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-rw-r--r--rules.js109
1 files changed, 70 insertions, 39 deletions
diff --git a/rules.js b/rules.js
index be13692..6531150 100644
--- a/rules.js
+++ b/rules.js
@@ -791,13 +791,13 @@ states.detachment_recall_step = {
if (piece_is_on_map(p))
gen_action_piece(p)
- view.actions.pass = 1
+ view.actions.end_step = 1
},
piece(p) {
push_undo()
recall_detachment(p)
},
- pass() {
+ end_step() {
end_detachment_recall_step()
},
}
@@ -906,25 +906,36 @@ states.battle_formation = {
// === H: WITHDRAWAL ===
+function can_withdraw_any() {
+ update_zoc()
+ for (let p of friendly_corps())
+ if (piece_is_in_enemy_zoc(p))
+ return true
+ return false
+}
+
function goto_withdrawal() {
log("Withdrawal.")
game.active = P1
game.state = "withdrawal"
game.remain = 0
- resume_withdrawal()
+ if (!can_withdraw_any())
+ pass_withdrawal()
}
-function resume_withdrawal() {
+function next_withdrawal() {
game.state = "withdrawal"
- update_zoc()
- for (let p of friendly_corps())
- if (piece_is_in_enemy_zoc(p))
- return
- pass_withdrawal()
+ if (game.remain === 0) {
+ set_next_player()
+ if (!can_withdraw_any())
+ pass_withdrawal()
+ } else if (--game.remain === 0) {
+ end_withdrawal()
+ }
}
function pass_withdrawal() {
- log(game.active + " passed.")
+ log(game.active + " passed withdrawal.")
if (game.remain > 0) {
end_withdrawal()
} else {
@@ -933,14 +944,6 @@ function pass_withdrawal() {
}
}
-function next_withdrawal() {
- set_next_player()
- if (game.remain === 0)
- resume_withdrawal()
- else if (--game.remain === 0)
- end_withdrawal()
-}
-
function end_withdrawal() {
goto_movement_phase()
}
@@ -960,8 +963,13 @@ states.withdrawal = {
game.state = "withdrawal_to"
},
pass() {
- clear_undo()
- pass_withdrawal()
+ log(game.active + " passed withdrawal.")
+ if (game.remain > 0) {
+ end_withdrawal()
+ } else {
+ set_next_player()
+ game.remain = 3
+ }
},
}
@@ -1030,18 +1038,13 @@ states.movement = {
update_zoc()
- for (let p of friendly_cavalry_corps())
- if (piece_is_not_in_enemy_cav_zoc(p))
- gen_action_piece(p)
-
- for (let p of friendly_infantry_corps())
- if (piece_is_not_in_enemy_zoc(p))
- gen_action_piece(p)
-
+ let has_reinf = false
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)) {
+ has_reinf = true
+ console.log("rein", p)
gen_action_piece(p)
break
}
@@ -1049,6 +1052,16 @@ 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))
+ gen_action_piece(p)
+ for (let p of friendly_infantry_corps())
+ if (piece_is_not_in_enemy_zoc(p))
+ gen_action_piece(p)
+ }
+
view.actions.pass = 1
},
piece(p) {
@@ -1057,12 +1070,26 @@ states.movement = {
game.state = "movement_to"
},
pass() {
- clear_undo()
+ log(game.active + " passed movement.")
if (game.remain > 0) {
end_movement()
} else {
+ update_zoc()
set_next_player()
game.remain = roll_die()
+ log("Rolled D" + game.remain)
+
+ let n = 0
+ for (let p of friendly_corps()) {
+ if (piece_is_not_in_enemy_zoc_or_zoi(p))
+ ++n
+ if (piece_hex(p) === REINFORCEMENTS)
+ ++n
+ }
+
+ log(n + " Corps not in ZOC/ZOI")
+
+ game.remain += n
}
},
}
@@ -1111,7 +1138,6 @@ states.movement_to = {
set_piece_mode(p, 1)
game.who = -1
- //game.state = "movement"
next_movement()
},
}
@@ -1356,22 +1382,27 @@ function search_withdrawal(here) {
let from_list = []
for_each_adjacent(here, from => {
if (hex_has_any_piece(from, enemy_units()))
- from_list.push(here)
+ from_list.push(from)
})
- return search_retreat(result, here, from_list, 3)
+ console.log("RETREAT FROM ALL", from_list)
+ let result = []
+ search_retreat(result, here, from_list, 3)
+ return result
}
function search_retreat(result, here, from_list, n) {
for_each_adjacent(here, next => {
- // must move further away
- for (let from of from_list)
- if (calc_distance(next, from) <= calc_distance(here, from))
- return
-
// can't enter zoc
if (is_enemy_zoc(next))
return
+ // 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
+ }
+
// can't enter hex with another corps or enemy detachment
if (hex_has_any_piece(next, p1_corps))
return
@@ -1513,8 +1544,8 @@ function setup_june_15() {
setup_piece("Prussian", "I Detachment (Lutzow)", 1221)
bring_on_reinforcements()
- // TODO goto_movement_phase()
- goto_command_phase()
+ // XXX goto_command_phase()
+ goto_movement_phase()
}
function setup_june_16() {