diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 335 |
1 files changed, 319 insertions, 16 deletions
@@ -63,6 +63,10 @@ function calc_distance(a, b) { return max(abs(bx-ax), abs(by-ay), abs(bz-az)) } +function is_adjacent(a, b) { + return is_map_hex(a) && is_map_hex(b) && calc_distance(a, b) === 1 && !is_river(a, b) +} + const adjacent_x1 = [ [-101,-100,-1,1,99,100], [-100,-99,-1,1,100,101] @@ -133,7 +137,7 @@ const p2_units = make_piece_list(p => p.side !== P1 && (p.type === "inf" || p.ty function friendly_hqs() { return (game.active === P1) ? p1_hqs : p2_hqs } function enemy_hqs() { return (game.active !== P1) ? p1_hqs : p2_hqs } function friendly_cavalry_corps() { return (game.active === P1) ? p1_cav : p2_cav } -function enemy_cavalry_corps() { return (game.active !== P1) ? p1_cav : p2_cavalry_corps } +function enemy_cavalry_corps() { return (game.active !== P1) ? p1_cav : p2_cav } function friendly_infantry_corps() { return (game.active === P1) ? p1_inf : p2_inf } function enemy_infantry_corps() { return (game.active !== P1) ? p1_inf : p2_inf } function friendly_detachments() { return (game.active === P1) ? p1_det : p2_det } @@ -170,6 +174,10 @@ function piece_is_infantry(p) { return data.pieces[p].type === "inf" } +function piece_is_detachment(p) { + return data.pieces[p].type === "det" +} + function piece_movement_allowance(p) { if (piece_mode(p)) return data.pieces[p].mp2 @@ -182,10 +190,18 @@ function piece_command_range(p) { return data.pieces[p].range1 } -function pieces_are_same_side(a, b) { +function pieces_are_associated(a, b) { return data.pieces[a].side === data.pieces[b].side } +function piece_stars(p) { + if (data.pieces[p].type === "hq" && !piece_mode(p)) + return 0 + if (data.pieces[p].type === "cav" && piece_mode(p)) + return 0 + return data.pieces[p].stars +} + function is_empty_hex(x) { for (let p = 0; p < data.pieces.length; ++p) if (piece_hex(p) === x) @@ -209,14 +225,20 @@ function piece_is_in_zoc_of_hex(p, x) { function blow_unit(p, n) { if (game.turn + n > 8) { + log("Eliminated P" + p) set_piece_hex(p, ELIMINATED) } else { - log("Blown unit " + p) + log("Blown P" + p) set_piece_hex(p, BLOWN + game.turn + n) set_piece_mode(p, 0) } } +function eliminate_unit(p) { + log("Eliminated P" + p) + set_piece_hex(p, ELIMINATED) +} + const data_rivers = [] const data_bridges = [] const data_road_hexsides = [] @@ -245,6 +267,10 @@ function is_road_hexside(a, b) { return set_has(data_road_hexsides, a * 10000 + b) } +function is_town_hex(x) { + return set_has(data.map.towns, x) +} + function is_stream_hex(x) { return set_has(data.map.streams, x) } @@ -472,7 +498,7 @@ states.place_hq_where = { // within 3 of any unit for (let p of friendly_units()) { let x = piece_hex(p) - if (is_map_hex(x) && pieces_are_same_side(p, game.who)) { + 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())) gen_action_hex(next) @@ -557,7 +583,7 @@ states.return_blown_unit = { function can_return_blown_unit(p) { let result = false for (let hq of friendly_hqs()) { - if (pieces_are_same_side(p, hq)) { + if (pieces_are_associated(p, hq)) { for_each_adjacent(piece_hex(hq), x => { if (is_empty_hex(x) && !is_enemy_zoc_or_zoi(x)) return result = true @@ -574,7 +600,7 @@ states.return_blown_unit_where = { update_zoc() for (let hq of friendly_hqs()) { - if (pieces_are_same_side(game.who, hq)) { + if (pieces_are_associated(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) @@ -684,7 +710,7 @@ states.place_detachment_hq = { function can_place_detachment(p, hq) { let x = piece_hex(p) if (x === AVAILABLE_P1 || x === AVAILABLE_P2) { - if (pieces_are_same_side(p, hq)) { + if (pieces_are_associated(p, hq)) { if (p === GRAND_BATTERY || p === OLD_GUARD) { if (hq === NAPOLEON_HQ && piece_mode(NAPOLEON_HQ)) return true @@ -1020,6 +1046,8 @@ function goto_movement_phase() { game.remain = 0 } +// TODO: can move or auto-pass + function next_movement() { game.state = "movement" if (game.remain === 0) @@ -1433,6 +1461,22 @@ function goto_attack_phase() { game.remain = 0 } +// TODO: can attack or auto-pass + +function next_attack() { + game.state = "attack" + game.who = -1 + game.target = -1 + if (game.remain === 0) + set_next_player() + else if (--game.remain === 0) + end_attack() +} + +function end_attack() { + goto_end_phase() +} + states.attack = { prompt() { prompt("Attack!") @@ -1448,15 +1492,44 @@ states.attack = { game.state = "attack_who" }, pass() { + log(game.active + " passed attack.") + if (game.remain > 0) { + end_attack() + } else { + set_next_player() + game.remain = roll_die() + log("Rolled D" + game.remain) + } }, } +// === ATTACK + +function can_attack_cavalry_support(p) { + if (p === game.who) + return false + return is_adjacent(piece_hex(p), piece_hex(game.who)) +} + +function can_defend_cavalry_support(p) { + if (p === game.target) + return false + return is_adjacent(piece_hex(p), piece_hex(game.target)) +} + +function can_attack_infantry_support(p) { + if (p === game.who) + return false + return is_adjacent(piece_hex(p), piece_hex(game.target)) +} + states.attack_who = { prompt() { prompt("Attack!") let here = piece_hex(game.who) for (let p of enemy_units()) if (piece_is_in_zoc_of_hex(p, here)) + // TODO: NOT detachment stacked with corps! gen_action_piece(p) gen_action_piece(game.who) }, @@ -1467,40 +1540,270 @@ states.attack_who = { } log("Attacked " + p) game.target = p - game.state = "attack_support" - game.count = 0 + begin_attack() }, } +function begin_attack() { + game.count = 0 + for (let p of friendly_infantry_corps()) + if (can_attack_infantry_support(p)) + game.count |= (1 << p) + for (let p of friendly_cavalry_corps()) + if (can_attack_cavalry_support(p) && piece_mode(p)) + game.count |= (1 << p) + for (let p of enemy_cavalry_corps()) + if (can_defend_cavalry_support(p) && piece_mode(p)) + game.count |= (1 << p) + goto_attack_support() +} + +function goto_attack_support() { + game.state = "attack_support" + for (let p of friendly_cavalry_corps()) + if (!(game.count & (1 << p))) + if (can_attack_cavalry_support(p)) + return + goto_defend_support() +} + +function goto_defend_support() { + set_next_player() + game.state = "defend_support" + for (let p of friendly_cavalry_corps()) + if (!(game.count & (1 << p))) + if (can_defend_cavalry_support(p)) + return + goto_resolve_attack() +} + states.attack_support = { prompt() { - prompt("Attack - add supporting stars!") + prompt("Attack: Commit supporting cavalry.") + for (let p of friendly_cavalry_corps()) + if (!(game.count & (1 << p))) + if (can_attack_cavalry_support(p)) + gen_action_piece(p) view.actions.next = 1 }, piece(p) { + push_undo() + game.count |= (1 << p) }, next() { - game.state = "defend_support" + goto_defend_support() }, } states.defend_support = { prompt() { - prompt("Defend - add supporting stars!") + prompt("Defend: Commit supporting cavalry.") + for (let p of friendly_cavalry_corps()) + if (!(game.count & (1 << p))) + if (can_defend_cavalry_support(p)) + gen_action_piece(p) view.actions.next = 1 }, piece(p) { + push_undo() + game.count |= (1 << p) }, next() { - roll_attack() + goto_resolve_attack() }, } -function roll_attack() { +function log_add_star(n, p, reason) { + if (n > 0) + log(`+${n} P${p} ${reason}`) + return n +} + +function goto_resolve_attack() { + let stars + + set_next_player() // back to attacking player + + log("ATTACK") + + let a_unit = game.who + let d_unit = game.target + let a_hex = piece_hex(a_unit) + let d_hex = piece_hex(d_unit) + let a_drm = 0 + let d_drm = 0 + + // TEC + let town = is_town_hex(d_hex) + if (town) { + log("+1 Defender (Town)") + d_drm += 1 + } + if (is_bridge(a_hex, d_hex)) { + log("+1 Defender (Bridge)") + d_drm += 1 + } + + // Battle Stars + + // No stars if Cav charging into town + if (town && piece_is_cavalry(a_unit)) { + log("No stars (Cavalry charging into town)") + } else { + stars = piece_stars(a_unit) + if (stars > 0) { + log("+" + stars + " attacking Corps Battle Stars") + a_drm += stars + } + } + + for (let hq of friendly_hqs()) { + if (piece_mode(hq) && pieces_are_associated(hq, a_unit)) { + let distance = calc_distance(piece_hex(hq), a_hex) + if (distance <= piece_command_range(hq)) { + log("+" + piece_stars(hq) + " attacking HQ stars") + a_drm += piece_stars(hq) + } + } + } + + stars = piece_stars(d_unit) + if (stars > 0) { + log("+" + stars + " defending unit Battle Stars") + d_drm += stars + } + + for (let hq of enemy_hqs()) { + if (piece_mode(hq) && pieces_are_associated(hq, d_unit)) { + let distance = calc_distance(piece_hex(hq), d_hex) + if (distance <= piece_command_range(hq)) { + log("+" + piece_stars(hq) + " defending HQ stars") + d_drm += piece_stars(hq) + } + } + } + + // Fresh Cavalry support + if (!town) { + for (let p of friendly_cavalry_corps()) { + if (!piece_mode(p) && (game.count & (1 << p))) { + log("+" + piece_stars(p) + " Cavalry Stars") + a_drm += 1 + } + } + } + + // Grand battery stacked with attacking or supporting corps + let gb_hex = piece_hex(GRAND_BATTERY) + for (let p of friendly_corps()) { + if (gb_hex === piece_hex(p) && (game.count & (1<<p))) { + log("+" + piece_stars(GRAND_BATTERY) + " Grand Battery") + } + } + + // Attack Support + for (let p of friendly_infantry_corps()) { + if (game.count & (1 << p)) { + log("+1 Infantry Support") + a_drm += 1 + } + } + + // Cavalry Support + for (let p of friendly_cavalry_corps()) { + if (game.count & (1 << p)) { + log("+1 attacking Cavalry Support") + a_drm += 1 + set_piece_mode(p, 1) + } + } + + for (let p of enemy_cavalry_corps()) { + if (game.count & (1 << p)) { + log("+1 defending Cavalry Support") + d_drm += 1 + set_piece_mode(p, 1) + } + } + + // Detachments + if (piece_is_detachment(d_unit)) { + log("+2 attack vs Detachment") + } + + // Exhaust all participants + set_piece_mode(a_unit, 1) + set_piece_mode(d_unit, 1) + + let a_die = roll_die() + let d_die = roll_die() + let diff = a_die - d_die + log("Attacker D" + a_die + " = " + (a_die + a_drm)) + log("Defender D" + d_die + " = " + (d_die + d_drm)) + + if (diff <= -5) + goto_eliminated_attacker() + else if (diff <= -3) + goto_blown_attacker() + else if (diff <= 1) + goto_retreat_attacker() + else if (diff >= 5) + goto_eliminated_defender() + else if (diff >= 3) + goto_blown_defender() + else if (diff >= 1) + goto_retreat_defender() + else + goto_stalemate() +} + +function goto_stalemate() { + log("Stalemate.") + next_attack() +} + +function goto_blown_attacker() { + if (piece_is_detachment(game.target)) { + goto_retreat_attacker() + return + } + blow_unit(game.who) + next_attack() +} + +function goto_blown_defender() { + if (piece_is_detachment(game.target)) { + goto_eliminated_defender() + return + } + blow_unit(game.target) + next_attack() +} + +function goto_eliminated_attacker() { + if (piece_is_detachment(game.target)) { + goto_retreat_attacker() + return + } + eliminate_unit(game.who) + next_attack() +} + +function goto_eliminated_defender() { + eliminate_unit(game.target) + next_attack() +} + +function goto_retreat_attacker() { + // TODO: eliminate detachments stacked with attacker + game.state = "retreat_attacker" +} + +function goto_retreat_defender() { + // TODO: recall defender OR eliminate detachments stacked with defender + game.state = "retreat_defender" } -// add stars -// _may_ spend fresh cav to add support from stars // === SETUP === |