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-rw-r--r--rules.js93
1 files changed, 60 insertions, 33 deletions
diff --git a/rules.js b/rules.js
index 1b8dcc1..83d71c1 100644
--- a/rules.js
+++ b/rules.js
@@ -181,6 +181,8 @@ const p1_corps = make_piece_list(p => p.side === P1 && (p.type === "inf" || p.ty
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"))
const p2_units = make_piece_list(p => p.side !== P1 && (p.type === "inf" || p.type === "cav" || p.type === "det"))
+
+const all_hqs = make_piece_list(p => (p.type === "hq"))
const all_units = make_piece_list(p => (p.type === "inf" || p.type === "cav" || p.type === "det"))
const all_corps = make_piece_list(p => (p.type === "inf" || p.type === "cav"))
@@ -570,7 +572,7 @@ states.place_hq_where = {
let x = piece_hex(p)
if (is_map_hex(x) && pieces_are_associated(p, game.who)) {
for_each_within_x3(x, next => {
- if (!is_enemy_zoc_or_zoi(next) && !hex_has_any_piece(next, friendly_hqs()))
+ if (!is_enemy_zoc_or_zoi(next) && !hex_has_any_piece(next, all_hqs))
gen_action_hex(next)
})
}
@@ -750,10 +752,16 @@ function begin_detachment_placement_step() {
game.count = 0
for (let p of friendly_hqs())
game.count |= (1 << p)
- for (let hq of friendly_hqs())
- for (let p of friendly_detachments())
+
+ update_zoc()
+ for (let hq of friendly_hqs()) {
+ for (let p of friendly_detachments()) {
+ search_detachment(p, hq)
if (can_place_detachment(p, hq))
return
+ }
+ }
+
end_detachment_placement_step()
}
@@ -767,6 +775,43 @@ function end_detachment_placement_step() {
}
}
+function can_place_detachment_at(x) {
+ // NOTE: must have run search_detachment before calling!
+ // TODO: forbidden
+ return (
+ move_seen[x-1000] &&
+ !is_friendly_zoc_or_zoi(x) &&
+ !hex_has_any_piece(x, friendly_detachments()) &&
+ !hex_has_any_piece(x, enemy_detachments())
+ )
+}
+
+function can_place_detachment_anywhere(p, hq) {
+ // NOTE: must have run search_detachment before calling!
+ for (let row = 0; row < data.map.rows; ++row)
+ for (let col = 0; col < data.map.cols; ++col)
+ if (can_place_detachment_at(1000 + row * 100 + col))
+ return true
+ return false
+}
+
+function can_place_detachment(p, hq) {
+ // NOTE: must have run search_detachment before calling!
+ let x = piece_hex(p)
+ // TODO: forbidden
+ if (x === AVAILABLE_P1 || x === AVAILABLE_P2) {
+ if (pieces_are_associated(p, hq)) {
+ if (p === GRAND_BATTERY || p === OLD_GUARD) {
+ if (hq === NAPOLEON_HQ && piece_mode(NAPOLEON_HQ))
+ return can_place_detachment_anywhere(p, hq)
+ } else {
+ return can_place_detachment_anywhere(p, hq)
+ }
+ }
+ }
+ return false
+}
+
states.place_detachment_hq = {
prompt() {
prompt("Place Detachment: Select HQ.")
@@ -787,30 +832,18 @@ states.place_detachment_hq = {
},
}
-function can_place_detachment(p, hq) {
- let x = piece_hex(p)
- // TODO: have available hex
- // TODO: forbidden
- if (x === AVAILABLE_P1 || x === AVAILABLE_P2) {
- if (pieces_are_associated(p, hq)) {
- if (p === GRAND_BATTERY || p === OLD_GUARD) {
- if (hq === NAPOLEON_HQ && piece_mode(NAPOLEON_HQ))
- return true
- } else {
- return true
- }
- }
- }
- return false
-}
-
states.place_detachment_who = {
prompt() {
prompt("Place Detachment: Select an available detachment.")
+
gen_action_piece(game.target)
- for (let p of friendly_detachments())
+
+ update_zoc()
+ for (let p of friendly_detachments()) {
+ search_detachment(p, game.target)
if (can_place_detachment(p, game.target))
gen_action_piece(p)
+ }
},
piece(p) {
if (p === game.target) {
@@ -824,6 +857,8 @@ states.place_detachment_who = {
states.place_detachment_where = {
prompt() {
+ update_zoc()
+
prompt("Place " + piece_name(game.who) + ".")
gen_action_piece(game.who)
@@ -845,19 +880,11 @@ states.place_detachment_where = {
return
}
- update_zoc()
-
search_detachment(game.who, game.target)
-
- for (let row = 0; row < data.map.rows; ++row) {
- for (let col = 0; col < data.map.cols; ++col) {
- let x = 1000 + row * 100 + col
- if (move_seen[x-1000])
- if (!is_friendly_zoc_or_zoi(x) && !hex_has_any_piece(x, friendly_detachments()))
- // TODO: forbidden
- gen_action_hex(x)
- }
- }
+ for (let row = 0; row < data.map.rows; ++row)
+ for (let col = 0; col < data.map.cols; ++col)
+ if (can_place_detachment_at(1000 + row * 100 + col))
+ gen_action_hex(1000 + row * 100 + col)
},
piece(p) {
game.who = -1