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-rw-r--r--rules.js526
1 files changed, 227 insertions, 299 deletions
diff --git a/rules.js b/rules.js
index 004fed9..8af81ab 100644
--- a/rules.js
+++ b/rules.js
@@ -2,6 +2,7 @@
// TODO: recall grand battery if alone
// TODO: rain effect on movement
+// TODO goto_british_line_of_communication_angst
const FRENCH = "French"
const COALITION = "Coalition"
@@ -408,41 +409,12 @@ function prompt(str) {
view.prompt = str
}
-// === SEQUENCE OF PLAY ===
-
-/*
-
-command phase:
- remove hq
- place hq
- return up to 2 blown corps
- flip exhausted cav to fresh (move to organization?)
- place 1 detachment per hq
- recall all, some, or no detachments
- angst: substitute Hill unit
-
-organization
- advance formation: flip infantry corps to advance
- battle formation: flip infantry corps to battle
- alternate withdrawal: retreat or pass (3 remain)
-
-movement
- alternate corps movement: move corps or pass
-
-attack
- alternate corps to attack in zoc or pass
-
-end phase
- if last turn - victory
- recall french grand battery
- new turn
-
-*/
-
-// === === COMMAND PHASE === ===
+// === COMMAND PHASE ===
function goto_command_phase() {
+ log("")
log("Turn " + game.turn)
+ log("")
log("Command Phase")
log("")
bring_on_reinforcements()
@@ -468,7 +440,7 @@ function end_hq_placement_step() {
if (game.active === P1)
game.active = P2
else
- goto_blown_unit_return_step()
+ goto_return_blown()
}
states.place_hq = {
@@ -537,35 +509,64 @@ states.place_hq_where = {
// === B: BLOWN UNIT RETURN STEP ===
-function goto_blown_unit_return_step() {
- log("Blown Unit Return Step")
- game.active = P1
- begin_blown_unit_return_step()
+function can_return_blown_unit(p) {
+ let result = false
+ for (let hq of friendly_hqs()) {
+ if (pieces_are_associated(p, hq)) {
+ for_each_adjacent(piece_hex(hq), x => {
+ if (is_empty_hex(x) && !is_enemy_zoc_or_zoi(x))
+ result = true
+ })
+ }
+ }
+ return result
}
-function begin_blown_unit_return_step() {
- game.state = "return_blown_unit"
- game.count = 2
- for (let p of friendly_units())
- if (piece_hex(p) === BLOWN)
- return
- end_blown_unit_return_step()
+function goto_return_blown() {
+ log("Return Blown Units")
+ game.active = P2
+ resume_return_blown_1()
}
-function end_blown_unit_return_step() {
- if (game.active === P1) {
- game.active = P2
- begin_blown_unit_return_step()
- } else {
- goto_cavalry_corps_recovery_step()
+function resume_return_blown_1() {
+ game.state = "eliminate_blown"
+ let n = 0
+ for (let p of enemy_corps())
+ if (piece_hex(p) === BLOWN)
+ n ++
+ if (n <= 2) {
+ set_next_player()
+ resume_return_blown_2()
}
}
-states.return_blown_unit = {
+states.eliminate_blown = {
+ prompt() {
+ prompt("Blown Unit Return Step: Eliminate all but two of opponent's blown corps.")
+ for (let p of enemy_corps())
+ if (piece_hex(p) === BLOWN)
+ gen_action_piece(p)
+ },
+ piece(p) {
+ push_undo()
+ eliminate_unit(p)
+ resume_return_blown_1()
+ },
+}
+
+function resume_return_blown_2() {
+ game.state = "return_blown_who"
+ for (let p of friendly_corps())
+ if (piece_hex(p) === BLOWN)
+ return
+ end_return_blown()
+}
+
+states.return_blown_who = {
prompt() {
prompt("Blown Unit Return Step.")
