diff options
author | Tor Andersson <tor@ccxvii.net> | 2022-02-18 14:22:43 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 11:54:52 +0100 |
commit | 78a824919f9b20788d8b70c4dfffe7dd818a6d11 (patch) | |
tree | ee10bae66775c08dbe108bb72ef87c4f9034594e /rules.js | |
parent | 0e38e229510a3be2e52c961be07168dba31c3344 (diff) | |
download | wilderness-war-78a824919f9b20788d8b70c4dfffe7dd818a6d11.tar.gz |
Naval moves and amphib.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 116 |
1 files changed, 72 insertions, 44 deletions
@@ -4,6 +4,10 @@ // does defender win assault if attacker is eliminated? // France/Britain or "The French"/"The British" +// WONTFIX +// TODO: select leader for defense instead of automatically picking +// TODO: remove old 7 command leader(s) immediately as they're drawn, before placing reinforcements + // CLEANUPS // TODO: rename node/space -> location/space or raw_space/space or box/space? // TODO: replace piece[p].type lookups with index range checks @@ -16,20 +20,16 @@ // TODO: show badge on leader boxes if they're eliminated or in pool // TODO: show discard/removed card list in UI // TODO: for_each_exit -> flat list of all exits +// TODO: special "naval_move" action for different highlight to do naval moves // TODO: check when unstack happens -// TODO: check all moving_piece -> piece_space combos - -// ERROR: amphib landing in louisbourg did not trigger battle - -// MINOR -// TODO: select leader for defense instead of automatically picking -// TODO: remove old 7 command leader(s) immediately as they're drawn, before placing reinforcements -// TODO: find closest path to non-infiltration space for allowing infiltration +// TODO: auto-select retreat destination if only one available // MAJOR +// TODO: check activation limits when dropping subcommanders // TODO: 10.413 leaders and coureurs may follow indians home // TODO: leaders alone - retreat from reinforcement placements +// TODO: find closest path to non-infiltration space for allowing infiltration const { spaces, pieces, cards } = require("./data"); @@ -240,11 +240,6 @@ const ports = [ "Québec", ].map(name => spaces.findIndex(space => space.name === name)); -const french_ports = [ - "Louisbourg", - "Québec", -].map(name => spaces.findIndex(space => space.name === name)); - const fortresses = [ "Albany", "Alexandria", @@ -702,6 +697,13 @@ function for_each_british_controlled_port(fn) { fn(ports[i]); } +function for_each_british_controlled_port_and_amphib(fn) { + for (let i = 0; i < ports.length; ++i) + if (is_british_controlled_space(ports[i])) + fn(ports[i]); + game.Britain.amphib.forEach(fn); +} + function list_auxiliary_units_in_force(force) { let list = []; for_each_unit_in_force(force, p => { @@ -1234,12 +1236,12 @@ 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 is_french_fortress(space) { + return originally_french_fortresses.includes(space); } function has_french_fortifications(space) { - return has_french_stockade(space) || has_french_fort(space) || has_french_fortress(space); + return has_french_stockade(space) || has_french_fort(space) || is_french_fortress(space); } function has_unbesieged_french_fortification(space) { @@ -1315,10 +1317,6 @@ function is_british_controlled_space(space) { return is_enemy_controlled_space(space); } -function is_friendly_controlled_port(space) { - return is_port(space) && is_friendly_controlled_space(space); -} - function has_friendly_supplied_drilled_troops(space) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_drilled_troops(p) && is_piece_in_space(p, space) && is_in_supply(space)) @@ -1466,6 +1464,12 @@ function force_has_drilled_troops(who) { return is_drilled_troops(who); } +function force_has_supplied_drilled_troops(who) { + if (force_has_drilled_troops(who)) + return is_in_supply(piece_space(who)); + return false; +} + function force_has_auxiliary_unit(who) { if (is_leader(who)) { let has_ax = false; @@ -1807,8 +1811,8 @@ function add_raid(who) { game.raid.list.push(where); } -function is_vacant_of_besieging_units(space) { - if (has_french_fort(space) || has_french_fortress(space)) +function is_fort_or_fortress_vacant_of_besieging_units(space) { + if (has_french_fort(space) || is_french_fortress(space)) return !has_british_units(space); else return !has_french_units(space); @@ -1818,7 +1822,7 @@ function lift_sieges_and_amphib() { console.log("LIFT SIEGES AND AMPHIB AND RECAPTURE FORTRESSES"); for_each_siege(space => { - if (is_vacant_of_besieging_units(space)) { + if (is_fort_or_fortress_vacant_of_besieging_units(space)) { log(`Siege in ${space_name(space)} lifted.