diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 178 |
1 files changed, 134 insertions, 44 deletions
@@ -21,9 +21,10 @@ var view = null var states = {} const ELIMINATED = 0 -const AVAILABLE_P1 = 100 -const AVAILABLE_P2 = 101 -const REINFORCEMENTS = 102 +const REINFORCEMENTS = 100 +const AVAILABLE_P1 = 101 +const AVAILABLE_P2 = 102 +const BLOWN = 103 function find_piece(name) { let id = data.pieces.findIndex(pc => pc.name === name) @@ -153,6 +154,16 @@ function piece_is_in_zoc_of_hex(p, x) { return false } +function blow_unit(p, n) { + if (game.turn + n > 8) { + set_piece_hex(p, ELIMINATED) + } else { + log("Blown unit " + p) + set_piece_hex(p, BLOWN + game.turn + n) + set_piece_mode(p, 0) + } +} + const data_rivers = [] const data_bridges = [] const data_road_hexsides = [] @@ -394,6 +405,7 @@ end phase function goto_command_phase() { log("Command Phase") log("") + bring_on_reinforcements() goto_hq_placement_step() } @@ -498,30 +510,99 @@ states.place_hq_where = { // === B: BLOWN UNIT RETURN STEP === function goto_blown_unit_return_step() { + log("Blown Unit Return Step") game.active = P1 - game.state = "blown_unit_return_step" + begin_blown_unit_return_step() +} + +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 end_blown_unit_return_step() { if (game.active === P1) { game.active = P2 - game.count = 2 + begin_blown_unit_return_step() } else { goto_cavalry_corps_recovery_step() } } -states.blown_unit_return_step = { +states.return_blown_unit = { prompt() { prompt("Blown Unit Return Step.") - view.actions.next = 1 + let done = true + for (let p of friendly_units()) { + if (piece_hex(p) === BLOWN) { + gen_action_piece(p) + done = false + } + } + if (done) + view.actions.next = 1 + }, + piece(p) { + push_undo() + 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" + } else { + set_piece_hex(p, ELIMINATED) + } }, next() { end_blown_unit_return_step() }, } +function can_return_blown_unit(p) { + let result = false + for (let hq of friendly_hqs()) { + if (pieces_are_same_side(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 = { + prompt() { + prompt("Blown Unit Return Step.") + + update_zoc() + + for (let hq of friendly_hqs()) { + if (pieces_are_same_side(game.who, hq)) { + for_each_adjacent(piece_hex(hq), x => { + if (is_empty_hex(x) && !is_enemy_zoc_or_zoi(x)) + gen_action_hex(x) + }) + } + } + + gen_action_piece(game.who) + }, + piece(p) { + pop_undo() + }, + hex(x) { + set_piece_hex(game.who, x) + game.who = -1 + game.state = "return_blown_unit" + }, +} + // === C: CAVALRY CORPS RECOVERY STEP === // TODO: automated? @@ -570,17 +651,14 @@ function goto_detachment_placement_step() { } function begin_detachment_placement_step() { + game.state = "place_detachment_hq" game.count = 0 for (let p of friendly_hqs()) game.count |= (1 << p) - resume_detachment_placement_step() -} - -function resume_detachment_placement_step() { - game.state = "place_detachment_hq" - // TODO: no available detachments - if (game.count === 0) - end_detachment_placement_step() + for (let p of friendly_detachments()) + if (can_place_detachment(p)) + return + end_detachment_placement_step() } function end_detachment_placement_step() { @@ -598,7 +676,10 @@ states.place_detachment_hq = { for (let p of friendly_hqs()) if (game.count & (1 << p)) gen_action_piece(p) - view.actions.pass = 1 + if (game.count === 0) + view.actions.next = 1 + else + view.actions.pass = 1 }, piece(p) { push_undo() @@ -606,29 +687,37 @@ states.place_detachment_hq = { game.count ^= (1 << p) game.state = "place_detachment_who" }, + next() { + end_detachment_placement_step() + }, pass() { end_detachment_placement_step() }, } +function can_place_detachment(p) { + let x = piece_hex(p) + if (x === AVAILABLE_P1 || x === AVAILABLE_P2) { + if (pieces_are_same_side(p, game.target)) { + // SPECIAL: french grand battery and old guard + if (p === GRAND_BATTERY || p === OLD_GUARD) { + if (game.target === NAPOLEON_HQ && piece_mode(NAPOLEON_HQ)) + return true + } else { + return true + } + } + } + return false +} + states.place_detachment_who = { prompt() { - prompt("Place Detachment: Select detachment to place.") + prompt("Place Detachment: Select an available detachment.") gen_action_piece(game.target) - for (let p of friendly_detachments()) { - let x = piece_hex(p) - if (x === AVAILABLE_P1 || x === AVAILABLE_P2) { - if (pieces_are_same_side(p, game.target)) { - // SPECIAL: french grand battery and old guard - if (p === GRAND_BATTERY || p === OLD_GUARD) { - if (game.target === NAPOLEON_HQ && piece_mode(NAPOLEON_HQ)) - gen_action_piece(p) - } else { - gen_action_piece(p) - } - } - } - } + for (let p of friendly_detachments()) + if (can_place_detachment(p)) + gen_action_piece(p) }, piece(p) { if (p === game.target) { @@ -645,7 +734,7 @@ states.place_detachment_who = { states.place_detachment_where = { prompt() { - prompt("Place Detachment: ...") + prompt("Place " + data.pieces[game.who].name + ".") gen_action_piece(game.who) if (game.who === GRAND_BATTERY) { @@ -687,7 +776,7 @@ states.place_detachment_where = { set_piece_hex(game.who, x) game.target = -1 game.who = -1 - resume_detachment_placement_step() + game.state = "place_detachment_hq" }, next() { end_detachment_placement_step() @@ -892,12 +981,6 @@ states.withdrawal = { }, } -function blow_unit(p, n) { - log("Blown unit " + p) - set_piece_hex(p, game.turn + n) - set_piece_mode(p, 0) -} - states.withdrawal_to = { prompt() { prompt("Withdrawal to.") @@ -929,6 +1012,16 @@ states.withdrawal_to = { // === === MOVEMENT PHASE === === +function bring_on_reinforcements() { + for (let info of data.reinforcements) + if (info.turn === game.turn) + for (let p of info.list) + set_piece_hex(p, REINFORCEMENTS) + for (let p of friendly_units()) + if (piece_hex(p) === BLOWN + game.turn) + set_piece_hex(p, BLOWN) +} + function goto_movement_phase() { log("") log("Movement Phase") @@ -936,11 +1029,6 @@ 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() { @@ -1398,6 +1486,7 @@ function setup_june_15() { setup_piece("Prussian", "I Detachment (Pirch)", 1217) setup_piece("Prussian", "I Detachment (Lutzow)", 1221) + bring_on_reinforcements() goto_movement_phase() } @@ -1433,6 +1522,7 @@ function setup_june_16() { setup_piece("Prussian", "IV Corps (Bulow)", 3) setup_piece("Prussian", "I Detachment (Lutzow)", 1623) + bring_on_reinforcements() goto_detachment_placement_step() } |