diff options
-rw-r--r-- | rules.js | 117 |
1 files changed, 61 insertions, 56 deletions
@@ -114,6 +114,7 @@ function hex_has_any_piece(x, list) { const data_rivers = [] const data_bridges = [] +const data_road_hexsides = [] for (let [a, b] of data.map.rivers) { set_add(data_rivers, a * 10000 + b) @@ -135,7 +136,11 @@ function is_bridge(a, b) { return set_has(data_bridges, a * 10000 + b) } -function is_stream(x) { +function is_road_hexside(a, b) { + return set_has(data_road_hexsides, a * 10000 + b) +} + +function is_stream_hex(x) { return set_has(data.map.streams, x) } @@ -158,11 +163,18 @@ function make_road(id, road, i, d) { for (let road_id = 0; road_id < data.map.roads.length; ++road_id) { let road = data.map.roads[road_id] - for (let k = 0; k < road.length; ++k) + for (let k = 0; k < road.length; ++k) { + if (k > 0) { + let a = road[k-1] + let b = road[k] + set_add(data_road_hexsides, a * 10000 + b) + set_add(data_road_hexsides, b * 10000 + a) + } data_roads[road[k]-1000].push([road_id, k]) + } } -function is_road(x) { +function is_road_hex(x) { return data_roads[x-1000].length > 0 } @@ -194,29 +206,21 @@ function is_enemy_zoc_or_zoi(x) { return game.active !== P1 ? is_p1_zoc_or_zoi(x function update_zoc_imp(zoc, zoi, units) { for (let p of units) { let a = piece_hex(p) - let aa = a - 1000 - if (!(zoc_cache[aa] & zoc)) { - zoc_cache[aa] |= zoc - for_each_adjacent(a, b => { - let bb = b - 1000 - if (!(zoc_cache[bb] & zoc) && !is_river(a, b)) { - zoc_cache[bb] |= zoc - if (zoi) { - for_each_adjacent(b, c => { - let cc = c - 1000 - if (!is_bridge(b, c)) { - zoc_cache[cc] |= zoi - } - }) - } + for_each_adjacent(a, b => { + if (!is_river(a, b)) { + zoc_cache[b - 1000] |= zoc + if (zoi) { + for_each_adjacent(b, c => { + if (!is_bridge(b, c)) + zoc_cache[c - 1000] |= zoi + }) } - }) - } + } + }) } } function update_zoc() { - console.log("update_zoc", zoc_valid) if (!zoc_valid) { zoc_valid = true zoc_cache.fill(0) @@ -703,16 +707,6 @@ states.movement = { }, } -function is_stop_and_flip_move(x) { - if (!(move_seen[x-1000] & 2) && is_stream(x)) - return true - if (piece_is_infantry(game.who) && is_enemy_zoc(x)) - return true - if (piece_is_cavalry(game.who) && is_enemy_cav_zoc(x)) - return true - return false -} - states.movement_to = { prompt() { prompt("Move " + data.pieces[game.who].name + ".") @@ -723,11 +717,12 @@ states.movement_to = { for (let row = 0; row < data.map.rows; ++row) { for (let col = 0; col < data.map.cols; ++col) { let x = 1000 + row * 100 + col - if (move_seen[x-1000]) { - if (is_stop_and_flip_move(x)) - gen_action_stop_hex(x) - else + let m = move_seen[x-1000] + if (m & 1) { + if (m & 2) gen_action_hex(x) + else + gen_action_stop_hex(x) } } } @@ -746,11 +741,8 @@ states.movement_to = { set_piece_hex(game.who, x) - // off-road move into stream hex - if (!(move_seen[x-1000] & 2) && is_stream(x)) - set_piece_mode(game.who, 1) - - if (piece_is_infantry(game.who) && is_enemy_zoc(x)) + // must flip (stream without road, or enter zoc) + if (!(move_seen[x-1000] & 2)) set_piece_mode(game.who, 1) // TODO: flip all enemy inf in game.who's zoc @@ -803,21 +795,25 @@ function can_move_into(here, next, hq_hex, hq_range, is_cav) { return true } -function must_stop_offroad(from, is_cav) { - if (is_stream(from)) +function must_stop_zoc_zoi(here, next, is_cav) { + if (is_cav && is_enemy_zoc_or_cav_zoi(next)) + return true + if (!is_cav && is_enemy_zoc_or_zoi(next)) return true - if (is_cav) - return is_enemy_zoc_or_cav_zoi(from) - return is_enemy_zoc_or_zoi(from) + return false } -function must_stop_road(from, is_cav) { - if (is_cav) - return is_enemy_zoc_or_cav_zoi(from) - return is_enemy_zoc_or_zoi(from) +function must_stop_stream(here, next) { + if (is_stream_hex(next) && !is_road_hexside(here, next)) + return true + return false } -// OFF ROAD MOVEMENT SEARCH +function must_flip_zoc(here, next, is_cav) { + if (!is_cav && is_enemy_zoc(next)) + return true + return false +} const move_seen = new Array(last_hex - 999).fill(0) const move_cost = new Array(last_hex - 999).fill(0) @@ -830,8 +826,9 @@ function search_move(p) { let hq_hex = piece_hex(hq) if (is_map_hex(hq_hex)) { search_move_offroad(x, m, hq_hex, piece_command_range(hq), piece_is_cavalry(p)) - if (is_road(x)) - search_move_road(x, m * 2, hq_hex, piece_command_range(hq), piece_is_cavalry(p)) + if (!(piece_is_infantry(game.who) && piece_mode(game.who))) + if (is_road_hex(x)) + search_move_road(x, m * 2, hq_hex, piece_command_range(hq), piece_is_cavalry(p)) } } } @@ -842,11 +839,17 @@ function search_move_offroad(start, ma, hq_hex, hq_range, is_cav) { let queue = [ start ] while (queue.length > 0) { let here = queue.shift() - let mp = move_cost[here-1000] - 1 for_each_adjacent(here, next => { if (can_move_into(here, next, hq_hex, hq_range, is_cav)) { + let mp = move_cost[here-1000] - 1 move_seen[next-1000] |= 1 - if (mp > move_cost[next-1000] && !must_stop_offroad(next, is_cav)) { + if (!must_stop_stream(here, next) && !must_flip_zoc(here, next, is_cav)) + move_seen[next-1000] |= 2 + else + mp = 0 + if (must_stop_zoc_zoi(here, next, is_cav)) + mp = 0 + if (mp > move_cost[next-1000]) { move_cost[next-1000] = mp queue.push(next) } @@ -881,8 +884,10 @@ function search_move_road_segment(queue, road, cur, dir, hq_hex, hq_range, is_ca let next = road[cur] if (!can_move_into(here, next, hq_hex, hq_range, is_cav)) break - move_seen[next-1000] |= 2 - if (must_stop_road(next, is_cav)) + move_seen[next-1000] |= 1 + if (!must_flip_zoc(here, next, is_cav)) + move_seen[next-1000] |= 2 + if (must_stop_zoc_zoi(here, next, is_cav)) return here = next cur += dir |