From 09378fab9f98633ce8b3ee912a5fa0a52936e13d Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 4 Sep 2022 13:48:55 +0200 Subject: Show battle/pursuit dialogs explicitly in given states only. --- rules.js | 58 ++++++++++++++++++++++++++++++++-------------------------- 1 file changed, 32 insertions(+), 26 deletions(-) diff --git a/rules.js b/rules.js index 296c761..d0e2797 100644 --- a/rules.js +++ b/rules.js @@ -9,7 +9,7 @@ var game = null var view = null var after_rout_table = { - end_battle_2: end_battle_2, + end_battle: end_battle, end_refuse_battle_move_2: end_refuse_battle_move_2, end_retreat_2: end_retreat_2, goto_combat_phase: goto_combat_phase, @@ -30,13 +30,6 @@ function debug_hexes3(n, list) { console.log("".padStart(y*2," ") + list.slice(y*hexw, (y+1)*hexw).map(x=>String(x).padStart(3, ' ')).join(" ")) } -function debug_hexes2(n, list) { - console.log("--", n, "--") - list = list.map((x,i) => hex_exists[i] ? x : "") - for (let y = 0; y < hexh; ++y) - console.log("".padStart(y*2," ") + list.slice(y*hexw, (y+1)*hexw).map(x=>String(x).padStart(3, ' ')).join(" ")) -} - function debug_hexes(n, list) { console.log("--", n, "--") list = list.map((x,i) => hex_exists[i] ? x : "") @@ -1332,6 +1325,9 @@ function trace_fortress_network(fortress, ss) { supply_net.fill(0) supply_line.fill(0) + if (supply_enemy[fortress] > 1 && supply_friendly[fortress] <= 1) + return + supply_src[fortress] = 1 supply_net[fortress] = 1 supply_visited[fortress] = 1 @@ -2295,7 +2291,6 @@ function visit_hex(x) { let mf_enemy = (game.active === AXIS) ? MF_ALLIED : MF_AXIS if (set_has(game.minefields[mf_enemy], x)) set_add(game.minefields[MF_REVEAL], x) - console.log("VISIT", x, hex_name[x]) } function visit_path(from, to, speed) { @@ -4193,6 +4188,11 @@ function end_retreat() { } game.retreat_units = null + // mark shielding units as moved + for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => { + set_unit_moved(u) + }) + // no shielding units remain if (is_friendly_rout_hex(game.retreat)) goto_rout(game.retreat, false, end_retreat_2) @@ -4200,7 +4200,6 @@ function end_retreat() { // rear-guard eliminated all enemy units else if (is_enemy_rout_hex(game.retreat)) goto_rout(game.retreat, true, end_retreat_2) - else end_retreat_2() } @@ -4690,13 +4689,7 @@ function goto_battle(x) { game.hits = [ 0, 0, 0, 0 ] } -function end_battle_1() { - game.flash = "" - game.battle = 0 - game.hits = 0 -} - -function end_battle_2() { +function end_battle() { if (!is_battle_hex(game.battle)) { release_hex_control(game.battle) hide_units_in_hex(game.battle) @@ -4705,6 +4698,10 @@ function end_battle_2() { set_delete(game.active_battles, game.battle) set_delete(game.assault_battles, game.battle) + game.flash = "" + game.battle = 0 + game.hits = 0 + set_active_player() if (game.active_battles.length > 0) game.state = 'select_battle' @@ -4912,6 +4909,7 @@ function apply_battle_hit(who) { states.battle_fire = { inactive: "battle fire", + show_battle: true, prompt() { if (game.active === game.phasing) view.prompt = `Battle: Offensive Fire!` @@ -4946,6 +4944,7 @@ states.battle_fire = { states.battle_hits = { inactive: "battle hits", + show_battle: true, prompt() { if (game.active === game.phasing) view.prompt = `Battle: Allocate ${format_hits()} from Defensive Fire.` @@ -4965,9 +4964,7 @@ states.battle_hits = { function end_battle_hits() { if (is_friendly_rout_hex(game.battle)) { - let where = game.battle - end_battle_1() - goto_rout(where, false, end_battle_2) + goto_rout(game.battle, false, end_battle) } else if (game.active === game.phasing && has_friendly_units_in_battle()) { // goto offensive fire log_br() @@ -4975,13 +4972,13 @@ function end_battle_hits() { game.state = 'battle_fire' game.hits = [ 0, 0, 0, 0 ] } else { - end_battle_1() - end_battle_2() + end_battle() } } states.probe_fire = { inactive: "probe combat fire", + show_battle: true, prompt() { if (game.active !== game.phasing) view.prompt = `Probe: Offensive Fire!` @@ -4994,6 +4991,8 @@ states.probe_fire = { }, unit(who) { apply_select(who) + if (game.selected >= 0) + apply_auto_target(who) }, armor() { apply_battle_fire(ARMOR) @@ -5014,6 +5013,7 @@ states.probe_fire = { states.probe_hits = { inactive: "probe combat hits", + show_battle: true, prompt() { if (game.active !== game.phasing) view.prompt = `Probe: Allocate ${format_hits()} from Defensive Fire.` @@ -5233,6 +5233,7 @@ function roll_rout_fire(who, n) { states.pursuit_fire = { inactive: "pursuit fire", + show_pursuit: true, prompt() { view.prompt = `Pursuit Fire.` let done = true @@ -5259,6 +5260,7 @@ states.pursuit_fire = { states.rout_fire = { inactive: "rout fire", + show_pursuit: true, prompt() { view.prompt = `Pursuit Fire (Rout).` let done = true @@ -5310,6 +5312,7 @@ function gen_pursuit_hits(normal_steps, elite_steps, iterate) { states.pursuit_hits = { inactive: "pursuit hits", + show_pursuit: true, prompt() { view.prompt = "Pursuit Fire: Allocate " + format_hits() + "." let normal_steps = count_normal_steps_in_pursuit() @@ -5328,6 +5331,7 @@ states.pursuit_hits = { states.rout_hits = { inactive: "rout hits", + show_pursuit: true, prompt() { view.prompt = "Pursuit Fire: Allocate " + format_hits() + "." let normal_steps = count_normal_steps_in_rout() @@ -6345,7 +6349,7 @@ function goto_initial_supply_cards() { } states.initial_supply_cards = { - inactive: "mulligan", + inactive: "initial supply cards", prompt() { view.prompt = `Setup: You may discard your entire hand and redraw a new one.` gen_action('discard') @@ -6981,9 +6985,11 @@ exports.view = function(state, current) { if (current === game.active) view.selected = game.selected - if (game.pursuit) view.pursuit = game.pursuit - if (game.battle) view.battle = game.battle - if (game.battle || game.pursuit) { + if (states[game.state].show_battle) + view.battle = game.battle + if (states[game.state].show_pursuit) + view.pursuit = game.pursuit + if (view.battle || view.pursuit) { view.hits = game.hits view.flash = game.flash if (game.fired.length > 0) -- cgit v1.2.3