diff options
author | Tor Andersson <tor@ccxvii.net> | 2022-03-20 18:11:32 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 11:54:52 +0100 |
commit | d8a2f8106db2a8a4d6012c4677191b7c439e02dd (patch) | |
tree | 0f9e58748790df72ddd003b9b834f596fadae808 /rules.js | |
parent | 9ebe5d250f2d1634d39eb1f8193a031958450efb (diff) | |
download | wilderness-war-d8a2f8106db2a8a4d6012c4677191b7c439e02dd.tar.gz |
Bugfixes from testing.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 251 |
1 files changed, 154 insertions, 97 deletions
@@ -570,6 +570,7 @@ for_each_exit(OHIO_FORKS, one => { // CARD DECK function reshuffle_deck() { + game.last_card = 0; game.log.push("Deck reshuffled."); game.deck = game.deck.concat(game.discard); game.discard = []; @@ -649,6 +650,7 @@ function draw_leader_from_pool() { } game.british.pool.splice(i, 1); + game.location[p] = box_from_leader[p]; return p; } return 0; @@ -1178,18 +1180,34 @@ function has_french_stockade(s) { return game.french.stockades.includes(s); } +function has_british_stockade(s) { + return game.british.stockades.includes(s); +} + function has_french_fort(s) { return game.french.forts.includes(s); } +function has_british_fort(s) { + return game.british.forts.includes(s); +} + function is_french_fortress(s) { return originally_french_fortresses.includes(s); } +function is_british_fortress(s) { + return originally_british_fortresses.includes(s); +} + function has_french_fortifications(s) { return has_french_stockade(s) || has_french_fort(s) || is_french_fortress(s); } +function has_british_fortifications(s) { + return has_british_stockade(s) || has_british_fort(s) || is_british_fortress(s); +} + function has_unbesieged_french_fortification(s) { return is_space_unbesieged(s) && has_french_fortifications(s); } @@ -1223,6 +1241,13 @@ function has_unbesieged_enemy_units(s) { return false; } +function has_unbesieged_enemy_pieces(s) { + for (let p = first_enemy_piece; p <= last_enemy_piece; ++p) + if (is_piece_unbesieged_in_space(p, s)) + return true; + return false; +} + function has_unbesieged_enemy_units_that_did_not_intercept(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) if (is_piece_unbesieged_in_space(p, s) && !did_piece_intercept(p)) @@ -1238,7 +1263,7 @@ function is_friendly_controlled_space(s) { if (has_friendly_amphib(s)) return true; } else if (is_originally_friendly(s)) { - return true; + return !has_enemy_amphib(s); } else { if (has_friendly_units(s) || has_friendly_stockade(s) || has_friendly_fort(s)) return true; @@ -1255,7 +1280,7 @@ function is_enemy_controlled_space(s) { if (has_enemy_amphib(s)) return true; } else if (is_originally_enemy(s)) { - return true; + return !has_friendly_amphib(s); } else { if (has_enemy_units(s) || has_enemy_stockade(s) || has_enemy_fort(s)) return true; @@ -1590,11 +1615,11 @@ function reduce_unit(p, verbose=true) { eliminate_piece(p, verbose); return true; } - set_unit_reduced(p, 1); if (verbose) log(`Reduced ${piece_name_and_place(p)}.`); else log(`Reduced ${piece_name(p)}.`); + set_unit_reduced(p, 1); return false; } @@ -1763,7 +1788,7 @@ function lift_sieges_and_amphib() { for (let i = game.amphib.length-1; i >= 0; --i) { let s = game.amphib[i]; if (!has_british_units(s)) { - if (has_french_drilled_troops(s) || has_unbesieged_french_fortification(s)) { + if (s !== LOUISBOURG && (has_french_drilled_troops(s) || has_unbesieged_french_fortification(s))) { log(`Removed Amphib at ${space_name(s)}.`); game.amphib.splice(i, 1); } @@ -1784,15 +1809,19 @@ function lift_sieges_and_amphib() { } function update_vp(name, s) { - let save = game[name]; - let v = 0; - if (is_french_controlled_space(s)) - v = 1; - else if (is_british_controlled_space(s)) - v = -1; - if (v !