let done = true
- for (let p of friendly_units()) {
+ for (let p of friendly_corps()) {
if (piece_hex(p) === BLOWN) {
gen_action_piece(p)
done = false
@@ -579,37 +580,21 @@ states.return_blown_unit = {
update_zoc()
if (game.count > 0 && can_return_blown_unit(p)) {
--game.count
- console.log("SH", p)
game.who = p
- game.state = "return_blown_unit_where"
+ game.state = "return_blown_where"
} else {
set_piece_hex(p, ELIMINATED)
}
},
end_step() {
- end_blown_unit_return_step()
+ end_return_blown()
},
}
-function can_return_blown_unit(p) {
- let result = false
- for (let hq of friendly_hqs()) {
- if (pieces_are_associated(p, hq)) {
- for_each_adjacent(piece_hex(hq), x => {
- if (is_empty_hex(x) && !is_enemy_zoc_or_zoi(x))
- return result = true
- })
- }
- }
- return result
-}
-
-states.return_blown_unit_where = {
+states.return_blown_where = {
prompt() {
prompt("Blown Unit Return Step.")
-
update_zoc()
-
for (let hq of friendly_hqs()) {
if (pieces_are_associated(game.who, hq)) {
for_each_adjacent(piece_hex(hq), x => {
@@ -618,7 +603,6 @@ states.return_blown_unit_where = {
})
}
}
-
gen_action_piece(game.who)
},
piece(p) {
@@ -627,48 +611,32 @@ states.return_blown_unit_where = {
hex(x) {
set_piece_hex(game.who, x)
game.who = -1
- game.state = "return_blown_unit"
+ game.state = "return_blown"
},
}
-// === C: CAVALRY CORPS RECOVERY STEP ===
+function end_return_blown() {
+ if (game.active === P1)
+ resume_return_blown_1()
+ else
+ goto_cavalry_corps_recovery_step()
+}
-// TODO: automated?
+// === C: CAVALRY CORPS RECOVERY STEP ===
function goto_cavalry_corps_recovery_step() {
- game.active = P1
- game.state = "cavalry_corps_recovery_step"
- resume_cavalry_corps_recovery_step()
-}
-
-function resume_cavalry_corps_recovery_step() {
update_zoc()
+
+ game.active = P1
for (let p of friendly_cavalry_corps())
if (piece_mode(p) && piece_is_not_in_enemy_zoc_or_zoi(p))
- return
- end_cavalry_corps_recovery_step()
-}
-
-function end_cavalry_corps_recovery_step() {
- if (game.active === P1) {
- game.active = P2
- resume_cavalry_corps_recovery_step()
- } else {
- goto_detachment_placement_step()
- }
-}
+ set_piece_mode(p, 0)
+ game.active = P2
+ for (let p of friendly_cavalry_corps())
+ if (piece_mode(p) && piece_is_not_in_enemy_zoc_or_zoi(p))
+ set_piece_mode(p, 0)
-states.cavalry_corps_recovery_step = {
- prompt() {
- prompt("Cavalry Corps Recovery Step.")
- for (let p of friendly_cavalry_corps())
- if (piece_mode(p) && piece_is_not_in_enemy_zoc_or_zoi(p))
- gen_action_piece(p)
- },
- piece(p) {
- set_piece_mode(p, 0)
- resume_cavalry_corps_recovery_step()
- },
+ goto_detachment_placement_step()
}
// === D: DETACHMENT PLACEMENT STEP ===
@@ -809,7 +777,7 @@ function end_detachment_recall_step() {
if (game.active === P1) {
game.active = P2
} else {
- goto_british_line_of_communication_angst()
+ goto_organization_phase()
}
}
@@ -839,106 +807,40 @@ states.detachment_recall_step = {
},
}
-function goto_british_line_of_communication_angst() {
- game.active = P2
- game.state = "british_line_of_communication_angst_1"
- // TODO
- goto_advance_formation()
-}
+// === ORGANIZATION PHASE ===
-states.british_line_of_communication_angst_1 = {
- prompt() {
- prompt("British Line of Communication Angst.")
