From e71cdd44f57147640296a141f549a9846bcd4d45 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sun, 20 Aug 2023 02:09:31 +0200 Subject: More combat results. --- rules.js | 526 +++++++++++++++++++++++++++------------------------------------ 1 file changed, 227 insertions(+), 299 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index 004fed9..8af81ab 100644 --- a/rules.js +++ b/rules.js @@ -2,6 +2,7 @@ // TODO: recall grand battery if alone // TODO: rain effect on movement +// TODO goto_british_line_of_communication_angst const FRENCH = "French" const COALITION = "Coalition" @@ -408,41 +409,12 @@ function prompt(str) { view.prompt = str } -// === SEQUENCE OF PLAY === - -/* - -command phase: - remove hq - place hq - return up to 2 blown corps - flip exhausted cav to fresh (move to organization?) - place 1 detachment per hq - recall all, some, or no detachments - angst: substitute Hill unit - -organization - advance formation: flip infantry corps to advance - battle formation: flip infantry corps to battle - alternate withdrawal: retreat or pass (3 remain) - -movement - alternate corps movement: move corps or pass - -attack - alternate corps to attack in zoc or pass - -end phase - if last turn - victory - recall french grand battery - new turn - -*/ - -// === === COMMAND PHASE === === +// === COMMAND PHASE === function goto_command_phase() { + log("") log("Turn " + game.turn) + log("") log("Command Phase") log("") bring_on_reinforcements() @@ -468,7 +440,7 @@ function end_hq_placement_step() { if (game.active === P1) game.active = P2 else - goto_blown_unit_return_step() + goto_return_blown() } states.place_hq = { @@ -537,35 +509,64 @@ states.place_hq_where = { // === B: BLOWN UNIT RETURN STEP === -function goto_blown_unit_return_step() { - log("Blown Unit Return Step") - game.active = P1 - begin_blown_unit_return_step() +function can_return_blown_unit(p) { + let result = false + for (let hq of friendly_hqs()) { + if (pieces_are_associated(p, hq)) { + for_each_adjacent(piece_hex(hq), x => { + if (is_empty_hex(x) && !is_enemy_zoc_or_zoi(x)) + result = true + }) + } + } + return result } -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 goto_return_blown() { + log("Return Blown Units") + game.active = P2 + resume_return_blown_1() } -function end_blown_unit_return_step() { - if (game.active === P1) { - game.active = P2 - begin_blown_unit_return_step() - } else { - goto_cavalry_corps_recovery_step() +function resume_return_blown_1() { + game.state = "eliminate_blown" + let n = 0 + for (let p of enemy_corps()) + if (piece_hex(p) === BLOWN) + n ++ + if (n <= 2) { + set_next_player() + resume_return_blown_2() } } -states.return_blown_unit = { +states.eliminate_blown = { + prompt() { + prompt("Blown Unit Return Step: Eliminate all but two of opponent's blown corps.") + for (let p of enemy_corps()) + if (piece_hex(p) === BLOWN) + gen_action_piece(p) + }, + piece(p) { + push_undo() + eliminate_unit(p) + resume_return_blown_1() + }, +} + +function resume_return_blown_2() { + game.state = "return_blown_who" + for (let p of friendly_corps()) + if (piece_hex(p) === BLOWN) + return + end_return_blown() +} + +states.return_blown_who = { prompt() { prompt("Blown Unit Return Step.") let done = true - for (let p of friendly_units()) { + for (let p of friendly_corps()) { if (piece_hex(p) === BLOWN) { gen_action_piece(p) done = false @@ -579,37 +580,21 @@ states.return_blown_unit = { 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" + game.state = "return_blown_where" } else { set_piece_hex(p, ELIMINATED) } }, end_step() { - end_blown_unit_return_step() + end_return_blown() }, } -function can_return_blown_unit(p) { - let result = false - for (let hq of friendly_hqs()) { - 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 - }) - } - } - return result -} - -states.return_blown_unit_where = { +states.return_blown_where = { prompt() { prompt("Blown Unit Return Step.") - update_zoc() - for (let hq of friendly_hqs()) { if (pieces_are_associated(game.who, hq)) { for_each_adjacent(piece_hex(hq), x => { @@ -618,7 +603,6 @@ states.return_blown_unit_where = { }) } } - gen_action_piece(game.who) }, piece(p) { @@ -627,48 +611,32 @@ states.return_blown_unit_where = { hex(x) { set_piece_hex(game.who, x) game.who = -1 - game.state = "return_blown_unit" + game.state = "return_blown" }, } -// === C: CAVALRY CORPS RECOVERY STEP === +function end_return_blown() { + if (game.active === P1) + resume_return_blown_1() + else + goto_cavalry_corps_recovery_step() +} -// TODO: automated? +// === C: CAVALRY CORPS RECOVERY STEP === function goto_cavalry_corps_recovery_step() { - game.active = P1 - game.state = "cavalry_corps_recovery_step" - resume_cavalry_corps_recovery_step() -} - -function resume_cavalry_corps_recovery_step() { update_zoc() + + game.active = P1 for (let p of friendly_cavalry_corps()) if (piece_mode(p) && piece_is_not_in_enemy_zoc_or_zoi(p)) - return - end_cavalry_corps_recovery_step() -} - -function end_cavalry_corps_recovery_step() { - if (game.active === P1) { - game.active = P2 - resume_cavalry_corps_recovery_step() - } else { - goto_detachment_placement_step() - } -} + set_piece_mode(p, 0) + game.active = P2 + for (let p of friendly_cavalry_corps()) + if (piece_mode(p) && piece_is_not_in_enemy_zoc_or_zoi(p)) + set_piece_mode(p, 0) -states.cavalry_corps_recovery_step = { - prompt() { - prompt("Cavalry Corps Recovery Step.") - for (let p of friendly_cavalry_corps()) - if (piece_mode(p) && piece_is_not_in_enemy_zoc_or_zoi(p)) - gen_action_piece(p) - }, - piece(p) { - set_piece_mode(p, 0) - resume_cavalry_corps_recovery_step() - }, + goto_detachment_placement_step() } // === D: DETACHMENT PLACEMENT STEP === @@ -809,7 +777,7 @@ function end_detachment_recall_step() { if (game.active === P1) { game.active = P2 } else { - goto_british_line_of_communication_angst() + goto_organization_phase() } } @@ -839,106 +807,40 @@ states.detachment_recall_step = { }, } -function goto_british_line_of_communication_angst() { - game.active = P2 - game.state = "british_line_of_communication_angst_1" - // TODO - goto_advance_formation() -} +// === ORGANIZATION PHASE === -states.british_line_of_communication_angst_1 = { - prompt() { - prompt("British Line of Communication Angst.") - gen_action_piece(HILL_1) - }, - piece(p) { - set_piece_hex(HILL_2, piece_hex(HILL_1)) - set_piece_mode(HILL_2, piece_mode(HILL_1)) - set_piece_hex(HILL_1, 0) - set_piece_mode(HILL_1, 0) - goto_advance_formation() - }, -} - -states.british_line_of_communication_angst_2 = { - prompt() { - prompt("British Line of Communication Angst.") - gen_action_piece(HILL_2) - }, - piece(p) { - set_piece_hex(HILL_1, piece_hex(HILL_2)) - set_piece_mode(HILL_1, piece_mode(HILL_2)) - set_piece_hex(HILL_2, 0) - set_piece_mode(HILL_2, 0) - goto_advance_formation() - }, -} - -// === === ORGANIZATION PHASE === === +function goto_organization_phase() { + update_zoc() -// === F: ADVANCE FORMATION === -// === G: BATTLE FORMATION === + log("") + log("Organization Phase") -// TODO: automated? + // British Line of Communication Angst + // TODO + log("TODO: British Line of Communication Angst") -function goto_advance_formation() { + // F: ADVANCE FORMATION game.active = P1 - resume_advance_formation() -} - -function resume_advance_formation() { - game.state = "advance_formation" - update_zoc() for (let p of friendly_infantry_corps()) if (piece_mode(p) && piece_is_not_in_enemy_zoc(p)) - return - resume_battle_formation() -} - -function resume_battle_formation() { - game.state = "battle_formation" - update_zoc() + set_piece_mode(p, 0) + game.active = P2 for (let p of friendly_infantry_corps()) - if (!piece_mode(p) && piece_is_in_enemy_zoc(p)) - return - end_battle_formation() -} + if (piece_mode(p) && piece_is_not_in_enemy_zoc(p)) + set_piece_mode(p, 0) -function end_battle_formation() { - if (game.active === P1) { - game.active = P2 - resume_advance_formation() - } else { - goto_withdrawal() - } -} -states.advance_formation = { - prompt() { - prompt("Advance Formation.") - update_zoc() - for (let p of friendly_infantry_corps()) - if (piece_mode(p) && piece_is_not_in_enemy_zoc(p)) - gen_action_piece(p) - }, - piece(p) { - set_piece_mode(p, 0) - resume_advance_formation() - }, -} + // G: BATTLE FORMATION + game.active = P1 + for (let p of friendly_infantry_corps()) + if (!piece_mode(p) && piece_is_in_enemy_zoc(p)) + set_piece_mode(p, 