From 1ea6f67ad23fff74c2cd315107bd68eccd224153 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 24 Sep 2023 13:34:13 +0200 Subject: Fix bugs. Move turn track away from main board. --- rules.js | 54 ++++++++++++++++++++++++++++++++++++++++-------------- 1 file changed, 40 insertions(+), 14 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index 0712589..bfbaae3 100644 --- a/rules.js +++ b/rules.js @@ -5,9 +5,14 @@ // TODO: inactive prompts // TODO: prompts - Done when no more to do -// TODO: recall grand battery if alone // TODO: rain effect on movement -// TODO: enemy or enemy zoc on entry or adjacent hex special case retreat/recall +// TODO: forbidden - enemy or enemy zoc on entry or adjacent hex special case retreat/recall + +// TODO: june 15 special rules + +// TODO: pause after last battle before next turn +// TODO: confirm attack step? +// TODO: roll attack step? const P1 = "French" const P2 = "Coalition" @@ -179,6 +184,7 @@ 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_units = make_piece_list(p => (p.type === "inf" || p.type === "cav" || p.type === "det")) function friendly_hqs() { return (game.active === P1) ? p1_hqs : p2_hqs } function enemy_hqs() { return (game.active !== P1) ? p1_hqs : p2_hqs } @@ -360,7 +366,7 @@ function recall_grand_battery_alone() { } function recall_detachment(p) { - log("P" + p + "\nfrom " + piece_hex(p)) + log("P" + p + " recalled from " + piece_hex(p) + ".") if (set_has(p1_det, p)) set_piece_hex(p, AVAILABLE_P1) else @@ -490,6 +496,7 @@ states.place_hq = { } }, end_step() { + clear_undo() end_hq_placement_step() }, } @@ -582,7 +589,6 @@ states.eliminate_blown = { gen_action_piece(p) }, piece(p) { - push_undo() eliminate_unit(p) resume_return_blown_1() }, @@ -612,8 +618,7 @@ states.return_blown_who = { piece(p) { push_undo() update_zoc() - if (game.count > 0 && can_return_blown_unit(p)) { - --game.count + if (can_return_blown_unit(p)) { game.who = p game.state = "return_blown_where" } else { @@ -621,6 +626,7 @@ states.return_blown_who = { } }, end_step() { + clear_undo() end_return_blown() }, } @@ -646,7 +652,7 @@ states.return_blown_where = { log("P" + game.who + "\nto " + x) set_piece_hex(game.who, x) game.who = -1 - game.state = "return_blown" + game.state = "return_blown_who" }, } @@ -719,6 +725,7 @@ states.place_detachment_hq = { game.state = "place_detachment_who" }, end_step() { + clear_undo() end_detachment_placement_step() }, } @@ -839,6 +846,7 @@ states.detachment_recall_step = { recall_detachment(p) }, end_step() { + clear_undo() end_detachment_recall_step() }, } @@ -918,6 +926,7 @@ function goto_withdrawal() { } function next_withdrawal() { + clear_undo() game.state = "withdrawal" if (game.remain === 0) { @@ -939,9 +948,12 @@ function pass_withdrawal() { end_withdrawal() } else { set_next_player() - game.remain = 3 - if (!can_withdraw_any()) - pass_withdrawal() + if (can_withdraw_any()) { + game.remain = 3 + } else { + log(game.active + " passed.") + end_withdrawal() + } } } @@ -1016,7 +1028,7 @@ function bring_on_reinforcements() { for (let p of info.list) if (piece_hex(p) !== SWAPPED) set_piece_hex(p, REINFORCEMENTS) - for (let p of friendly_units()) + for (let p of all_units) if (piece_hex(p) === BLOWN + game.turn) set_piece_hex(p, BLOWN) } @@ -1045,6 +1057,7 @@ function goto_movement_phase() { } function next_movement() { + clear_undo() game.state = "movement" game.who = -1 @@ -1085,7 +1098,8 @@ function pass_movement() { game.remain += n } else { - pass_movement() + log(game.active + " passed.") + end_movement() } } } @@ -1172,7 +1186,6 @@ states.movement_to = { set_piece_hex(game.who, x) log("P" + game.who + "\nfrom " + from + "\nto " + x) - log("") // must flip (stream without road, or enter zoc) if (move_flip[x-1000]) @@ -1185,6 +1198,8 @@ states.movement_to = { game.who = -1 recall_grand_battery_alone() + + log("") next_movement() }, } @@ -1393,6 +1408,8 @@ function search_move_normal(start, ma, hq_hex, hq_range, is_cav) { let here = queue.shift() let mp = move_cost[here-1000] + // console.log("HERE", here, mp) + for_each_adjacent(here, next => { if (!can_move_into(here, next, hq_hex, hq_range, is_cav)) return @@ -1405,6 +1422,8 @@ function search_move_normal(start, ma, hq_hex, hq_range, is_cav) { else if (must_stop_zoc_zoi(here, next, is_cav)) next_mp = 0 + // console.log(" INTO", next, mp) + let seen_mp = move_cost[next-1000] if (seen_mp === 255 || next_mp > seen_mp) { map_set(move_from, next, here) @@ -1574,7 +1593,8 @@ function pass_attack() { game.remain = roll_die() log("Rolled D" + game.remain + ".") } else { - pass_attack() + log(game.active + " passed.") + end_attack() } } } @@ -1650,10 +1670,14 @@ states.attack_who = { game.target = p game.attack = piece_hex(game.target) begin_attack() + + // TODO: confirm attack step? + // TODO: roll attack step? }, } function begin_attack() { + clear_undo() game.count = 0 for (let p of friendly_infantry_corps()) if (can_attack_infantry_support(p)) @@ -1700,6 +1724,7 @@ states.attack_support = { game.count |= (1 << p) }, next() { + clear_undo() goto_defend_support() }, } @@ -1718,6 +1743,7 @@ states.defend_support = { game.count |= (1 << p) }, next() { + clear_undo() goto_resolve_attack() }, } -- cgit v1.2.3