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authorTor Andersson <tor@ccxvii.net>2022-02-16 17:18:05 +0100
committerTor Andersson <tor@ccxvii.net>2023-02-18 11:54:52 +0100
commitc7ff08886e92e52c12c1ca286a0fb26efaba9592 (patch)
treed991ecbe753fa059634df24b78cbc02d40da6b34
parent95e439170d8ccdbd8a30dfdb46a45b42b13a34a3 (diff)
downloadwilderness-war-c7ff08886e92e52c12c1ca286a0fb26efaba9592.tar.gz
BAD infiltration
-rw-r--r--rules.js80
1 files changed, 64 insertions, 16 deletions
diff --git a/rules.js b/rules.js
index 6f5743a..c121e55 100644
--- a/rules.js
+++ b/rules.js
@@ -22,6 +22,12 @@
// FEATURES
// TODO: infiltration
+// infiltrator must retreat after battle of fort/fortress space (per 6.712)
+// may not stop on fort/fortress (despite rule 6.64)
+// defenders may not retreat inside
+// STEP 1 - only check if 1 MP left (instead of searching) rather than enough MP to reach non-infiltration
+
+// 5.36 -- unit or leader may not be activated if it participated in combat or assault - remove from activation list
// BUGS
// TODO: 13.12 victory check exception -- originally-British fortresses are friendly
@@ -1180,6 +1186,13 @@ function has_unbesieged_friendly_fortress(space) {
return is_space_unbesieged(space) && has_friendly_fortress(space);
}
+function has_friendly_pieces(space) {
+ for (let p = first_friendly_piece; p <= last_friendly_piece; ++p)
+ if (is_piece_in_space(p, space))
+ return true;
+ return false;
+}
+
function has_friendly_units(space) {
for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
if (is_piece_in_space(p, space))
@@ -2079,6 +2092,7 @@ function search_boat_move(who, start_space, start_cost, max_cost) {
move_path[start_space] = null;
const is_lone_ld = is_lone_leader(who);
+ const is_lone_ax = is_lone_auxiliary(who);
const has_dt = force_has_drilled_troops(who);
while (queue.length > 0) {
@@ -2090,6 +2104,9 @@ function search_boat_move(who, start_space, start_cost, max_cost) {
let n_cost = c_cost + 2;
let must_stop = false;
+ // TODO: check actual MP required to reach safe space
+ let may_infiltrate = is_lone_ax && n_cost < max_cost;
+
if (connection === 'land') {
if (c_ff && n_ff && (c_cost & 1) === 0) {
n_cost += 1;
@@ -2106,20 +2123,26 @@ function search_boat_move(who, start_space, start_cost, max_cost) {
if (has_unbesieged_enemy_units(next)) {
if (is_lone_ld)
return; // Lone leaders can never enter an enemy occupied space
- // TODO: Infiltration
+ if (may_infiltrate)
+ game.move.infiltrate[next] = 1;
must_stop = true; // May continue if over-run
}
if (has_enemy_stockade(next)) {
- // TODO: Infiltration
- n_cost = 18; // may not continue
+ if (may_infiltrate)
+ game.move.infiltrate[next] = 1;
+ else
+ n_cost = 18; // may not continue
}
if (has_unbesieged_enemy_fort_or_fortress(next)) {
- if (!has_dt)
- return; // Must have Drilled Troops to enter an enemy fort or fortress space.
- // TODO: Infiltration
- n_cost = 18; // may not continue
+ if (may_infiltrate) {
+ game.move.infiltrate[next] = 1;
+ } else {
+ if (!has_dt)
+ return; // Must have Drilled Troops to enter an enemy fort or fortress space.
