diff options
-rw-r--r-- | play.html | 4 | ||||
-rw-r--r-- | rules.js | 81 |
2 files changed, 48 insertions, 37 deletions
@@ -369,7 +369,7 @@ svg .hex.allied_supply { } svg .side.axis_supply { - stroke: darkslategray; + stroke: darkslategray !important; stroke-width: 122px; stroke-width: 121.5px; stroke-width: 72px; @@ -380,7 +380,7 @@ svg .side.axis_supply { } svg .side.allied_supply { - stroke: darkred; + stroke: darkred !important; stroke-width: 122px; stroke-width: 121.5px; stroke-width: 72px; @@ -1,8 +1,8 @@ "use strict" -// TODO: valid pass withdrawal moves (reduce supply net, withdraw from fortress attack) -// TODO: fortress combat in pass turns (must withdraw) +// TODO: withdrawal pass regroup moves +// TODO: clean up withdraw calculations and search_withdraw (pass supply source directly, not sample unit) // TODO: log summaries (deploy, rebuild, move, etc) // TODO: put initial deployment stack somewhere more accessible (spread out along the top?) @@ -1908,7 +1908,6 @@ function is_valid_withdrawal_from(x) { return can_all_units_disengage_and_withdraw(x); } else { // non-retreat withdrawal, check if network is reduced after we leave this hex - // TODO: mixed supply source in hex (supplied and unsupplied) if (can_all_units_withdraw(x)) { let who = fastest_undisrupted_friendly_unit(x) if (is_unit_supplied(who)) { @@ -2738,6 +2737,7 @@ function goto_move() { else if (game.from2) log(`Group move\nfrom #${game.from2}.`) } + log_br() game.state = 'move' } @@ -2850,8 +2850,7 @@ states.move = { }, retreat() { push_undo() - log_br() - game.state = 'retreat_from' + goto_retreat() }, overrun() { let n = 0 @@ -3417,6 +3416,15 @@ function can_select_retreat_hex() { return false } +function goto_retreat() { + log_br() + game.state = 'retreat_from' + + // only one valid retreat hex + if (!game.to1 && !game.from2 && is_valid_retreat_hex(game.from1)) + goto_retreat_who(game.from1) +} + states.retreat_from = { prompt() { view.prompt = `Retreat: Select hex to retreat from.` @@ -3449,9 +3457,7 @@ states.retreat_from = { }, hex(x) { push_undo() - game.retreat = x - game.state = 'retreat_who' - game.retreat_units = [] + goto_retreat_who(x) }, end_move() { clear_undo() @@ -3460,6 +3466,19 @@ states.retreat_from = { } } +function goto_retreat_who(from) { + game.retreat = from + game.state = 'retreat_who' + game.retreat_units = [] + if (game.turn_option === 'pass') { + for_each_undisrupted_and_unmoved_friendly_unit_in_hex(game.retreat, u => { + if (can_unit_retreat(u)) + game.retreat_units.push(u) + }) + apply_retreat() + } +} + states.retreat_who = { prompt() { view.prompt = `Retreat: Select units to retreat.` @@ -3475,7 +3494,7 @@ states.retreat_who = { view.actions.retreat = 1 } else { gen_action('select_all') - if (game.retreat_units.length > 0 && game.turn_option !== 'pass') + if (game.retreat_units.length > 0) view.actions.retreat = 1 else view.actions.retreat = 0 @@ -3494,23 +3513,27 @@ states.retreat_who = { }, retreat() { clear_undo() - let full_retreat = true - for (let u of game.retreat_units) - hide_unit(u) - 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' - } + apply_retreat() }, } +function apply_retreat() { + let full_retreat = true + for (let u of game.retreat_units) + hide_unit(u) + 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]}.` @@ -3731,17 +3754,6 @@ function end_refuse_battle_move_2() { // withdraw by group move // eliminated if cannot -function can_disengage_from(from) { - // TODO: check supply lines too... - let n = 0 - for_each_adjacent_hex(from, to => { - let side = to_side_id(from, to) - if (side_limit[side] > 0 && !is_enemy_hexside(side)) - ++n - }) - return n > 0 -} - function goto_rout(from, enemy, after) { // remember state and callback so we can resume after routing @@ -5000,7 +5012,6 @@ function replacement_cost(who) { function can_redeploy_from(from) { if (is_battle_hex(from)) { let n = 0 - // TODO: can leave disrupted units behind to be routed? for_each_undisrupted_friendly_unit_in_hex(from, u => { n++ }) |