1) + game.active = P2 + for (let p of friendly_infantry_corps()) + if (!piece_mode(p) && piece_is_in_enemy_zoc(p)) + set_piece_mode(p, 1) -states.battle_formation = { - prompt() { - prompt("Battle Formation.") - update_zoc() - for (let p of friendly_infantry_corps()) - if (!piece_mode(p) && piece_is_in_enemy_zoc(p)) - gen_action_piece(p) - }, - piece(p) { - set_piece_mode(p, 0) - resume_battle_formation() - }, + goto_withdrawal() } // === H: WITHDRAWAL === @@ -952,6 +854,7 @@ function can_withdraw_any() { } function goto_withdrawal() { + log("") log("Withdrawal.") game.active = P1 game.state = "withdrawal" @@ -1002,7 +905,7 @@ states.withdrawal = { game.state = "withdrawal_to" }, pass() { - log(game.active + " passed withdrawal.") + log(game.active + " passed.") if (game.remain > 0) { end_withdrawal() } else { @@ -1038,7 +941,7 @@ states.withdrawal_to = { }, } -// === === MOVEMENT PHASE === === +// === MOVEMENT PHASE === function bring_on_reinforcements() { for (let info of data.reinforcements) @@ -1085,7 +988,6 @@ states.movement = { for (let p of info.list) { if (!piece_is_on_map(p)) { has_reinf = true - console.log("rein", p) gen_action_piece(p) break } @@ -1093,7 +995,6 @@ states.movement = { } } - console.log("mprom", game.remain, has_reinf) if (game.remain === 0 || !has_reinf) { for (let p of friendly_cavalry_corps()) if (piece_is_not_in_enemy_cav_zoc(p)) @@ -1384,7 +1285,6 @@ function search_move_road(start, ma, hq_hex, hq_range, is_cav) { while (queue.length > 0) { let here = queue.shift() let mp = move_cost[here-1000] - // console.log("MOVE", here, mp) for (let [road_id, k] of data_roads[here-1000]) { let road = data.map.roads[road_id] if (k + 1 < road.length) @@ -1425,7 +1325,6 @@ function search_withdrawal(here) { if (hex_has_any_piece(from, enemy_units())) from_list.push(from) }) - console.log("RETREAT FROM ALL", from_list) let result = [] search_retreat(result, here, from_list, 3) return result @@ -1439,7 +1338,6 @@ function search_retreat(result, here, from_list, n) { // must move further away for (let from of from_list) { - console.log("->", here, next, calc_distance(from,here), calc_distance(from,next)) if (calc_distance(from, next) <= calc_distance(from, here)) return } @@ -1463,7 +1361,7 @@ function search_retreat(result, here, from_list, n) { }) } -// === === ATTACK PHASE === === +// === ATTACK PHASE === function goto_attack_phase() { log("") @@ -1480,6 +1378,7 @@ function next_attack() { game.state = "attack" game.who = -1 game.target = -1 + game.attack = 0 if (game.remain === 0) set_next_player() else if (--game.remain === 0) @@ -1561,6 +1460,7 @@ states.attack_who = { } log("Attacked " + p) game.target = p + game.attack = piece_hex(game.target) begin_attack() }, } @@ -1634,141 +1534,120 @@ states.defend_support = { }, } -function log_add_star(n, p, reason) { +function log_drm(n, reason) { if (n > 0) - log(`+${n} P${p} ${reason}`) + log(`>+${n} ${reason}`) return n } function goto_resolve_attack() { - let stars + let n 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 - } - if (game.rain) { - log("-1 Artillery Ricochet Ineffective") - a_drm -= 1 - } + log("") + log("ATTACK H" + d_hex) - // Battle Stars + // ATTACKER DRM - // 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 - } - } + let a_die = roll_die() - 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) - } - } - } + log("Attacker P" + a_unit) - stars = piece_stars(d_unit) - if (stars > 0) { - log("+" + stars + " defending unit Battle Stars") - d_drm += stars - } + if (game.rain) + a_drm += log_drm(-1, "Artillery Ricochet Ineffective") - 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) - } - } - } + // Unless Cav charging into town + if (!