- gen_action_piece(HILL_1)
- },
- piece(p) {
- set_piece_hex(HILL_2, piece_hex(HILL_1))
- set_piece_mode(HILL_2, piece_mode(HILL_1))
- set_piece_hex(HILL_1, 0)
- set_piece_mode(HILL_1, 0)
- goto_advance_formation()
- },
-}
-
-states.british_line_of_communication_angst_2 = {
- prompt() {
- prompt("British Line of Communication Angst.")
- gen_action_piece(HILL_2)
- },
- piece(p) {
- set_piece_hex(HILL_1, piece_hex(HILL_2))
- set_piece_mode(HILL_1, piece_mode(HILL_2))
- set_piece_hex(HILL_2, 0)
- set_piece_mode(HILL_2, 0)
- goto_advance_formation()
- },
-}
-
-// === === ORGANIZATION PHASE === ===
+function goto_organization_phase() {
+ update_zoc()
-// === F: ADVANCE FORMATION ===
-// === G: BATTLE FORMATION ===
+ log("")
+ log("Organization Phase")
-// TODO: automated?
+ // British Line of Communication Angst
+ // TODO
+ log("TODO: British Line of Communication Angst")
-function goto_advance_formation() {
+ // F: ADVANCE FORMATION
game.active = P1
- resume_advance_formation()
-}
-
-function resume_advance_formation() {
- game.state = "advance_formation"
- update_zoc()
for (let p of friendly_infantry_corps())
if (piece_mode(p) && piece_is_not_in_enemy_zoc(p))
- return
- resume_battle_formation()
-}
-
-function resume_battle_formation() {
- game.state = "battle_formation"
- update_zoc()
+ set_piece_mode(p, 0)
+ game.active = P2
for (let p of friendly_infantry_corps())
- if (!piece_mode(p) && piece_is_in_enemy_zoc(p))
- return
- end_battle_formation()
-}
+ if (piece_mode(p) && piece_is_not_in_enemy_zoc(p))
+ set_piece_mode(p, 0)
-function end_battle_formation() {
- if (game.active === P1) {
- game.active = P2
- resume_advance_formation()
- } else {
- goto_withdrawal()
- }
-}
-states.advance_formation = {
- prompt() {
- prompt("Advance Formation.")
- update_zoc()
- for (let p of friendly_infantry_corps())
- if (piece_mode(p) && piece_is_not_in_enemy_zoc(p))
- gen_action_piece(p)
- },
- piece(p) {
- set_piece_mode(p, 0)
- resume_advance_formation()
- },
-}
+ // G: BATTLE FORMATION
+ game.active = P1
+ for (let p of friendly_infantry_corps())
+ if (!piece_mode(p) && piece_is_in_enemy_zoc(p))
+ set_piece_mode(p, 1)
+ game.active = P2
+ for (let p of friendly_infantry_corps())
+ if (!piece_mode(p) && piece_is_in_enemy_zoc(p))
+ set_piece_mode(p, 1)
-states.battle_formation = {
- prompt() {
- prompt("Battle Formation.")
- update_zoc()
- for (let p of friendly_infantry_corps())
- if (!piece_mode(p) && piece_is_in_enemy_zoc(p))
- gen_action_piece(p)
- },
- piece(p) {
- set_piece_mode(p, 0)
- resume_battle_formation()
- },
+ goto_withdrawal()
}
// === H: WITHDRAWAL ===
@@ -952,6 +854,7 @@ function can_withdraw_any() {
}
function goto_withdrawal() {
+ log("")
log("Withdrawal.")
game.active = P1
game.state = "withdrawal"
@@ -1002,7 +905,7 @@ states.withdrawal = {
game.state = "withdrawal_to"
},
pass() {
- log(game.active + " passed withdrawal.")
