diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 68 |
1 files changed, 48 insertions, 20 deletions
@@ -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) } |