From b6d6cd49d0e77338c1a71640476ef17dfb89bfe9 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 24 Sep 2023 12:18:46 +0200 Subject: Log appearance. Blown results - click on piece. --- rules.js | 155 +++++++++++++++++++++++++++++++++++++++------------------------ 1 file changed, 97 insertions(+), 58 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index f26a78a..0712589 100644 --- a/rules.js +++ b/rules.js @@ -2,6 +2,9 @@ // TODO - auto-update ZOC +// 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 @@ -329,17 +332,17 @@ function set_next_player() { function blow_unit(p, n) { if (game.turn + n > 8) { - log("Eliminated P" + p) + log("P" + p + " eliminated.") set_piece_hex(p, ELIMINATED) } else { - log("Blown P" + p) + log("P" + p + " blown.") set_piece_hex(p, BLOWN + game.turn + n) set_piece_mode(p, 0) } } function eliminate_unit(p) { - log("Eliminated P" + p) + log("P" + p + " eliminated.") set_piece_hex(p, ELIMINATED) } @@ -357,7 +360,7 @@ function recall_grand_battery_alone() { } function recall_detachment(p) { - log("Recalled P" + p + " from " + piece_hex(p) + ".") + log("P" + p + "\nfrom " + piece_hex(p)) if (set_has(p1_det, p)) set_piece_hex(p, AVAILABLE_P1) else @@ -425,7 +428,7 @@ function update_zoc() { function goto_command_phase() { log(".h1 Turn " + game.turn) - log(".h2 Command Phase") + log(".h2 Command") bring_on_reinforcements() goto_hq_placement_step() } @@ -433,6 +436,7 @@ function goto_command_phase() { // === A: HQ PLACEMENT STEP === function goto_hq_placement_step() { + log(".h3 Place HQ") game.active = P1 game.state = "place_hq" for (let p of p1_hqs) { @@ -445,11 +449,23 @@ function goto_hq_placement_step() { } } +function log_hq_placement_step(hqs) { + for (let p of hqs) + if (piece_mode(p)) + log("P" + p + " \u2013 Battle\nat " + piece_hex(p)) + else + log("P" + p + "\nat " + piece_hex(p)) +} + function end_hq_placement_step() { - if (game.active === P1) + if (game.active === P1) { + log_hq_placement_step(p1_hqs) + log("") game.active = P2 - else + } else { + log_hq_placement_step(p2_hqs) goto_return_blown() + } } states.place_hq = { @@ -510,7 +526,6 @@ states.place_hq_where = { pop_undo() }, hex(x) { - log("Placed P" + game.who + " at " + x + ".") set_piece_hex(game.who, x) game.who = -1 game.state = "place_hq" @@ -533,7 +548,16 @@ function can_return_blown_unit(p) { } function goto_return_blown() { - log("Return Blown Units") + let blown = false + for (let p of p1_corps) + if (piece_hex(p) === BLOWN) + blown = true + for (let p of p2_corps) + if (piece_hex(p) === BLOWN) + blown = true + if (blown) + log(".h3 Return Blown Units") + game.active = P2 resume_return_blown_1() } @@ -619,7 +643,7 @@ states.return_blown_where = { pop_undo() }, hex(x) { - log("Returned P" + game.who + " at " + x + ".") + log("P" + game.who + "\nto " + x) set_piece_hex(game.who, x) game.who = -1 game.state = "return_blown" @@ -653,6 +677,7 @@ function goto_cavalry_corps_recovery_step() { // === D: DETACHMENT PLACEMENT STEP === function goto_detachment_placement_step() { + log(".h3 Detachments") game.active = P1 begin_detachment_placement_step() } @@ -671,6 +696,7 @@ function begin_detachment_placement_step() { function end_detachment_placement_step() { if (game.active === P1) { + log("") game.active = P2 begin_detachment_placement_step() } else { @@ -774,7 +800,7 @@ states.place_detachment_where = { game.state = "place_detachment_who" }, hex(x) { - log("Placed P" + game.who + " at " + x + ".") + log("P" + game.who + "\nto " + x) set_piece_hex(game.who, x) game.target = -1 game.who = -1 @@ -785,6 +811,7 @@ states.place_detachment_where = { // === E: DETACHMENT RECALL STEP === function goto_detachment_recall_step() { + log(".h3 Recall") game.active = P1 game.state = "detachment_recall_step" } @@ -829,7 +856,8 @@ function goto_organization_phase() { if (n < 3) { if (piece_hex(HILL_2) === SWAPPED && piece_hex(HILL_1) !