diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 36 |
1 files changed, 32 insertions, 4 deletions
@@ -4,6 +4,7 @@ // TODO: fortress supply // TODO: fortress battles mandatory combat! +// TODO: oasis supply // TODO: legal pass withdrawal moves // TODO: raiders @@ -27,6 +28,8 @@ // 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) +// RULES: reveal minefields moved through (but not stopped at)? + const max = Math.max const min = Math.min const abs = Math.abs @@ -2621,7 +2624,7 @@ function is_assault_battle() { return set_has(game.assault_battles, game.battle) } -function is_fortress_defender() { +function is_fortress_defensive_fire() { if ((game.state === 'battle_fire' && is_passive_player()) || (game.state === 'probe_fire' && is_active_player())) { if (game.battle === BENGHAZI) return game.benghazi === game.active @@ -2633,17 +2636,29 @@ function is_fortress_defender() { return false } +function is_minefield_offensive_fire() { + if ((game.state === 'battle_fire' && is_active_player()) || (game.state === 'probe_fire' && is_passive_player())) { + if (set_has(game.revealed_minefields) { + // DD advantage is lost if the defender initiated combat + if (is_axis_player() + return set_has(game.allied_hexes, game.battle) + else + return set_has(game.axis_hexes, game.battle) + } + } + return false +} + function roll_battle_fire(who, tc) { let fc = unit_class(who) let cv = unit_cv(who) - // Double dice during assault! + // Double dice during assault and non-armor defenders in fortress! if (is_assault_battle()) cv += cv - else if (fc !== ARMOR && is_fortress_defender()) + else if (fc !== ARMOR && is_fortress_defensive_fire()) cv += cv - console.log("FIRE", unit_name(who), cv) let fp = FIREPOWER_MATRIX[fc][tc] let result = [] let total = 0 @@ -2653,6 +2668,11 @@ function roll_battle_fire(who, tc) { if (roll >= fp) ++total } + + // Double defense in minefields! + if (is_minefield_offensive_fire()) + total = total / 2 + game.flash = `${unit_name(who)} fired ${firepower_name[fp]} at ${class_name[tc]}: ` + result.join(", ") log(game.flash) return total @@ -2707,6 +2727,13 @@ function apply_battle_fire(tc) { } if (done) { set_enemy_player() + + // round down half-hits from double defense + game.hits[0] |= 0 + game.hits[1] |= 0 + game.hits[2] |= 0 + game.hits[3] |= 0 + if (game.state === 'battle_fire') game.state = 'battle_hits' else @@ -3729,6 +3756,7 @@ exports.setup = function (seed, scenario, options) { axis_minefields: [], allied_minefields: [], + revealed_minefields: [], // fortress control bardia: ALLIED, |