(town && piece_is_cavalry(a_unit))) + a_drm += log_drm(piece_stars(a_unit), "Battle Stars") + + for (let hq of friendly_hqs()) + if (piece_mode(hq) && pieces_are_associated(hq, a_unit)) + if (calc_distance(piece_hex(hq), a_hex) <= piece_command_range(hq)) + a_drm += log_drm(piece_stars(hq), "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 - } - } + for (let p of friendly_cavalry_corps()) + if (!piece_mode(p) && (game.count & (1 << p))) + a_drm += log_drm(piece_stars(p), "Cavalry Stars") } // 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<Roll D${a_die} + ${a_drm} = ${a_die+a_drm}`) + + // DEFENDER DRM + + log("Defender P" + d_unit) + + let d_die = roll_die() + + if (town) + d_drm += log_drm(1, "Town") + + if (is_bridge(a_hex, d_hex)) + d_drm += log_drm(1, "Bridge") + + d_drm += log_drm(piece_stars(d_unit), "Battle Stars") + + for (let hq of enemy_hqs()) + if (piece_mode(hq) && pieces_are_associated(hq, d_unit)) + if (calc_distance(piece_hex(hq), d_hex) <= piece_command_range(hq)) + d_drm += log_drm(piece_stars(hq), "HQ") + n = 0 for (let p of enemy_cavalry_corps()) { if (game.count & (1 << p)) { - log("+1 defending Cavalry Support") - d_drm += 1 + n += 1 set_piece_mode(p, 1) } } + d_drm += log_drm(n, "Cavalry Support") - // Detachments - if (piece_is_detachment(d_unit)) { - log("+2 attack vs Detachment") - } - - // Exhaust all participants - set_piece_mode(a_unit, 1) if (!piece_is_detachment(d_unit)) set_piece_mode(d_unit, 1) - let a_die = roll_die() - let d_die = roll_die() - let diff = (a_die + a_drm) - (d_die + d_drm) - log("Attacker D" + a_die + " = " + (a_die + a_drm)) - log("Defender D" + d_die + " = " + (d_die + d_drm)) - log("diff=" + diff) + log(`>Roll D${d_die} + ${d_drm} = ${d_die+d_drm}`) + // COMBAT RESULT TABLE + + let diff = (a_die + a_drm) - (d_die + d_drm) if (diff <= -5) goto_eliminated_attacker() else if (diff <= -3) @@ -1787,7 +1666,7 @@ function goto_resolve_attack() { function goto_stalemate() { log("Stalemate.") - next_attack() + goto_pursuit() } function goto_blown_attacker() { @@ -1865,7 +1744,7 @@ states.blown_defender = { piece(p) { blow_unit(p, 2) set_next_player() - next_attack() + goto_pursuit() }, } @@ -1877,7 +1756,7 @@ states.eliminated_defender = { piece(p) { eliminate_unit(p) set_next_player() - next_attack() + goto_pursuit() }, } @@ -1911,12 +1790,13 @@ states.recall_defender = { piece(p) { recall_detachment(p) set_next_player() - next_attack() + goto_pursuit() }, blow() { eliminate_detachments_stacked_with_corps(game.target) blow_unit(game.target, 2) - next_attack() + set_next_player() + goto_pursuit() }, } @@ -1934,16 +1814,30 @@ states.retreat_defender = { eliminate_detachments_stacked_with_corps(game.target) set_piece_hex(game.target, x) set_next_player() - next_attack() + goto_pursuit() }, blow() { eliminate_detachments_stacked_with_corps(game.target) blow_unit(game.target, 2) - next_attack() + set_next_player() + goto_pursuit() }, } -// === === END PHASE === === +function goto_pursuit() { + update_zoc() + + console.log("PURSUIT", game.active) + + 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") + } + + next_attack() +} + +// === END PHASE === function goto_end_phase() { if (game.turn === 8) { @@ -1988,7 +1882,8 @@ function goto_victory_conditions() { if (piece_hex(p) === ELIMINATED) vp1 += 1 - // TODO: can trace path from [ 1017, 1018 ] to [ 4006, 4015, 4025 ] + if (search_brussels_path()) + vp1 += 5 log(P1 + " " + vp1 + " VP.") log(P2 + " " + vp2 + " VP.") @@ -2005,6 +1900,39 @@ function goto_victory_conditions() { goto_game_over(vp1 > vp2 ? P1 : P2, "Tactical Victory") } +function search_brussels_path() { + update_zoc() + + move_seen.fill(0) + move_seen[1017-1000] = 1 + move_seen[1018-1000] = 1 + + let queue = [] + if (!is_p2_zoc(1017)) + queue.push(1017) + if (!is_p2_zoc(1018)) + queue.push(1018) + + while (queue.length > 0) { + let here = queue.shift() + for_each_adjacent(here, next => { + if (move_seen[next-1000]) + return + if (is_p2_zoc(next)) + return + if (is_river(here, next)) + return + move_seen[next-1000] = 1 + queue.push(next) + }) + } + + if (move_seen[4006-1000] || move_seen[4015-1000] || move_seen[4025-1000]) + return true + + return false +} + // === SETUP === function setup_piece(side, name, hex, mode = 0) { @@ -2047,7 +1975,6 @@ function setup_june_15() { setup_piece("Prussian", "I Detachment (Lutzow)", 1221) bring_on_reinforcements() - // XXX goto_command_phase() goto_movement_phase() } @@ -2099,6 +2026,7 @@ exports.setup = function (seed, scenario, options) { remain: 0, pieces: new Array(data.pieces.length).fill(0), who: -1, + attack: 0, target: -1, count: 0, } -- cgit v1.2.3