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authorTor Andersson <tor@ccxvii.net>2022-01-16 14:10:37 +0100
committerTor Andersson <tor@ccxvii.net>2023-02-18 11:54:52 +0100
commit9d5d546221a24b3c363c828f930c5be15ac1d4f8 (patch)
treeea3b4e652c151cd50eb61fac197e292144c0b0fe
parent0482b8ae58a66d26af9638829c551efd91998f17 (diff)
downloadwilderness-war-9d5d546221a24b3c363c828f930c5be15ac1d4f8.tar.gz
Lift amphib.
-rw-r--r--rules.js99
1 files changed, 87 insertions, 12 deletions
diff --git a/rules.js b/rules.js
index b517710..07fb57a 100644
--- a/rules.js
+++ b/rules.js
@@ -15,6 +15,10 @@
// TODO: lift sieges/remove amphib after move/turn end
+// TODO: voluntary DEMOLITION
+
+// TODO: move core of is_friendly/enemy to is_british/french and branch in is_friendly/enemy
+
const { spaces, pieces, cards } = require("./data");
const BRITAIN = 'Britain';
@@ -61,6 +65,11 @@ for (let p = 1; p < pieces.length; ++p) {
}
}
+let first_british_unit = last_british_leader;
+let last_british_unit = last_british_piece;
+let first_french_unit = last_french_leader;
+let last_french_unit = last_french_piece;
+
// Patch up leader/box associations.
for (let s = 1; s < spaces.length; ++s) {
if (spaces[s].type === 'leader-box') {
@@ -70,7 +79,6 @@ for (let s = 1; s < spaces.length; ++s) {
}
}
-
let game;
let view = null;
let states = {};
@@ -981,6 +989,58 @@ function has_enemy_units(space) {
return false;
}
+function has_british_units(space) {
+ for (let p = first_british_unit; p <= last_british_unit; ++p)
+ if (is_piece_in_space(p, space))
+ return true;
+ return false;
+}
+
+function has_french_drilled_troops(space) {
+ for (let p = first_british_unit; p <= last_british_unit; ++p)
+ if (is_piece_in_space(p, space))
+ if (is_drilled_troops(p))
+ return true;
+ return false;
+}
+
+function is_originally_british(space) {
+ return originally_friendly_spaces.Britain.includes(space);
+}
+
+function is_french_controlled_space(space) {
+ if (is_space_unbesieged(space) && !has_british_units(space)) {
+ if (is_originally_british(space)) {
+ if (has_french_units(space))
+ return true;
+ } else {
+ // TODO: neutral spaces?
+ return true;
+ }
+ }
+ return false;
+}
+
+function has_french_stockade(space) {
+ return game.France.stockades.includes(space);
+}
+
+function has_french_fort(space) {
+ return game.France.forts.includes(space);
+}
+
+function has_french_fortress(space) {
+ return is_fortress(space) && is_french_controlled_space(space);
+}
+
+function has_french_fortification(space) {
+ return has_french_stockade(space) || has_french_fort(space) || has_french_fortress(space);
+}
+
+function has_unbesieged_french_fortification(space) {
+ return is_space_unbesieged(space) && has_french_fortifications(space);
+}
+
function count_enemy_units_in_space(space) {
let n = 0;
for (let p = first_enemy_unit; p <= last_enemy_unit; ++p)
@@ -1054,7 +1114,7 @@ function has_friendly_drilled_troops(space) {
function has_friendly_rangers(space) {
if (game.active === BRITAIN)
- for (let p = first_british_piece; p <= last_british_piece; ++p)
+ for (let p = first_british_unit; p <= last_british_unit; ++p)
if (is_rangers_unit(p) && is_piece_in_space(p, space))
return true;
return false;
@@ -1733,7 +1793,7 @@ function start_action_phase() {
}
function end_action_phase() {
- lift_sieges();
+ lift_sieges_and_amphib();
console.log("END ACTION PHASE");
clear_undo();
game.pieces.activated.length = 0;
@@ -1927,8 +1987,9 @@ states.activate_force = {
},
}
-function lift_sieges() {
- console.log("LIFT SIEGES");
+function lift_sieges_and_amphib() {
+ console.log("LIFT SIEGES AND AMPHIB");
+
for_each_siege(space => {
if (!has_enemy_units(space) || !has_friendly_units(space)) {
log(`Siege in ${space_name(space)} lifted.`);
@@ -1938,10 +1999,21 @@ function lift_sieges() {
delete game.sieges[space];
}
});
+
+ let amphib = game.Britain.amphib;
+ for (let i = amphib.length-1; i >= 0; --i) {
+ let s = amphib[i];
+ if (!has_british_units(s)) {
+ if (has_french_drilled_troops(s) || has_unbesieged_french_fortification()) {
+ log(`Amphib removed from ${space_name(s)}.`);
+ amphib.splice(i, 1);
+ }
+ }
+ }
}
function end_activation() {
- lift_sieges();
+ lift_sieges_and_amphib();
clear_undo();
// TODO: goto_pick_force for campaign event
goto_pick_move();
@@ -2286,7 +2358,7 @@ states.move = {
remove_enemy_forts_uc_in_path(game.move.path, to);
move_piece_to(who, to);
- lift_sieges();
+ lift_sieges_and_amphib();
goto_intercept();
},
piece(who) {
@@ -2326,7 +2398,7 @@ states.amphibious_landing = {
game.move.path[to] = from;
game.move.start_cost = 1;
move_piece_to(who, to);
- lift_sieges();
+ lift_sieges_and_amphib();
game.state = 'move';
goto_intercept();
},
@@ -2356,7 +2428,7 @@ function goto_battle_check() {
}
function end_move_step(final) {
- lift_sieges();
+ lift_sieges_and_amphib();
let who = moving_piece();
let where = moving_piece_space();
console.log("END MOVE STEP");
@@ -4122,7 +4194,8 @@ states.british_ministerial_crisis = {
function count_provincial_units_from(dept, count_besieged) {
let n = 0;
- for (let p = first_british_piece; p <= last_british_piece; ++p)
+ // TODO: use provincial unit numbers
+ for (let p = first_british_unit; p <= last_british_unit; ++p)
if (is_provincial_unit_from(p, dept) && is_piece_on_map(p))
if (count_besieged || is_piece_unbesieged(p))
++n;
@@ -4177,7 +4250,8 @@ states.stingy_provincial_assembly = {
prompt() {
view.prompt = `Stingy Provincial Assembly \u2014 remove a ${game.department} provincial unit.`;
if (game.count > 0) {
- for (let p = first_british_piece; p <= last_british_piece; ++p)
+ // TODO: use provincial unit numbers
+ for (let p = first_british_unit; p <= last_british_unit; ++p)
if (is_provincial_unit_from(p, game.department) && is_piece_unbesieged(p))
gen_action_piece(p);
} else {
@@ -4257,7 +4331,8 @@ states.enforce_provincial_limits = {
console.log("British Colonial Politics", num_s, max_s, num_n, max_n);
let can_remove = false;
if (num_s > max_s || num_n > max_n) {
- for (let p = first_british_piece; p <= last_british_piece; ++p) {
+ // TODO: use provincial unit numbers
+ for (let p = first_british_unit; p <= last_british_unit; ++p) {
if (num_s > max_s && is_provincial_unit_from(p, 'southern') && is_piece_unbesieged(p)) {
gen_action_piece(p);
can_remove = true;