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-rw-r--r--data.js1
-rw-r--r--play.js14
-rw-r--r--rules.js134
3 files changed, 85 insertions, 64 deletions
diff --git a/data.js b/data.js
index 5f7e8f8..75425d2 100644
--- a/data.js
+++ b/data.js
@@ -256,6 +256,7 @@ data.reinforcements = [
hex: 3000,
list: [
"II Corps (Hill*)",
+ "II Corps (Hill**)",
],
},
{
diff --git a/play.js b/play.js
index 4f80fc8..a661ae1 100644
--- a/play.js
+++ b/play.js
@@ -1,6 +1,7 @@
"use strict"
const ELIMINATED = 0
+const SWAPPED = 200
const REINFORCEMENTS = 100
const AVAILABLE_P1 = 101
const AVAILABLE_P2 = 102
@@ -252,7 +253,7 @@ function on_update() {
let hex = view.pieces[id] >> 1
let z = 0
let s = 0
- if (hex > BLOWN && hex < first_hex)
+ if (hex > BLOWN && hex < BLOWN + 20)
hex -= BLOWN
if (hex >= first_hex || hex === REINFORCEMENTS) {
// ON MAP
@@ -294,7 +295,7 @@ function on_update() {
ui.pieces[id].style.top = y + "px"
ui.pieces[id].style.left = x + "px"
ui.pieces[id].style.zIndex = 0
- } else if (hex >= 1) {
+ } else if (hex >= 1 && hex <= 20) {
// ON TURN TRACK
ui.pieces[id].classList.remove("hide")
ui.pieces[id].classList.remove("flip")
@@ -311,15 +312,12 @@ function on_update() {
ui.pieces[id].style.top = y + "px"
ui.pieces[id].style.left = x + "px"
} else {
- // TODO: ENTRY HEXES
- // ELIMINATED
+ // ELIMINATED or SWAPPED
ui.pieces[id].classList.add("hide")
}
//if (is_action("piece", id)) z = 101
- if (view.target === id)
- z = 102
- if (view.who === id)
- z = 103
+ if (view.target === id) z = 102
+ if (view.who === id) z = 103
ui.pieces[id].style.zIndex = z
ui.pieces[id].classList.toggle("action", is_action("piece", id))
ui.pieces[id].classList.toggle("selected", view.who === id)
diff --git a/rules.js b/rules.js
index 2477dbc..b187dd9 100644
--- a/rules.js
+++ b/rules.js
@@ -1,34 +1,37 @@
"use strict"
+// TODO - auto-update ZOC
+
// TODO: recall grand battery if alone
// TODO: rain effect on movement
// TODO goto_british_line_of_communication_angst
-const FRENCH = "French"
-const COALITION = "Coalition"
+const P1 = "French"
+const P2 = "Coalition"
-const P1 = FRENCH
-const P2 = COALITION
+var game = null
+var view = null
+var states = {}
exports.roles = [ P1, P2 ]
-exports.scenarios = [ "June 16", "June 15", "June 15 (no special rules)" ]
+exports.scenarios = [ "June 16", "June 15" ]
const data = require("./data")
-const { max, abs } = Math
-
const last_hex = 1000 + (data.map.rows - 1) * 100 + (data.map.cols - 1)
-var game = null
-var view = null
-var states = {}
+var move_seen = new Array(last_hex - 999).fill(0)
+var move_cost = new Array(last_hex - 999).fill(0)
+var zoc_valid = false
+var zoc_cache = new Array(data.map.rows * 100).fill(0)
const ELIMINATED = 0
const REINFORCEMENTS = 100
const AVAILABLE_P1 = 101
const AVAILABLE_P2 = 102
const BLOWN = 103
+const SWAPPED = 200
function find_piece(name) {
let id = data.pieces.findIndex(pc => pc.name === name)
@@ -45,7 +48,6 @@ const OLD_GUARD = find_piece("Old Guard")
const GRAND_BATTERY = find_piece("Grand Battery")
const HILL_1 = find_piece("II Corps (Hill*)")
const HILL_2 = find_piece("II Corps (Hill**)")
-
const IMPERIAL_GUARD = find_piece("Guard Corps (Drouot)")
const IMPERIAL_GUARD_CAV = find_piece("Guard Cav Corps (Guyot)")
@@ -64,11 +66,7 @@ function calc_distance(a, b) {
let bx = bc - (by >> 1)
let az = -ax - ay
let bz = -bx - by
- return max(abs(bx-ax), abs(by-ay), abs(bz-az))
-}
-
-function is_adjacent(a, b) {
- return is_map_hex(a) && is_map_hex(b) && calc_distance(a, b) === 1 && !is_river(a, b)
+ return Math.max(Math.abs(bx-ax), Math.abs(by-ay), Math.abs(bz-az))
}
const adjacent_x1 = [
@@ -76,14 +74,6 @@ const adjacent_x1 = [
[-100,-99,-1,1,100,101]
