diff options
-rw-r--r-- | rules.js | 88 |
1 files changed, 86 insertions, 2 deletions
@@ -609,6 +609,17 @@ function goto_withdrawal() { game.remain = 0 } +/* +function resume_withdrawal() { + game.state = "withdrawal" + update_zoc() + for (let p of friendly_corps()) + if (piece_is_in_enemy_zoc(p)) + return + withdrawal_pass() +} +*/ + function next_withdrawal() { game.state = "withdrawal" if (game.remain === 0) @@ -624,6 +635,13 @@ function end_withdrawal() { states.withdrawal = { prompt() { prompt("Withdrawal.") + + update_zoc() + + for (let p of friendly_corps()) + if (piece_is_in_enemy_zoc(p)) + gen_action_piece(p) + view.actions.pass = 1 }, piece(p) { @@ -642,12 +660,37 @@ states.withdrawal = { }, } +function blow_unit(p, n) { + log("Blown unit " + p) + set_piece_hex(p, game.turn + n) + set_piece_mode(p, 0) +} + states.withdrawal_to = { prompt() { prompt("Withdrawal to.") - view.actions.next = 1 + + update_zoc() + + let list = search_withdrawal(piece_hex(game.who)) + if (list.length > 0) + view.actions.hex = list + else + view.actions.blow = 1 + + gen_action_piece(game.who) }, - next() { + piece(p) { + pop_undo() + }, + blow() { + blow_unit(game.who, 2) + game.who = -1 + next_withdrawal() + }, + hex(x) { + set_piece_hex(game.who, x) + game.who = -1 next_withdrawal() }, } @@ -899,6 +942,47 @@ function search_move_road_segment(queue, road, cur, dir, hq_hex, hq_range, is_ca } } +function search_withdrawal(here) { + // Withdraw from ANY enemy unit. + let result = [] + for_each_adjacent(here, from => { + if (hex_has_any_piece(from, enemy_units())) + search_retreat(result, here, from, 3) + }) + return result +} + +function search_retreat(result, here, from, n) { + for_each_adjacent(here, next => { + console.log("search retreat", next, here, from) + + // must move further away + if (calc_distance(next, from) <= calc_distance(here, from)) + return + + // can't enter zoc + if (is_enemy_zoc(next)) + return + + // can't enter hex with another corps or enemy detachment + if (hex_has_any_piece(next, p1_corps)) + return + if (hex_has_any_piece(next, p2_corps)) + return + if (hex_has_any_piece(next, enemy_detachments())) + return + + // can't cross river + if (is_river(here, next)) + return + + if (n > 1) + search_retreat(result, next, from, n - 1) + else + set_add(result, next) + }) +} + // === === ATTACK PHASE === === function goto_attack_phase() { |