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-rw-r--r--rules.js71
1 files changed, 43 insertions, 28 deletions
diff --git a/rules.js b/rules.js
index a37f8e0..e0f8ae6 100644
--- a/rules.js
+++ b/rules.js
@@ -3,9 +3,8 @@
// TODO: select hexside for engaging
// TODO: fortress supply
-// TODO: fortress battles mandatory combat!
// TODO: oasis supply
-// TODO: legal pass withdrawal moves
+// TODO: legal pass withdrawal moves (reduce supply net, withdraw from fortress attack)
// TODO: raiders
// TODO: MINEFIELDS
@@ -16,9 +15,6 @@
// TODO: when is "fired" status cleared?
-// TODO: cache supply lines
-// same as presence cache
-
// RULES: disrupted units routed again in second enemy turn, will they still recover?
// assume yes, easy to change (remove from game.recover set if routed)
@@ -29,10 +25,11 @@ const min = Math.min
const abs = Math.abs
var states = {}
-var after_rout = {}
var game = null
var view = null
+var after_rout_table = {}
+
const { all_hexes, hex_exists, hex_road, side_road, side_limit, hex_name, units, regions } = require("./data")
function debug_hexes3(n, list) {
@@ -1517,7 +1514,7 @@ function goto_initial_supply_check_rout() {
if (n === 0)
goto_turn_option()
else if (n === 1)
- goto_rout(where, false, "goto_initial_supply_check_rout")
+ goto_rout(where, false, goto_initial_supply_check_rout)
else
game.state = 'initial_supply_check_routs'
}
@@ -1530,12 +1527,10 @@ states.initial_supply_check_routs = {
gen_action_hex(x)
},
hex(where) {
- goto_rout(where, true, "goto_initial_supply_check_rout")
+ goto_rout(where, true, goto_initial_supply_check_rout)
}
}
-after_rout.goto_initial_supply_check_rout = goto_initial_supply_check_rout
-
function goto_final_supply_check() {
set_active_player()
@@ -1571,7 +1566,7 @@ function goto_final_supply_check_rout() {
if (n === 0)
end_player_turn()
else if (n === 1)
- goto_rout(where, false, "goto_final_supply_check_rout")
+ goto_rout(where, false, goto_final_supply_check_rout)
else
game.state = 'final_supply_check_routs'
}
@@ -1584,7 +1579,7 @@ states.final_supply_check_routs = {
gen_action_hex(x)
},
hex(where) {
- goto_rout(where, false, "goto_final_supply_check_rout")
+ goto_rout(where, false, goto_final_supply_check_rout)
}
}
@@ -1596,12 +1591,10 @@ states.final_supply_check_routs = {
gen_action_hex(x)
},
hex(where) {
- goto_rout(where, false, "goto_final_supply_check_rout")
+ goto_rout(where, false, goto_final_supply_check_rout)
}
}
-after_rout.goto_final_supply_check_rout = goto_final_supply_check_rout
-
// ==== MOVEMENT PHASE ===
function goto_move_phase() {
@@ -2330,11 +2323,11 @@ function end_retreat() {
// no shielding units remain
if (is_friendly_rout_hex(game.retreat))
- goto_rout(game.retreat, false, "end_retreat_2")
+ goto_rout(game.retreat, false, end_retreat_2)
// rear-guard eliminated all enemy units
else if (is_enemy_rout_hex(game.retreat))
- goto_rout(game.retreat, true, "end_retreat_2")
+ goto_rout(game.retreat, true, end_retreat_2)
else
end_retreat_2()
@@ -2347,8 +2340,6 @@ function end_retreat_2() {
end_move_phase()
}
-after_rout.end_retreat_2 = end_retreat_2
-
// === REFUSE BATTLE ===
function goto_refuse_battle() {
@@ -2442,7 +2433,7 @@ states.refuse_battle_move = {
function end_refuse_battle_move() {
clear_undo()
if (is_friendly_rout_hex(game.refuse))
- goto_rout(game.refuse, false, "end_refuse_battle_move_2")
+ goto_rout(game.refuse, false, end_refuse_battle_move_2)
else
end_refuse_battle_move_2()
}
@@ -2453,8 +2444,6 @@ function end_refuse_battle_move_2() {
goto_refuse_battle()
}
-after_rout.end_refuse_battle_move_2 = end_refuse_battle_move_2
-
// === ROUT ===
// rout attrition
@@ -2463,7 +2452,14 @@ after_rout.end_refuse_battle_move_2 = end_refuse_battle_move_2
// eliminated if cannot
function goto_rout(from, enemy, after) {
- // remember current state so we can resume after routing
+ // remember state and callback so we can resume after routing
+
+ if (after) {
+ if (!after_rout_table[after.name])
+ after_rout_table[after.name] = after
+ after = after.name
+ }
+
game.rout = {
state: game.state,
active: game.active,
@@ -2564,14 +2560,35 @@ function end_rout() {
let after = game.rout.after
delete game.rout
if (after)
- after_rout[after]()
+ after_rout_table[after]()
}
// ==== COMBAT PHASE ===
+function is_mandatory_combat(fortress, control_prop) {
+ return is_battle_hex(fortress) && (game[control_prop] !== game.phasing)
+}
+
function goto_combat_phase() {
clear_undo()
set_active_player()
+
+ if (game.turn_option === 'pass') {
+ if (is_mandatory_combat(BARDIA, "bardia"))
+ return goto_rout(BARDIA, false, goto_combat_phase)
+ if (is_mandatory_combat(BENGHAZI, "benghazi"))
+ return goto_rout(BENGHAZI, false, goto_combat_phase)
+ if (is_mandatory_combat(TOBRUK, "tobruk"))
+ return goto_rout(TOBRUK, false, goto_combat_phase)
+ } else {
+ if (is_mandatory_combat(BARDIA, "bardia"))
+ set_add(game.active_battles, BARDIA)
+ if (is_mandatory_combat(BENGHAZI, "benghazi"))
+ set_add(game.active_battles, BENGHAZI)
+ if (is_mandatory_combat(TOBRUK, "tobruk"))
+ set_add(game.active_battles, TOBRUK)
+ }
+
let n = count_battle_hexes()
if (n > 0) {
if (n > game.active_battles.length)
@@ -2663,7 +2680,7 @@ function end_combat_phase() {
if (game.rommel)
game.rommel = 3
set_clear(game.fired)
- game.turn_option = 'basic'
+ game.turn_option = 'second blitz'
goto_move_phase()
} else {
goto_final_supply_check()
@@ -2767,8 +2784,6 @@ function end_battle() {
end_combat_phase()
}
-after_rout.end_battle = end_battle
-
function apply_battle_fire(tc) {
let who = pop_selected()
@@ -2938,7 +2953,7 @@ states.battle_hits = {
next() {
clear_undo()
if (is_friendly_rout_hex(game.battle)) {
- goto_rout(game.battle, false, "end_battle")
+ goto_rout(game.battle, false, end_battle)
} else if (game.active === game.phasing) {
// goto offensive fire
game.state = 'battle_fire'