+ log(game.active + " passed.")
if (game.remain > 0) {
end_withdrawal()
} else {
@@ -1038,7 +941,7 @@ states.withdrawal_to = {
},
}
-// === === MOVEMENT PHASE === ===
+// === MOVEMENT PHASE ===
function bring_on_reinforcements() {
for (let info of data.reinforcements)
@@ -1085,7 +988,6 @@ states.movement = {
for (let p of info.list) {
if (!piece_is_on_map(p)) {
has_reinf = true
- console.log("rein", p)
gen_action_piece(p)
break
}
@@ -1093,7 +995,6 @@ states.movement = {
}
}
- console.log("mprom", game.remain, has_reinf)
if (game.remain === 0 || !has_reinf) {
for (let p of friendly_cavalry_corps())
if (piece_is_not_in_enemy_cav_zoc(p))
@@ -1384,7 +1285,6 @@ function search_move_road(start, ma, hq_hex, hq_range, is_cav) {
while (queue.length > 0) {
let here = queue.shift()
let mp = move_cost[here-1000]
- // console.log("MOVE", here, mp)
for (let [road_id, k] of data_roads[here-1000]) {
let road = data.map.roads[road_id]
if (k + 1 < road.length)
@@ -1425,7 +1325,6 @@ function search_withdrawal(here) {
if (hex_has_any_piece(from, enemy_units()))
from_list.push(from)
})
- console.log("RETREAT FROM ALL", from_list)
let result = []
search_retreat(result, here, from_list, 3)
return result
@@ -1439,7 +1338,6 @@ function search_retreat(result, here, from_list, n) {
// must move further away
for (let from of from_list) {
- console.log("->", here, next, calc_distance(from,here), calc_distance(from,next))
if (calc_distance(from, next) <= calc_distance(from, here))
return
}
@@ -1463,7 +1361,7 @@ function search_retreat(result, here, from_list, n) {
})
}
-// === === ATTACK PHASE === ===
+// === ATTACK PHASE ===
function goto_attack_phase() {
log("")
@@ -1480,6 +1378,7 @@ function next_attack() {
game.state = "attack"
game.who = -1
game.target = -1
+ game.attack = 0
if (game.remain === 0)
set_next_player()
else if (--game.remain === 0)
@@ -1561,6 +1460,7 @@ states.attack_who = {
}
log("Attacked " + p)
game.target = p
+ game.attack = piece_hex(game.target)
begin_attack()
},
}
@@ -1634,141 +1534,120 @@ states.defend_support = {
},
}
-function log_add_star(n, p, reason) {
+function log_drm(n, reason) {
if (n > 0)
- log(`+${n} P${p} ${reason}`)
+ log(`>+${n} ${reason}`)
return n
}
function goto_resolve_attack() {
- let stars
+ let n
set_next_player() // back to attacking player
- log("ATTACK")
-
let a_unit = game.who
let d_unit = game.target
let a_hex = piece_hex(a_unit)
let d_hex = piece_hex(d_unit)
let a_drm = 0
let d_drm = 0
-
- // TEC
let town = is_town_hex(d_hex)
- if (town) {
- log("+1 Defender (Town)")
- d_drm += 1
- }
- if (is_bridge(a_hex, d_hex)) {
- log("+1 Defender (Bridge)")
- d_drm += 1
- }
- if (game.rain) {
- log("-1 Artillery Ricochet Ineffective")
- a_drm -= 1
- }
+ log("")
+ log("ATTACK H" + d_hex)
- // Battle Stars
+ // ATTACKER DRM
- // No stars if Cav charging into town
- if (town && piece_is_cavalry(a_unit)) {
- log("No stars (Cavalry charging into town)")
- } else {
- stars = piece_stars(a_unit)
- if (stars > 0) {
- log("+" + stars + " attacking Corps Battle Stars")
- a_drm += stars
- }
- }
+ let a_die = roll_die()
- for (let hq of friendly_hqs()) {
- if (piece_mode(hq) && pieces_are_associated(hq, a_unit)) {
- let distance = calc_distance(piece_hex(hq), a_hex)
- if (distance <= piece_command_range(hq)) {
- log("+" + piece_stars(hq) + " attacking HQ stars")
- a_drm += piece_stars(hq)
- }
- }
- }
+ log("Attacker P" + a_unit)