== ELIMINATED) { - log("Substituted P" + HILL_2 + ".") + log(".h3 Line of Communication Angst") + log("P" + HILL_2 + " substituted.") set_piece_hex(HILL_2, piece_hex(HILL_1)) set_piece_mode(HILL_2, piece_mode(HILL_1)) set_piece_hex(HILL_1, SWAPPED) @@ -837,7 +865,8 @@ function goto_organization_phase() { } } else { if (piece_hex(HILL_1) === SWAPPED && piece_hex(HILL_2) !== ELIMINATED) { - log("Substituted P" + HILL_1 + ".") + log(".h3 Line of Communication Angst") + log("P" + HILL_1 + " substituted.") set_piece_hex(HILL_1, piece_hex(HILL_2)) set_piece_mode(HILL_1, piece_mode(HILL_2)) set_piece_hex(HILL_2, SWAPPED) @@ -845,7 +874,7 @@ function goto_organization_phase() { } } - log(".h2 Organization Phase") + log(".h2 Organization") // F: ADVANCE FORMATION game.active = P1 @@ -882,7 +911,7 @@ function can_withdraw_any() { } function goto_withdrawal() { - log(".h2 Withdrawal") + log(".h3 Withdrawal") game.remain = 0 game.active = P2 next_withdrawal() @@ -905,7 +934,7 @@ function next_withdrawal() { } function pass_withdrawal() { - log(game.active + " passed withdrawal.") + log(game.active + " passed.") if (game.remain > 0) { end_withdrawal() } else { @@ -970,7 +999,8 @@ states.withdrawal_to = { next_withdrawal() }, hex(x) { - log("Withdrew P" + game.who + " to " + x + ".") + let from = piece_hex(game.who) + log("P" + game.who + "\tfrom " + from + "\nto " + x) set_piece_hex(game.who, x) game.who = -1 recall_grand_battery_alone() @@ -1008,7 +1038,7 @@ function can_move_any() { } function goto_movement_phase() { - log(".h2 Movement Phase") + log(".h2 Movement") game.remain = 0 game.active = P2 next_movement() @@ -1039,23 +1069,24 @@ function pass_movement() { update_zoc() set_next_player() - game.remain = roll_die() - log("Rolled D" + game.remain) - - let n = 0 - for (let p of friendly_corps()) { - if (piece_is_not_in_enemy_zoc_or_zoi(p)) - ++n - if (piece_hex(p) === REINFORCEMENTS) - ++n - } + if (can_move_any()) { + game.remain = roll_die() - log(n + " Corps not in ZOC/ZOI") + let n = 0 + for (let p of friendly_corps()) { + if (piece_is_not_in_enemy_zoc_or_zoi(p)) + ++n + if (piece_hex(p) === REINFORCEMENTS) + ++n + } - game.remain += n + log("Rolled D" + game.remain + " + " + n + " Corps not in ZOC/ZOI.") + log("") - if (!can_move_any()) + game.remain += n + } else { pass_movement() + } } } @@ -1071,7 +1102,7 @@ states.movement = { let has_reinf = false for (let info of data.reinforcements) { - if (info.turn === game.turn && info.side === game.active) { + if (info.turn <= game.turn && info.side === game.active) { for (let p of info.list) { if (piece_hex(p) === REINFORCEMENTS) { has_reinf = true @@ -1140,7 +1171,8 @@ states.movement_to = { let from = piece_hex(game.who) set_piece_hex(game.who, x) - log("Moved P" + game.who + " from " + from + " to " + x + ".") + log("P" + game.who + "\nfrom " + from + "\nto " + x) + log("") // must flip (stream without road, or enter zoc) if (move_flip[x-1000]) @@ -1506,7 +1538,7 @@ function can_attack_any() { } function goto_attack_phase() { - log(".h2 Attack Phase") + log(".h2 Attack") game.remain = 0 game.active = P2 next_attack() @@ -1532,15 +1564,18 @@ function next_attack() { } function pass_attack() { - log(game.active + " passed attack.") + log("") + log(game.active + " passed.") if (game.remain > 0) { end_attack() } else { set_next_player() - game.remain = roll_die() - log("Rolled D" + game.remain) - if (!can_attack_any()) + if (can_attack_any()) { + game.remain = roll_die() + log("Rolled D" + game.remain + ".") + } else { pass_attack() + } } } @@ -1608,7 +1643,10 @@ states.attack_who = { pop_undo() return } - log("Attacked P" + p) + + let where = piece_hex(p) + log(".h3 " + where) + game.target = p game.attack = piece_hex(game.target) begin_attack() @@ -1703,9 +1741,6 @@ function goto_resolve_attack() { let d_drm = 0 let town = is_town_hex(d_hex) - log("") - log("ATTACK " + d_hex) - // ATTACKER DRM let a_die = roll_die() @@ -1764,6 +1799,8 @@ function goto_resolve_attack() { // DEFENDER DRM + log("") + log("Defender P" + d_unit) let d_die = roll_die() @@ -1800,6 +1837,8 @@ function goto_resolve_attack() { // COMBAT RESULT TABLE + log("") + let diff = (a_die + a_drm) - (d_die + d_drm) if (diff <= -5) goto_eliminated_attacker() @@ -1918,21 +1957,23 @@ states.retreat_attacker = { prompt("Attack: Retreat attacker.") let result = [] move_from.length = 0 + update_zoc() search_retreat(result, piece_hex(game.who), [ piece_hex(game.target) ], 3) view.move_from = move_from if (result.length === 0) - view.actions.blow = 1 + gen_action_piece(game.who) for (let x of result) gen_action_hex(x) }, hex(x) { + log("P" + game.who + " retreated to " + x + ".") eliminate_detachments_stacked_with_corps(game.who) set_piece_hex(game.who, x) next_attack() }, - blow() { - eliminate_detachments_stacked_with_corps(game.who) - blow_unit(game.who, 2) + piece(p) { + eliminate_detachments_stacked_with_corps(p) + blow_unit(p, 2) next_attack() }, } @@ -1947,12 +1988,6 @@ states.recall_defender = { set_next_player() goto_pursuit() }, - blow() { - eliminate_detachments_stacked_with_corps(game.target) - blow_unit(game.target, 2) - set_next_player() - goto_pursuit() - }, } states.retreat_defender = { @@ -1960,22 +1995,24 @@ states.retreat_defender = { prompt("Attack: Retreat defender.") let result = [] move_from.length = 0 + update_zoc() search_retreat(result, piece_hex(game.target), [ piece_hex(game.who) ], 3) view.move_from = move_from if (result.length === 0) - view.actions.blow = 1 + gen_action_piece(game.target) for (let x of result) gen_action_hex(x) }, hex(x) { + log("P" + game.target + " retreated to " + x + ".") eliminate_detachments_stacked_with_corps(game.target) set_piece_hex(game.target, x) set_next_player() goto_pursuit() }, - blow() { - eliminate_detachments_stacked_with_corps(game.target) - blow_unit(game.target, 2) + piece(p) { + eliminate_detachments_stacked_with_corps(p) + blow_unit(p, 2) set_next_player() goto_pursuit() }, @@ -1986,7 +2023,7 @@ function goto_pursuit() { if (!hex_has_any_piece(game.attack, enemy_units()) && piece_is_not_in_enemy_zoc(game.who)) { set_piece_hex(game.who, game.attack) - log("P" + game.who + " pursuit") + log("P" + game.who + " pursued.") recall_grand_battery_alone() } @@ -1996,6 +2033,8 @@ function goto_pursuit() { // === END PHASE === function goto_end_phase() { + game.remain = 0 + if (game.turn === 8) { goto_victory_conditions() return @@ -2171,7 +2210,7 @@ function setup_june_16() { setup_piece("Prussian", "I Detachment (Lutzow)", 1623) log(".h1 Turn " + game.turn) - log(".h2 Command Phase") + log(".h2 Command") bring_on_reinforcements() goto_detachment_placement_step() -- cgit v1.2.3