]
-function for_each_adjacent(x, f) {
- for (let dx of adjacent_x1[x / 100 & 1]) {
- let nx = x + dx
- if (is_map_hex(nx))
- f(nx)
- }
-}
-
const within_x3 = [
[
-302,-301,-300,-299,
@@ -105,6 +95,14 @@ const within_x3 = [
]
]
+function for_each_adjacent(x, f) {
+ for (let dx of adjacent_x1[x / 100 & 1]) {
+ let nx = x + dx
+ if (is_map_hex(nx))
+ f(nx)
+ }
+}
+
function for_each_within_x3(x, f) {
for (let dx of within_x3[x / 100 & 1]) {
let nx = x + dx
@@ -120,6 +118,7 @@ for (let a of data.map.brussels_couillet_road)
const data_rivers = []
const data_bridges = []
const data_road_hexsides = []
+const data_roads = []
for (let [a, b] of data.map.rivers) {
set_add(data_rivers, a * 10000 + b)
@@ -133,7 +132,6 @@ for (let [a, b] of data.map.bridges) {
set_add(data_bridges, b * 10000 + a)
}
-const data_roads = []
for (let row = 0; row < data.map.rows; ++row) {
for (let col = 0; col < data.map.cols; ++col) {
let x = 1000 + row * 100 + col
@@ -141,15 +139,6 @@ for (let row = 0; row < data.map.rows; ++row) {
}
}
-function make_road(id, road, i, d) {
- let list = []
- while (i >= 0 && i < road.length) {
- list.push(road[i])
- i += d
- }
- return list
-}
-
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) {
@@ -179,6 +168,7 @@ const p1_inf = make_piece_list(p => p.side === P1 && p.type === "inf")
const p2_inf = make_piece_list(p => p.side !== P1 && p.type === "inf")
const p1_det = make_piece_list(p => p.side === P1 && p.type === "det")
const p2_det = make_piece_list(p => p.side !== P1 && p.type === "det")
+const aa_det = make_piece_list(p => p.side === "Anglo" && p.type === "det")
const p1_corps = make_piece_list(p => p.side === P1 && (p.type === "inf" || p.type === "cav"))
const p2_corps = make_piece_list(p => p.side !== P1 && (p.type === "inf" || p.type === "cav"))
const p1_units = make_piece_list(p => p.side === P1 && (p.type === "inf" || p.type === "cav" || p.type === "det"))
@@ -256,6 +246,10 @@ function piece_stars(p) {
return data.pieces[p].stars
}
+function is_adjacent(a, b) {
+ return is_map_hex(a) && is_map_hex(b) && calc_distance(a, b) === 1 && !is_river(a, b)
+}
+
function is_empty_hex(x) {
for (let p = 0; p < data.pieces.length; ++p)
if (piece_hex(p) === x)
@@ -353,15 +347,25 @@ function eliminate_detachments_stacked_with_corps(c) {
eliminate_unit(p)
}
+function recall_grand_battery_alone() {
+ let x = piece_hex(GRAND_BATTERY)
+ if (is_map_hex(x) && !hex_has_any_piece(x, friendly_corps()))
+ recall_detachment(GRAND_BATTERY)
+}
+
+function recall_detachment(p) {
+ if (set_has(p1_det, p))
+ set_piece_hex(p, AVAILABLE_P1)
+ else
+ set_piece_hex(p, AVAILABLE_P2)
+}
+
function prompt(str) {
view.prompt = str
}
// === ZONE OF CONTROL / INFLUENCE ===
-var zoc_valid = false
-var zoc_cache = new Array(data.map.rows * 100).fill(0)
-
// ANY_ZOC=1, CAV_ZOC=2, ANY_ZOI=4, CAV_ZOI=8
function is_p1_zoc(x) { return zoc_cache[x-1000] & (1|2) }
@@ -785,13 +789,6 @@ function end_detachment_recall_step() {
}
}
-function recall_detachment(p) {
- if (set_has(p1_det, p))
- set_piece_hex(p, AVAILABLE_P1)
- else
- set_piece_hex(p, AVAILABLE_P2)
-}
-
states.detachment_recall_step = {
prompt() {
prompt("Detachment Recall Step.")
@@ -816,13 +813,35 @@ states.detachment_recall_step = {
function goto_organization_phase() {
update_zoc()
+ // British Line of Communication Angst
+ let n = 0
+ for (let p of aa_det)
+ if (piece_is_on_map(p) || piece_hex(p) === ELIMINATED) {
+ console.log("P" + p, piece_name(p), piece_hex(p), piece_is_on_map(p))
+ ++n
+ }
+ console.log("aa dets=" + n)
+ if (n < 3) {
+ if (piece_hex(HILL_2) === SWAPPED && piece_hex(HILL_1) !== ELIMINATED) {
+ log("Substituted P" + HILL_2 + ".")