`); for (let p = 1; p < pieces.length; ++p) if (is_piece_in_space(p, space)) @@ -1831,7 +1835,7 @@ function lift_sieges_and_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()) { + if (has_french_drilled_troops(s) || has_unbesieged_french_fortification(s)) { log(`Amphib removed from ${space_name(s)}.`); amphib.splice(i, 1); } @@ -1906,7 +1910,7 @@ function search_supply_spaces() { } else { let list = originally_british_fortresses_and_ports.filter(is_friendly_controlled_space); for (let s of game.Britain.amphib) - if (!list.includes(s) && is_friendly_controlled_space(s)) + if (!list.includes(s)) list.push(s); supply_cache = search_supply_spaces_imp(list); } @@ -2605,14 +2609,30 @@ function goto_break_siege() { goto_avoid_battle(); } -function may_naval_move(who) { +function piece_can_naval_move_from(who, from) { if (game.events.foul_weather) return false; if (game.active === FRANCE && game.no_fr_naval) return false; if (is_leader(who) && count_pieces_in_force(who) > 1) - return cards[game.cards.current].activation === 3; - return true; + if (cards[game.cards.current].activation < 3) + return false; + + if (game.active === FRANCE) { + if (from === LOUISBOURG || from === QUEBEC) + return is_friendly_controlled_space(from); + return false; + } + + if (game.active === BRITAIN) { + if (has_amphib(from)) + return true; + if (ports.includes(from)) + return is_friendly_controlled_space(from); + return false; + } + + return false; } function land_movement_cost() { @@ -2663,16 +2683,25 @@ function stop_move() { } function gen_naval_move() { + let who = moving_piece(); let from = moving_piece_space(); - let candidates = (game.active === FRANCE) ? french_ports : ports; - if (!candidates.includes(from) || !is_friendly_controlled_space(from)) - return; - candidates.forEach(to => { - if (to === from) - return; - if (is_friendly_controlled_space(to)) - gen_action_space(to); - }); + if (game.active === BRITAIN) { + game.Britain.amphib.forEach(to => { + if (to !== from) + gen_action_space(to); + }); + ports.forEach(to => { + if (to !== from && !game.Britain.amphib.includes(to)) + if (is_friendly_controlled_space(to)) + gen_action_space(to); + }); + } + if (game.active === FRANCE) { + if (from !== LOUISBOURG && is_friendly_controlled_space(LOUISBOURG)) + gen_action_space(LOUISBOURG); + if (from !== QUEBEC && is_friendly_controlled_space(QUEBEC)) + gen_action_space(QUEBEC); + } } function is_carry_connection(from, to) { @@ -2844,11 +2873,11 @@ states.move = { if (force_has_drilled_troops(who)) gen_action('play_event', GEORGE_CROGHAN); } - if (is_port(from)) { + + if (piece_can_naval_move_from(who, from)) { if (game.move.type !== 'naval') { gen_action('naval_move'); } else { - // TODO: split to naval_move state if (!game.events.no_amphib) { if (game.active === BRITAIN && has_amphibious_arrow(from)) { for (let card = first_amphib_card; card <= last_amphib_card; ++card) @@ -4115,7 +4144,7 @@ function goto_atk_fire() { if (!atk_has_reg && def_has_reg) die = modify(die, -1, "vs regulars in cultivated"); } - if (has_amphib(game.battle.where) && game.move.type === 'naval') { + if (has_amphib(game.battle.where) && game.move && game.move.type === 'naval') { die = modify(die, -1, "amphibious landing"); } if (has_enemy_stockade(game.battle.where)) { @@ -4710,7 +4739,6 @@ function can_defender_retreat_from(p, from) { return can_retreat; } -// TODO: auto-select pieces to retreat? states.retreat_defender = { prompt() { let from = battle_space(); @@ -4861,7 +4889,7 @@ function can_moving_force_siege_or_assault() { let space = moving_piece_space(); if (has_besieged_enemy_fortifications(space)) { let commanding = find_friendly_commanding_leader_in_space(space); - if (leader === commanding && has_friendly_supplied_drilled_troops(space)) { + if (leader === commanding && force_has_supplied_drilled_troops(leader)) { return true; } } @@ -7329,7 +7357,7 @@ states.british_regulars = { view.prompt = `Place ${game.count} Regulars at any ports.`; } if (game.count > 0) { - for_each_british_controlled_port(s => { + for_each_british_controlled_port_and_amphib(s => { if (can_place_in_space(s)) gen_action_space(s); }); @@ -7402,7 +7430,7 @@ states.highlanders = { view.prompt = `Place ${game.count} Highlanders at any ports.`; } if (game.count > 0) { - for_each_british_controlled_port(s => { + for_each_british_controlled_port_and_amphib(s => { if (can_place_in_space(s)) gen_action_space(s); }); |