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authorTor Andersson <tor@ccxvii.net>2022-02-19 01:46:27 +0100
committerTor Andersson <tor@ccxvii.net>2023-02-18 11:54:52 +0100
commit1fc2584dde9f53805a86c63f5d37b2ab90f2ae34 (patch)
treed6d2e178b3987bcb3f211fe9a3a8bf0bb0b4bb4d /rules.js
parent8accd0a7834fe0d5e88fc21e5441c8d5add0d608 (diff)
downloadwilderness-war-1fc2584dde9f53805a86c63f5d37b2ab90f2ae34.tar.gz
Remove unused 'avoided' piece tracking.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js67
1 files changed, 31 insertions, 36 deletions
diff --git a/rules.js b/rules.js
index 58f5e10..1b39418 100644
--- a/rules.js
+++ b/rules.js
@@ -1740,41 +1740,39 @@ function recapture_british_fortress(s) {
}
function capture_enemy_fort_intact(s) {
- log(`captures enemy fort intact`);
+ log(`Fort captured intact.`);
remove_from_array(enemy_player.forts, s);
player.forts.push(s);
award_vp(2);
}
function capture_enemy_fort(space) {
- log(`captures enemy fort`);
+ log(`Fort captured.`);
remove_from_array(enemy_player.forts, space);
player.forts_uc.push(space);
award_vp(2);
}
function capture_enemy_stockade(space) {
- log(`captures enemy stockade`);
+ log(`Stockade captured.`);
remove_from_array(enemy_player.stockades, space);
player.stockades.push(space);
award_vp(1);
}
-// TODO: not used!?
function eliminate_enemy_stockade_after_battle(space) {
- log(`eliminates enemy stockade`);
+ log(`Stockade eliminated in battle.`);
remove_from_array(enemy_player.stockades, space);
award_vp(1);
}
function eliminate_enemy_stockade_in_raid(space) {
- log(`eliminates enemy stockade`);
+ log(`Stockade eliminated in raid.`);
remove_from_array(enemy_player.stockades, space);
}
function add_raid(who) {
let where = piece_space(who);
- console.log("add_raid", piece_name(who), "in", space_name(where));
if (where && !game.raid.list.includes(where) && is_raid_space(where))
game.raid.list.push(where);
}
@@ -2360,6 +2358,8 @@ states.define_force = {
// pick up sub-commanders
for_each_friendly_leader_in_node(space, p => {
+ if (game.force.reason === 'avoid' && is_piece_inside(p))
+ return; // continue
if (p !== commander && leader_command(p) <= leader_command(commander)) {
console.log("can pick up", piece_name(p));
can_pick_up = true;
@@ -2369,6 +2369,8 @@ states.define_force = {
// pick up units
for_each_friendly_unit_in_node(space, p => {
+ if (game.force.reason === 'avoid' && is_piece_inside(p))
+ return; // continue
if (is_british_iroquois_or_mohawk(p)) {
// 5.534 Only Johnson can command British Iroquois and Mohawk (and for free)
if (is_piece_in_force(JOHNSON, commander)) {
@@ -2412,12 +2414,16 @@ states.define_force = {
// pick up all sub-commanders
for_each_friendly_leader_in_node(space, p => {
+ if (game.force.reason === 'avoid' && is_piece_inside(p))
+ return; // continue
if (p !== commander && leader_command(p) <= leader_command(commander))
move_piece_to(p, box);
});
// pick up as many units as possible
for_each_friendly_unit_in_node(space, p => {
+ if (game.force.reason === 'avoid' && is_piece_inside(p))
+ return; // continue
if (is_british_iroquois_or_mohawk(p)) {
// 5.534 Only Johnson can command British Iroquois and Mohawk (and for free)
if (is_piece_in_force(JOHNSON, commander))
@@ -2546,7 +2552,6 @@ function goto_move_piece(who) {
intercepted: [],
did_attempt_intercept: 0,
avoiding: null,
- avoided: [],
start_space: from,
used: -1,
did_carry: 0,
@@ -3402,11 +3407,6 @@ function did_piece_intercept(p) {
return game.move.intercepted.includes(p);
}
-// TODO: unused!?
-function did_piece_avoid_battle(p) {
- return game.move.avoided.includes(p);
-}
-
states.avoid_who = {
prompt() {
let from = piece_space(moving_piece());
@@ -3417,23 +3417,23 @@ states.avoid_who = {
gen_action_piece(p);
});
},
- piece(piece) {
- console.log("AVOID BATTLE WITH", piece_name(piece));
- if (is_leader(piece)) {
+ piece(p) {
+ console.log("AVOID BATTLE WITH", piece_name(p));
+ if (is_leader(p)) {
push_undo();
- game.move.avoiding = piece;
+ game.move.avoiding = p;
game.force = {
- commander: piece,
+ commander: p,
reason: 'avoid',
};
game.state = 'define_force';
} else {
- game.move.avoiding = piece;
+ game.move.avoiding = p;
attempt_avoid_battle();
}
},
pass() {
- log(`${game.active} decline to avoid battle`);
+ log(`${game.active} declined avoid battle`);
game.move.avoiding = 0;
end_avoid_battle();
},
@@ -3441,36 +3441,31 @@ states.avoid_who = {
function attempt_avoid_battle() {
let from = moving_piece_space();
- let piece = avoiding_piece();
+ let who = avoiding_piece();
let tactics = 0;
- if (is_leader(piece)) {
- tactics = leader_tactics(piece);
- for_each_piece_in_force(piece, p => {
- game.move.avoided.push(p)
- });
- } else {
- game.move.avoided.push(piece);
+ if (is_leader(who)) {
+ tactics = leader_tactics(who);
}
// 6.8 Exception: Auxiliary and all-Auxiliary forces automatically succeed.
- if (is_wilderness_or_mountain(from) && force_has_only_auxiliary_units(piece)) {
- log(`${piece_name(piece)} automatically avoids battle from ${from.type} space.`);
+ if (is_wilderness_or_mountain(from) && force_has_only_auxiliary_units(who)) {
+ log(`${piece_name(who)} automatically avoids battle from ${from.type} space.`);
game.state = 'avoid_to';
return;
}
let roll = roll_die("to avoid battle");
if (roll + tactics >= 4) {
- if (is_leader(piece))
- log(`${piece_name(piece)} attempts to avoid battle:\n${roll} + ${tactics} >= 4 \u2014 success!`);
+ if (is_leader(who))
+ log(`${piece_name(who)} attempts to avoid battle:\n${roll} + ${tactics} >= 4 \u2014 success!`);
else
- log(`${piece_name(piece)} attempts to avoid battle:\n${roll} >= 4 \u2014 success!`);
+ log(`${piece_name(who)} attempts to avoid battle:\n${roll} >= 4 \u2014 success!`);
game.state = 'avoid_to';
} else {
- if (is_leader(piece))
- log(`${piece_name(piece)} attempts to avoid battle:\n${roll} + ${tactics} < 4 \u2014 failure!`);
+ if (is_leader(who))
+ log(`${piece_name(who)} attempts to avoid battle:\n${roll} + ${tactics} < 4 \u2014 failure!`);
else
- log(`${piece_name(piece)} attempts to avoid battle:\n${roll} < 4 \u2014 failure!`);
+ log(`${piece_name(who)} attempts to avoid battle:\n${roll} < 4 \u2014 failure!`);
end_avoid_battle();
}
}