- stars = piece_stars(d_unit)
- if (stars > 0) {
- log("+" + stars + " defending unit Battle Stars")
- d_drm += stars
- }
+ if (game.rain)
+ a_drm += log_drm(-1, "Artillery Ricochet Ineffective")
- for (let hq of enemy_hqs()) {
- if (piece_mode(hq) && pieces_are_associated(hq, d_unit)) {
- let distance = calc_distance(piece_hex(hq), d_hex)
- if (distance <= piece_command_range(hq)) {
- log("+" + piece_stars(hq) + " defending HQ stars")
- d_drm += piece_stars(hq)
- }
- }
- }
+ // Unless Cav charging into town
+ if (!(town && piece_is_cavalry(a_unit)))
+ a_drm += log_drm(piece_stars(a_unit), "Battle Stars")
+
+ for (let hq of friendly_hqs())
+ if (piece_mode(hq) && pieces_are_associated(hq, a_unit))
+ if (calc_distance(piece_hex(hq), a_hex) <= piece_command_range(hq))
+ a_drm += log_drm(piece_stars(hq), "HQ")
// Fresh Cavalry support
if (!town) {
- for (let p of friendly_cavalry_corps()) {
- if (!piece_mode(p) && (game.count & (1 << p))) {
- log("+" + piece_stars(p) + " Cavalry Stars")
- a_drm += 1
- }
- }
+ for (let p of friendly_cavalry_corps())
+ if (!piece_mode(p) && (game.count & (1 << p)))
+ a_drm += log_drm(piece_stars(p), "Cavalry Stars")
}
// 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) && (game.count & (1<<p))) {
- log("+" + piece_stars(GRAND_BATTERY) + " 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)
// Attack Support
- for (let p of friendly_infantry_corps()) {
- if (game.count & (1 << p)) {
- log("+1 Infantry Support")
- a_drm += 1
- }
- }
+ n = 0
+ for (let p of friendly_infantry_corps())
+ if (game.count & (1 << p))
+ n += 1
+ a_drm += log_drm(n, "Infantry Support")
// Cavalry Support
+ n = 0
for (let p of friendly_cavalry_corps()) {
if (game.count & (1 << p)) {
- log("+1 attacking Cavalry Support")
- a_drm += 1
+ n += 1
set_piece_mode(p, 1)
}
}
+ a_drm += log_drm(n, "Cavalry Support")
+
+ // Detachment
+ if (piece_is_detachment(d_unit))
+ a_drm += log_drm(2, "vs Detachment")
+
+ set_piece_mode(a_unit, 1)
+
+ log(`>Roll D${a_die} + ${a_drm} = ${a_die+a_drm}`)
+
+ // DEFENDER DRM
+
+ log("Defender P" + d_unit)
+
+ let d_die = roll_die()
+
+ if (town)
+ d_drm += log_drm(1, "Town")
+
+ if (is_bridge(a_hex, d_hex))
+ d_drm += log_drm(1, "Bridge")
+
+ d_drm += log_drm(piece_stars(d_unit), "Battle Stars")
+
+ for (let hq of enemy_hqs())
+ if (piece_mode(hq) && pieces_are_associated(hq, d_unit))
+ if (calc_distance(piece_hex(hq), d_hex) <= piece_command_range(hq))
+ d_drm += log_drm(piece_stars(hq), "HQ")
+ n = 0
for (let p of enemy_cavalry_corps()) {
if (game.count & (1 << p)) {
- log("+1 defending Cavalry Support")
- d_drm += 1
+ n += 1
set_piece_mode(p, 1)
}
}
+ d_drm += log_drm(n, "Cavalry Support")
- // Detachments
- if (piece_is_detachment(d_unit)) {
- log("+2 attack vs Detachment")
- }
-
- // Exhaust all participants
- set_piece_mode(a_unit, 1)
if (!piece_is_detachment(d_unit))
set_piece_mode(d_unit, 1)
- let a_die = roll_die()
- let d_die = roll_die()
- let diff = (a_die + a_drm) - (d_die + d_drm)
- log("Attacker D" + a_die + " = " + (a_die + a_drm))
- log("Defender D" + d_die + " = " + (d_die + d_drm))
- log("diff=" + diff)
+ log(`>Roll D${d_die} + ${d_drm} = ${d_die+d_drm}`)
+ // COMBAT RESULT TABLE
+
+ let diff = (a_die + a_drm) - (d_die + d_drm)
if (diff <= -5)
goto_eliminated_attacker()
else if (diff <= -3)
@@ -1787,7 +1666,7 @@ function goto_resolve_attack() {
function goto_stalemate() {
log("Stalemate.")
