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-rw-r--r--rules.js83
1 files changed, 68 insertions, 15 deletions
diff --git a/rules.js b/rules.js
index 11e59b5..89fd3b7 100644
--- a/rules.js
+++ b/rules.js
@@ -1,7 +1,5 @@
"use strict"
-// TODO: RAIDERS
-
// TODO: MINEFIELDS
// TODO: create minefields
// TODO: tear down 2 minefields to create new minefield
@@ -1982,13 +1980,13 @@ function union_allied_line() {
const FORTRESS_HEX_LIST = [ BARDIA, BENGHAZI, TOBRUK ]
const FORTRESS_SRC_LIST = [ SS_BARDIA, SS_BENGHAZI, SS_TOBRUK ]
-function all_friendly_unsupplied_units() {
- let unsupplied = []
+function all_friendly_unsupplied_and_undisrupted_units() {
+ let result = []
for_each_friendly_unit_on_map(u => {
- if (is_unit_unsupplied(u))
- unsupplied.push(u)
+ if (!is_unit_disrupted(u) && is_unit_unsupplied(u))
+ result.push(u)
})
- return unsupplied
+ return result
}
function resume_fortress_supply() {
@@ -2249,7 +2247,18 @@ function goto_final_supply_check() {
capture_fortress(BENGHAZI, 2)
capture_fortress(TOBRUK, 5)
- game.disrupt = all_friendly_unsupplied_units()
+ // Raiders!
+ for (let [u, side] of game.raiders) {
+ let x = unit_hex(u)
+ if (is_map_hex(x) && is_enemy_hexside(side)) {
+ log(`Disrupted raider at #${x}.`)
+ set_unit_disrupted(u)
+ }
+ }
+ game.raiders.length = 0
+
+ // Unsupplied and in danger of disruption!
+ game.disrupt = all_friendly_unsupplied_and_undisrupted_units()
// Now in supply!
let base_net = friendly_supply_network()
@@ -2258,6 +2267,7 @@ function goto_final_supply_check() {
set_unit_supply(u, SS_BASE)
}
+ // Assign leftover fortress and oasis supply
game.state = 'final_fortress_supply'
game.assign = 0
resume_fortress_supply()
@@ -2265,7 +2275,7 @@ function goto_final_supply_check() {
function goto_final_supply_check_disrupt() {
for (let u of game.disrupt) {
- if (!is_unit_disrupted(u) && !is_unit_supplied(u)) {
+ if (!is_unit_supplied(u)) {
log(`Disrupted at #${unit_hex(u)}`)
set_unit_disrupted(u)
}
@@ -2901,7 +2911,14 @@ function engage_via(who, via, to) {
else
game.side_limit[side] = 1
- claim_hexside_control(side)
+ if (is_unit_supplied(who)) {
+ claim_hexside_control(side)
+ } else {
+ // new battle or enemy hexside (is_friendly_hexside is false before claiming control)
+ if (!is_friendly_hexside(side))
+ game.raiders.push([who, side])
+ }
+
if (is_new_battle_hex(to)) {
claim_hex_control_for_defender(to)
set_add(game.active_battles, to)
@@ -3062,6 +3079,12 @@ function is_friendly_hexside(side) {
return set_has(game.allied_sides, side)
}
+function is_enemy_hexside(side) {
+ if (is_allied_player())
+ return set_has(game.axis_sides, side)
+ return set_has(game.allied_sides, side)
+}
+
function can_unit_disengage_and_withdraw(who) {
let sline = unit_supply_line(who)
let sdist = unit_supply_distance(who)
@@ -3378,7 +3401,7 @@ states.refuse_battle = {
for (let x of game.active_battles)
if (can_all_refuse_battle(x))
gen_action_hex(x)
- gen_action('next')
+ gen_action('pass')
},
hex(x) {
push_undo()
@@ -3387,7 +3410,7 @@ states.refuse_battle = {
set_delete(game.active_battles, x)
goto_pursuit_fire_during_refuse_battle(x)
},
- next() {
+ pass() {
goto_combat_phase()
}
}
@@ -3456,6 +3479,16 @@ function end_refuse_battle_move_2() {
// withdraw by group move
// eliminated if cannot
+function can_rout_from_hex(from) {
+ 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
@@ -3476,12 +3509,32 @@ function goto_rout(from, enemy, after) {
if (enemy)
set_enemy_player()
+ log_h3(`Rout at #${from}`)
+
// RULES: Will be disrupted again, so won't be able to recover.
for_each_friendly_unit_in_hex(from, u => {
set_delete(game.recover, u)
})
- game.state = 'rout_attrition'
+ if (can_rout_from_hex(from))
+ game.state = 'rout_attrition'
+ else
+ game.state = 'rout_elimination'
+}
+
+states.rout_elimination = {
+ prompt() {
+ view.prompt = "Rout: Eliminate all units that can not disengage."
+ for_each_friendly_unit_in_hex(game.rout.from, u => {
+ gen_action_unit(u)
+ })
+ },
+ unit(who) {
+ log(`Eliminated at #${game.rout.from}.`)
+ eliminate_unit(who)
+ if (!has_friendly_unit(game.rout.from))
+ end_rout()
+ },
}
states.rout_attrition = {
@@ -3784,9 +3837,9 @@ function goto_battle(x) {
game.battle = x
if (is_assault_battle())
- log_h3(`Assault in #${x}`)
+ log_h3(`Assault at #${x}`)
else
- log_h3(`Battle in #${x}`)
+ log_h3(`Battle at #${x}`)
// goto defensive fire
set_passive_player()