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-rw-r--r--rules.js88
1 files changed, 86 insertions, 2 deletions
diff --git a/rules.js b/rules.js
index 523e72d..7733a67 100644
--- a/rules.js
+++ b/rules.js
@@ -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() {