+ set_piece_hex(HILL_2, piece_hex(HILL_1))
+ set_piece_mode(HILL_2, piece_mode(HILL_1))
+ set_piece_hex(HILL_1, SWAPPED)
+ set_piece_mode(HILL_1, 0)
+ }
+ } else {
+ if (piece_hex(HILL_1) === SWAPPED && piece_hex(HILL_2) !== ELIMINATED) {
+ log("Substituted P" + HILL_1 + ".")
+ set_piece_hex(HILL_1, piece_hex(HILL_2))
+ set_piece_mode(HILL_1, piece_mode(HILL_2))
+ set_piece_hex(HILL_2, SWAPPED)
+ set_piece_mode(HILL_2, 0)
+ }
+ }
+
log("")
log("Organization Phase")
- // British Line of Communication Angst
- // TODO
- log("TODO: British Line of Communication Angst")
-
// F: ADVANCE FORMATION
game.active = P1
for (let p of friendly_infantry_corps())
@@ -936,11 +955,13 @@ states.withdrawal_to = {
blow() {
blow_unit(game.who, 2)
game.who = -1
+ recall_grand_battery_alone()
next_withdrawal()
},
hex(x) {
set_piece_hex(game.who, x)
game.who = -1
+ recall_grand_battery_alone()
next_withdrawal()
},
}
@@ -951,7 +972,8 @@ function bring_on_reinforcements() {
for (let info of data.reinforcements)
if (info.turn === game.turn)
for (let p of info.list)
- set_piece_hex(p, REINFORCEMENTS)
+ if (piece_hex(p) !== SWAPPED)
+ set_piece_hex(p, REINFORCEMENTS)
for (let p of friendly_units())
if (piece_hex(p) === BLOWN + game.turn)
set_piece_hex(p, BLOWN)
@@ -990,7 +1012,7 @@ states.movement = {
for (let info of data.reinforcements) {
if (info.turn === game.turn && info.side === game.active) {
for (let p of info.list) {
- if (!piece_is_on_map(p)) {
+ if (piece_hex(p) === REINFORCEMENTS) {
has_reinf = true
gen_action_piece(p)
break
@@ -1084,6 +1106,7 @@ states.movement_to = {
set_piece_mode(p, 1)
game.who = -1
+ recall_grand_battery_alone()
next_movement()
},
}
@@ -1147,9 +1170,6 @@ function must_flip_zoc(here, next, is_cav) {
return false
}
-const move_seen = new Array(last_hex - 999).fill(0)
-const move_cost = new Array(last_hex - 999).fill(0)
-
function find_reinforcement_hex(who) {
for (let info of data.reinforcements)
for (let p of info.list)
@@ -1288,7 +1308,6 @@ function search_move_road(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]
for (let [road_id, k] of data_roads[here-1000]) {
let road = data.map.roads[road_id]
if (k + 1 < road.length)
@@ -1588,8 +1607,8 @@ function goto_resolve_attack() {
// Grand battery stacked with attacking or supporting corps
let gb_hex = piece_hex(GRAND_BATTERY)
for (let p of friendly_corps())
- if (gb_hex === piece_hex(p) && (p === who || (game.count & (1<<p))))
- a_drm += log_drm(piece_stars(GRAND_BATTERY), "P" + GRAND_BATTERY)
+ if (gb_hex === piece_hex(p) && (p === game.who || (game.count & (1<<p))))
+ a_drm += log_drm(1, "Grand Battery")
// Attack Support
n = 0
@@ -1836,6 +1855,7 @@ function goto_pursuit() {
if (!hex_has_any_piece(game.attack, enemy_units()) && piece_is_not_in_enemy_zoc(game.who)) {
set_piece_hex(game.who, game.attack)
log("P" + game.who + " pursuit")
+ recall_grand_battery_alone()
}
next_attack()
@@ -1964,6 +1984,7 @@ function setup_june_15() {
setup_piece("Anglo", "Reserve Corps (Wellington)", 3715)
setup_piece("Anglo", "I Corps (Orange)", 3002)
setup_piece("Anglo", "II Corps (Hill*)", 3)
+ setup_piece("Anglo", "II Corps (Hill**)", SWAPPED)
setup_piece("Anglo", "Cav Corps (Uxbridge)", 4)
setup_piece("Anglo", "Cav Detachment (Collaert)", 1211)
setup_piece("Anglo", "I Detachment (Perponcher)", 2618)
@@ -2002,6 +2023,7 @@ function setup_june_16() {
setup_piece("Anglo", "Reserve Corps (Wellington)", 3715)
setup_piece("Anglo", "I Corps (Orange)", 3002)
setup_piece("Anglo", "II Corps (Hill*)", 3)
+ setup_piece("Anglo", "II Corps (Hill**)", SWAPPED)
setup_piece("Anglo", "Cav Corps (Uxbridge)", 4)
setup_piece("Anglo", "Cav Detachment (Collaert)", 1211)
setup_piece("Anglo", "I Detachment (Perponcher)", 2618)