From d31416c59ce6cf5d62db6fbdc6586472fbb00c4b Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 13 Aug 2023 15:39:20 +0200 Subject: Place/Recall detachments. WIP: place by road --- rules.js | 267 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 257 insertions(+), 10 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index 7733a67..ef09538 100644 --- a/rules.js +++ b/rules.js @@ -20,6 +20,22 @@ var game = null var view = null var states = {} +const ELIMINATED = 0 +const AVAILABLE_P1 = 100 +const AVAILABLE_P2 = 101 + +const ENTRY_A = 4006 +const ENTRY_B = 4015 +const ENTRY_C = 4025 +const ENTRY_D1 = 1017 +const ENTRY_D2 = 1018 + +const OFFMAP_A = 4106 +const OFFMAP_B = 4115 +const OFFMAP_C = 4125 +const OFFMAP_D = 917 + +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*)") @@ -112,6 +128,13 @@ function hex_has_any_piece(x, list) { return false } +function piece_is_in_zoc_of_hex(p, x) { + let y = piece_hex(p) + if (is_map_hex(y) && calc_distance(x, y) === 1) + return !is_river(x, y) + return false +} + const data_rivers = [] const data_bridges = [] const data_road_hexsides = [] @@ -206,6 +229,7 @@ function is_enemy_zoc_or_zoi(x) { return game.active !== P1 ? is_p1_zoc_or_zoi(x function update_zoc_imp(zoc, zoi, units) { for (let p of units) { let a = piece_hex(p) + zoc_cache[a - 1000] |= zoc for_each_adjacent(a, b => { if (!is_river(a, b)) { zoc_cache[b - 1000] |= zoc @@ -450,23 +474,124 @@ states.cavalry_corps_recovery_step = { function goto_detachment_placement_step() { game.active = P1 - game.state = "detachment_placement_step" + begin_detachment_placement_step() +} + +function begin_detachment_placement_step() { 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() } function end_detachment_placement_step() { if (game.active === P1) { game.active = P2 - game.count = 0 + begin_detachment_placement_step() } else { goto_detachment_recall_step() } } -states.detachment_placement_step = { +states.place_detachment_hq = { prompt() { - prompt("Detachment Placement Step.") - view.actions.next = 1 + prompt("Place Detachment: Select HQ.") + for (let p of friendly_hqs()) + if (game.count & (1 << p)) + gen_action_piece(p) + view.actions.pass = 1 + }, + piece(p) { + push_undo() + game.target = p + game.count ^= (1 << p) + game.state = "place_detachment_who" + }, + pass() { + end_detachment_placement_step() + }, +} + +states.place_detachment_who = { + prompt() { + prompt("Place Detachment: Select detachment to place.") + gen_action_piece(game.target) + for (let p of friendly_detachments()) { + let x = piece_hex(p) + if (x === AVAILABLE_P1 || x === AVAILABLE_P2) { + if (data.pieces[p].side === data.pieces[game.target].side) { + // 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) + } + } + } + } + }, + piece(p) { + if (p === game.target) { + pop_undo() + return + } + game.who = p + game.state = "place_detachment_where" + }, + next() { + end_detachment_placement_step() + }, +} + +states.place_detachment_where = { + prompt() { + prompt("Place Detachment: ...") + gen_action_piece(game.who) + + if (game.who === GRAND_BATTERY) { + return + } + + if (game.who === OLD_GUARD) { + return + } + + update_zoc() + move_seen.fill(0) + + search_detachment(piece_hex(game.target), piece_command_range(game.target)) + if (!piece_mode(game.target)) + search_detachment_road(piece_hex(game.target), piece_command_range(game.target) * 2) + + for (let p of data.pieces[game.who].parent) + if (piece_is_on_map(p)) + search_detachment(piece_hex(p), 4) + + for (let row = 0; row < data.map.rows; ++row) { + for (let col = 0; col < data.map.cols; ++col) { + let x = 1000 + row * 100 + col + if (move_seen[x-1000] && !is_friendly_zoc_or_zoi(x)) + gen_action_hex(x) + } + } + }, + piece(p) { + game.who = -1 + game.state = "place_detachment_who" + }, + hex(x) { + set_piece_hex(game.who, x) + game.target = -1 + game.who = -1 + resume_detachment_placement_step() }, next() { end_detachment_placement_step() @@ -491,9 +616,21 @@ function end_detachment_recall_step() { states.detachment_recall_step = { prompt() { prompt("Detachment Recall Step.") - view.actions.next = 1 + + for (let p of friendly_detachments()) + if (piece_is_on_map(p)) + gen_action_piece(p) + + view.actions.pass = 1 }, - next() { + piece(p) { + push_undo() + if (game.active === P1) + set_piece_hex(p, AVAILABLE_P1) + else + set_piece_hex(p, AVAILABLE_P2) + }, + pass() { end_detachment_recall_step() }, } @@ -788,7 +925,10 @@ states.movement_to = { if (!(move_seen[x-1000] & 2)) set_piece_mode(game.who, 1) - // TODO: flip all enemy inf in game.who's zoc + // flip all enemy inf in zoc + for (let p of enemy_infantry_corps()) + if (piece_is_in_zoc_of_hex(p, x)) + set_piece_mode(p, 1) game.who = -1 //game.state = "movement" @@ -796,8 +936,6 @@ states.movement_to = { }, } -// OFF ROAD MOVEMENT SEARCH - function can_move_into(here, next, hq_hex, hq_range, is_cav) { // can't go off-map if (!is_map_hex(next)) @@ -876,6 +1014,39 @@ function search_move(p) { } } +function can_trace_detachment(here, next) { + if (is_enemy_zoc_or_zoi(next)) + return false + // TODO RULES - rivers block detachment placement? + if (is_river(here, next)) + return false + return true +} + +function search_detachment(start, range) { + move_cost.fill(0) + move_cost[start-1000] = range + move_seen[start-1000] = 1 + let queue = [ start ] + while (queue.length > 0) { + let here = queue.shift() + for_each_adjacent(here, next => { + if (can_trace_detachment(here, next)) { + let range = move_cost[here-1000] - 1 + move_seen[next-1000] = 1 + if (range > move_cost[next-1000]) { + move_cost[next-1000] = range + queue.push(next) + } + } + }) + } +} + +function search_detachment_road(start, range) { + // TODO +} + function search_move_offroad(start, ma, hq_hex, hq_range, is_cav) { move_cost.fill(0) move_cost[start-1000] = ma @@ -994,6 +1165,75 @@ function goto_attack_phase() { game.remain = 0 } +states.attack = { + prompt() { + prompt("Attack!") + update_zoc() + for (let p of friendly_corps()) + if (piece_is_in_enemy_zoc(p)) + gen_action_piece(p) + view.actions.pass = 1 + }, + piece(p) { + push_undo() + game.who = p + game.state = "attack_who" + }, + pass() { + }, +} + +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)) + gen_action_piece(p) + gen_action_piece(game.who) + }, + piece(p) { + if (p === game.who) { + pop_undo() + return + } + log("Attacked " + p) + game.target = p + game.state = "attack_support" + game.count = 0 + }, +} + +states.attack_support = { + prompt() { + prompt("Attack - add supporting stars!") + view.actions.next = 1 + }, + piece(p) { + }, + next() { + game.state = "defend_support" + }, +} + +states.defend_support = { + prompt() { + prompt("Defend - add supporting stars!") + view.actions.next = 1 + }, + piece(p) { + }, + next() { + roll_attack() + }, +} + +function roll_attack() { +} + +// add stars +// _may_ spend fresh cav to add support from stars + // === SETUP === function setup_piece(side, name, hex, mode = 0) { @@ -1086,9 +1326,15 @@ exports.setup = function (seed, scenario, options) { remain: 0, pieces: new Array(data.pieces.length).fill(0), who: -1, + target: -1, count: 0, } + for (let p of p1_det) + set_piece_hex(p, AVAILABLE_P1) + for (let p of p2_det) + set_piece_hex(p, AVAILABLE_P2) + if (scenario === "June 15" || scenario === "June 15 (no special rules)") setup_june_15() else @@ -1128,6 +1374,7 @@ exports.view = function (state, player) { remain: game.remain, pieces: game.pieces, who: game.who, + target: game.target, } if (game.state === "game_over") { -- cgit v1.2.3