex(u) === game.retreat) { - gen_action_unit(u) - done = false + if (game.selected < 0) { + let done = true + for (let u of game.retreat_units) { + if (unit_hex(u) === game.retreat) { + gen_action_unit(u) + done = false + } } - } - if (done) - gen_action('end_retreat') - - if (game.selected.length > 0) { + if (done) + gen_action('end_retreat') + } else { if (game.turn_option === 'pass') gen_move(search_withdraw_retreat) else @@ -1852,22 +1860,22 @@ states.retreat_who = { } }, unit(who) { - set_toggle(game.selected, who) + apply_select(who) }, hex(to) { - let list = game.selected - game.selected = [] + let who = pop_selected() push_undo() - for (let who of list) { - set_unit_hex(who, to) - set_unit_moved(who) - set_unit_disrupted(who) - } + set_unit_hex(who, to) + set_unit_moved(who) + set_unit_disrupted(who) }, end_retreat() { clear_undo() + if (!is_battle_hex(game.retreat)) + release_hex_control(game.retreat) + game.retreat_units = null if (can_select_retreat_hex()) - game.state = 'retreat_select_from' + game.state = 'retreat_from' else end_move_phase() } @@ -1875,9 +1883,6 @@ states.retreat_who = { // === REFUSE BATTLE === -function gen_withdraw_group_move(who, from) { -} - function goto_refuse_battle() { clear_undo() if (game.active_battles.length > 0) { @@ -1908,7 +1913,7 @@ states.refuse_battle = { } } -states.refuse_battle_withdraw = { +states.refuse_battle_move = { inactive: "refuse battle (withdraw group move)", prompt() { view.prompt = `Withdraw: Select unit to move.` @@ -2071,8 +2076,7 @@ function goto_battle(x) { } function apply_battle_fire(tc) { - let firing = game.selected[0] - game.selected.length = 0 + let firing = pop_selected() let fp = FIREPOWER_MATRIX[unit_class(firing)][tc] let cv = unit_cv(firing) @@ -2124,7 +2128,7 @@ function gen_battle_target() { for (let i = 0; i < 4; ++i) hp[i] -= game.hits[i] - let who = game.selected[0] + let who = game.selected let fc = unit_class(who) gen_action_unit(who) // deselect @@ -2195,17 +2199,13 @@ states.battle_fire = { view.prompt = `Offensive Fire!` else view.prompt = `Defensive Fire!` - if (game.selected.length > 0) { - gen_battle_target() - } else { + if (game.selected < 0) gen_battle_fire() - } + else + gen_battle_target() }, unit(who) { - if (game.selected.length > 0) - game.selected.length = 0 - else - game.selected.push(who) + apply_select(who) }, armor() { apply_battle_fire(ARMOR) @@ -2423,9 +2423,9 @@ function end_pursuit_fire() { game.from1 = game.pursuit game.pursuit = 0 if (game.retreat) { - game.state = 'retreat_who' + game.state = 'retreat_move' } else { - game.state = 'refuse_battle_withdraw' + game.state = 'refuse_battle_move' } } |