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-rw-r--r--rules.js68
1 files changed, 48 insertions, 20 deletions
diff --git a/rules.js b/rules.js
index 3f2f371..033a124 100644
--- a/rules.js
+++ b/rules.js
@@ -23,23 +23,23 @@ var states = {}
const ELIMINATED = 0
const AVAILABLE_P1 = 100
const AVAILABLE_P2 = 101
+const REINFORCEMENTS = 102
-const ENTRY_A = 4006
-const ENTRY_B = 4015
-const ENTRY_C = 4025
-const ENTRY_D1 = 1017
-const ENTRY_D2 = 1018
+function find_piece(name) {
+ let id = data.pieces.findIndex(pc => pc.name === name)
+ if (id < 0)
+ throw new Error("PIECE NOT FOUND: " + name)
+ return id
+}
-const OFFMAP_A = 4106
-const OFFMAP_B = 4115
-const OFFMAP_C = 4125
-const OFFMAP_D = 917
+for (let info of data.reinforcements)
+ info.list = info.list.map(name => find_piece(name))
-const NAPOLEON_HQ = data.pieces.findIndex(pc => pc.name === "Napoleon HQ")
-const OLD_GUARD = data.pieces.findIndex(pc => pc.name === "Old Guard")
-const GRAND_BATTERY = data.pieces.findIndex(pc => pc.name === "Grand Battery")
-const HILL_1 = data.pieces.findIndex(pc => pc.name === "II Corps (Hill*)")
-const HILL_2 = data.pieces.findIndex(pc => pc.name === "II Corps (Hill**)")
+const NAPOLEON_HQ = find_piece("Napoleon HQ")
+const OLD_GUARD = find_piece("Old Guard")
+const GRAND_BATTERY = find_piece("Grand Battery")
+const HILL_1 = find_piece("II Corps (Hill*)")
+const HILL_2 = find_piece("II Corps (Hill**)")
const brussels_couillet_road_x3 = []
for (let a of data.map.brussels_couillet_road) {
@@ -936,6 +936,11 @@ function goto_movement_phase() {
game.active = P1
game.state = "movement"
game.remain = 0
+
+ for (let info of data.reinforcements)
+ if (info.turn === game.turn)
+ for (let p of info.list)
+ set_piece_hex(p, REINFORCEMENTS)
}
function next_movement() {
@@ -964,6 +969,17 @@ states.movement = {
if (piece_is_not_in_enemy_zoc(p))
gen_action_piece(p)
+ 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)) {
+ gen_action_piece(p)
+ break
+ }
+ }
+ }
+ }
+
view.actions.pass = 1
},
piece(p) {
@@ -1094,17 +1110,31 @@ function must_flip_zoc(here, next, is_cav) {
const move_seen = new Array(last_hex - 999).fill(0)
const move_cost = new Array(last_hex - 999).fill(0)
+function find_reinforcement_hex(who) {
+ for (let info of data.reinforcements)
+ for (let p of info.list)
+ if (p === who)
+ return info.hex
+ return 0
+}
+
function search_move(p) {
move_seen.fill(0)
let x = piece_hex(p)
let m = piece_movement_allowance(p)
+ let u = 0
+ if (x === REINFORCEMENTS) {
+ x = find_reinforcement_hex(p)
+ u = 1
+ move_seen[x-1000] = 3
+ }
for (let hq of data.pieces[p].hq) {
let hq_hex = piece_hex(hq)
if (is_map_hex(hq_hex)) {
- search_move_offroad(x, m, hq_hex, piece_command_range(hq), piece_is_cavalry(p))
+ search_move_offroad(x, m - u, hq_hex, piece_command_range(hq), piece_is_cavalry(p))
if (!(piece_is_infantry(game.who) && piece_mode(game.who)))
if (is_road_hex(x))
- search_move_road(x, m * 2, hq_hex, piece_command_range(hq), piece_is_cavalry(p))
+ search_move_road(x, m * 2 - u, hq_hex, piece_command_range(hq), piece_is_cavalry(p))
}
}
}
@@ -1189,7 +1219,7 @@ function search_move_road_segment(queue, road, cur, dir, hq_hex, hq_range, is_ca
let here = road[cur]
let mp = move_cost[here-1000]
cur += dir
- while (mp > 0 && cur >= 0 && cur < road.length) {
+ while (mp >= 0 && cur >= 0 && cur < road.length) {
let next = road[cur]
if (!can_move_into(here, next, hq_hex, hq_range, is_cav))
break
@@ -1330,9 +1360,7 @@ function roll_attack() {
// === SETUP ===
function setup_piece(side, name, hex, mode = 0) {
- let id = data.pieces.findIndex(pc => pc.side === side && pc.name === name)
- if (id < 0)
- throw new Error("INVALID PIECE NAME: " + name)
+ let id = find_piece(name)
set_piece_hex(id, hex)
set_piece_mode(id, mode)
}