- next_attack()
+ goto_pursuit()
}
function goto_blown_attacker() {
@@ -1865,7 +1744,7 @@ states.blown_defender = {
piece(p) {
blow_unit(p, 2)
set_next_player()
- next_attack()
+ goto_pursuit()
},
}
@@ -1877,7 +1756,7 @@ states.eliminated_defender = {
piece(p) {
eliminate_unit(p)
set_next_player()
- next_attack()
+ goto_pursuit()
},
}
@@ -1911,12 +1790,13 @@ states.recall_defender = {
piece(p) {
recall_detachment(p)
set_next_player()
- next_attack()
+ goto_pursuit()
},
blow() {
eliminate_detachments_stacked_with_corps(game.target)
blow_unit(game.target, 2)
- next_attack()
+ set_next_player()
+ goto_pursuit()
},
}
@@ -1934,16 +1814,30 @@ states.retreat_defender = {
eliminate_detachments_stacked_with_corps(game.target)
set_piece_hex(game.target, x)
set_next_player()
- next_attack()
+ goto_pursuit()
},
blow() {
eliminate_detachments_stacked_with_corps(game.target)
blow_unit(game.target, 2)
- next_attack()
+ set_next_player()
+ goto_pursuit()
},
}
-// === === END PHASE === ===
+function goto_pursuit() {
+ update_zoc()
+
+ console.log("PURSUIT", game.active)
+
+ 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")
+ }
+
+ next_attack()
+}
+
+// === END PHASE ===
function goto_end_phase() {
if (game.turn === 8) {
@@ -1988,7 +1882,8 @@ function goto_victory_conditions() {
if (piece_hex(p) === ELIMINATED)
vp1 += 1
- // TODO: can trace path from [ 1017, 1018 ] to [ 4006, 4015, 4025 ]
+ if (search_brussels_path())
+ vp1 += 5
log(P1 + " " + vp1 + " VP.")
log(P2 + " " + vp2 + " VP.")
@@ -2005,6 +1900,39 @@ function goto_victory_conditions() {
goto_game_over(vp1 > vp2 ? P1 : P2, "Tactical Victory")
}
+function search_brussels_path() {
+ update_zoc()
+
+ move_seen.fill(0)
+ move_seen[1017-1000] = 1
+ move_seen[1018-1000] = 1
+
+ let queue = []
+ if (!is_p2_zoc(1017))
+ queue.push(1017)
+ if (!is_p2_zoc(1018))
+ queue.push(1018)
+
+ while (queue.length > 0) {
+ let here = queue.shift()
+ for_each_adjacent(here, next => {
+ if (move_seen[next-1000])
+ return
+ if (is_p2_zoc(next))
+ return
+ if (is_river(here, next))
+ return
+ move_seen[next-1000] = 1
+ queue.push(next)
+ })
+ }
+
+ if (move_seen[4006-1000] || move_seen[4015-1000] || move_seen[4025-1000])
+ return true
+
+ return false
+}
+
// === SETUP ===
function setup_piece(side, name, hex, mode = 0) {
@@ -2047,7 +1975,6 @@ function setup_june_15() {
setup_piece("Prussian", "I Detachment (Lutzow)", 1221)
bring_on_reinforcements()
- // XXX goto_command_phase()
goto_movement_phase()
}
@@ -2099,6 +2026,7 @@ exports.setup = function (seed, scenario, options) {
remain: 0,
pieces: new Array(data.pieces.length).fill(0),
who: -1,
+ attack: 0,
target: -1,
count: 0,
}