+ n_cost = 18; // may not continue
+ }
}
// Stop when entering a space with a lone enemy leader(s) to force a retreat
@@ -2156,6 +2179,7 @@ function search_land_move(who, start_space, start_cost, max_cost) {
move_path[start_space] = null;
const is_lone_ld = is_lone_leader(who);
+ const is_lone_ax = is_lone_auxiliary(who);
const has_dt = force_has_drilled_troops(who);
const has_ax = force_has_auxiliary_unit(who);
@@ -2168,6 +2192,9 @@ function search_land_move(who, start_space, start_cost, max_cost) {
let n_cost = c_cost + 1;
let must_stop = false;
+ // TODO: check actual MP required to reach safe space
+ let may_infiltrate = is_lone_ax && n_cost < max_cost;
+
// Must stop on mountains.
if (is_mountain(next) && !n_ff)
n_cost = 9; // may not continue
@@ -2192,20 +2219,26 @@ function search_land_move(who, start_space, start_cost, max_cost) {
if (has_unbesieged_enemy_units(next)) {
if (is_lone_ld)
return; // Lone leaders can never enter an enemy occupied space
- // TODO: Infiltration
+ if (may_infiltrate)
+ game.move.infiltrate[next] = 1;
must_stop = true; // May continue if over-run
}
if (has_enemy_stockade(next)) {
- // TODO: Infiltration
- n_cost = 9; // may not continue
+ if (may_infiltrate)
+ game.move.infiltrate[next] = 1;
+ else
+ n_cost = 9; // may not continue
}
if (has_unbesieged_enemy_fort_or_fortress(next)) {
- if (!has_dt)
- return; // Must have Drilled Troops to enter an enemy fort or fortress space.
- // TODO: Infiltration
- n_cost = 9; // may not continue
+ if (may_infiltrate) {
+ game.move.infiltrate[next] = 1;
+ } else {
+ if (!has_dt)
+ return; // Must have Drilled Troops to enter an enemy fort or fortress space.
+ n_cost = 9; // may not continue
+ }
}
// Stop when entering a space with a lone enemy leader(s) to force a retreat
@@ -2216,7 +2249,7 @@ function search_land_move(who, start_space, start_cost, max_cost) {
if (n_cost >= max_cost)
must_stop = true;
- console.log("SEARCH LAND MOVE", space_name(current), ">", space_name(next), c_cost, n_cost, must_stop);
+ console.log("SEARCH LAND MOVE", space_name(current), ">", space_name(next), c_cost, n_cost, must_stop, game.move.infiltrate[next]);
if (!(next in move_cost) || (n_cost < move_cost[next])) {
move_cost[next] = n_cost;
@@ -2833,6 +2866,7 @@ function goto_move_piece(who) {
intercepting: null,
intercepted: [],
did_attempt_intercept: 0,
+ infiltrate: {},
avoiding: null,
avoided: [],
start_space: from,
@@ -3106,7 +3140,17 @@ states.move = {
demolish_stockade: goto_demolish_stockade,
demolish_fieldworks: goto_demolish_fieldworks,
next() {
- end_move();
+ let where = moving_piece_space();
+ if (game.move.infiltrate[where]) {
+ game.move.infiltrate = {};
+ game.move.start_cost = 99;
+ if (has_unbesieged_enemy_units(where))
+ goto_avoid_battle();
+ else
+ end_move();
+ } else {
+ end_move();
+ }
},
}
@@ -3228,6 +3272,8 @@ function end_move_step(final) {
console.log("END MOVE STEP");
delete game.battle;
game.move.did_attempt_intercept = 0; // reset flag for next move step
+ if (game.move.infiltrate[where])
+ return resume_move();
if (has_unbesieged_enemy_fortifications(where)) {
game.move.start_cost = 99;
if (has_enemy_fort(where) || is_fortress(where)) {
@@ -3380,6 +3426,8 @@ function end_intercept_success() {
function goto_declare_inside() {
let where = moving_piece_space();
+ if (game.move.infiltrate[where])
+ return end_move_step(false);
if (has_unbesieged_enemy_units_that_did_not_intercept(where)) {
if (is_fortress(where) || has_enemy_fort(where)) {
console.log("DECLARE INSIDE/OUTSIDE");