== save) - award_french_vp(v - save); - game[name] = v; + let fr = has_french_units(s) || has_french_fortifications(s); + let br = has_british_units(s) || has_british_fortifications(s); + if (fr && !br) { + if (game[name] < 0) { + award_french_vp(1); + game[name] = 1; + } + } else if (br && !fr) { + if (game[name] > 0) { + award_british_vp(1); + game[name] = -1; + } + } } // SUPPLY LINES @@ -2326,7 +2355,7 @@ const designate_force_reason_prompt = { states.designate_force = { get inactive() { - return "define force " + designate_force_reason_prompt[game.force.reason]; + return "designate force " + designate_force_reason_prompt[game.force.reason]; }, prompt() { let commander = game.force.commander; @@ -2336,7 +2365,7 @@ states.designate_force = { let cmd_use = count_non_british_iroquois_and_mohawk_units_in_force(commander); let cmd_cap = force_command(commander); - view.prompt = `Define force ${designate_force_reason_prompt[game.force.reason]} with ${piece_name(commander)} from ${space_name(where)} (${cmd_use}/${cmd_cap}).`; + view.prompt = `Designate force ${designate_force_reason_prompt[game.force.reason]} with ${piece_name(commander)} from ${space_name(where)} (${cmd_use}/${cmd_cap}).`; view.who = commander; let can_pick_up = false; @@ -2459,13 +2488,13 @@ states.designate_force = { // TODO: merge with designate_force using reason=intercept_lone_ax states.designate_force_lone_ax = { - inactive: "define lone auxiliary force to intercept", + inactive: "designate lone auxiliary force to intercept", prompt() { let commander = game.force.commander; let where = piece_space(commander); let n = count_units_in_force(commander); - view.prompt = `Define lone auxiliary force to intercept with ${piece_name(commander)} from ${space_name(where)}.`; + view.prompt = `Designate lone auxiliary force to intercept with ${piece_name(commander)} from ${space_name(where)}.`; view.who = commander; // pick up sub-commanders @@ -2640,7 +2669,7 @@ function piece_can_naval_move_from(who, from) { return false; } -function land_movement_cost() { +function max_land_movement_cost() { return game.events.foul_weather ? 2 : movement_allowance(moving_piece()); } @@ -2648,7 +2677,7 @@ function max_movement_cost(type) { switch (type) { case 'boat-or-land': case 'boat': return game.events.foul_weather ? 2 : 9; - case 'land': return land_movement_cost(); + case 'land': return max_land_movement_cost(); case 'naval': return 1; } } @@ -2719,7 +2748,7 @@ function is_carry_connection(from, to) { function can_move_by_boat_or_land(used, did_carry, from, to) { if (is_land_path(from, to)) { - if (used < land_movement_cost()) + if (used < max_land_movement_cost()) return true; if (!did_carry) return is_carry_connection(from, to); @@ -2765,9 +2794,6 @@ function can_infiltrate_search(type, used, carry, from, to) { return true; } - // Spend MP - used ++; - // Downgrade from Boat/Land to Land movement if not going by river or carries. if (type === 'boat' || type === 'boat-or-land') { if (is_land_path(from, to)) { @@ -2785,13 +2811,14 @@ function can_infiltrate_search(type, used, carry, from, to) { // See if we must stop. if (type === 'land') { const from_ff = has_friendly_fortifications_or_cultivated(from); + const to_ff = has_friendly_fortifications_or_cultivated(to); // Must stop on mountains. - if (!from_ff && is_mountain(from)) { - console.log(" STOP mountain"); + if (!to_ff && is_mountain(to)) { + console.log(" STOP mountain", used); return false; } // Must stop in the next space after passing through enemy cultivated - if (used > 1 && !from_ff && is_originally_enemy(from)) { + if (used > 0 && !from_ff && is_originally_enemy(from)) { console.log(" STOP enemy cultivated"); return false; } @@ -2800,7 +2827,7 @@ function can_infiltrate_search(type, used, carry, from, to) { // Continue looking. if (used < max_movement_cost(type)) { for (let next of spaces[to].exits) { - if (can_infiltrate_search(type, used, carry, to, next)) + if (can_infiltrate_search(type, used + 1, carry, to, next)) return true; } } @@ -3341,51 +3368,49 @@ function gen_intercept() { let is_lone_ax = is_lone_auxiliary(moving_piece()); let to = moving_piece_space(); - if (has_unbesieged_enemy_units(to)) { - // 6.721 exception -- can always intercept units infiltrating same space - if (game.move.infiltrated) { - for_each_friendly_piece_in_space(to, p => { - if (is_piece_unbesieged(p)) - gen_action_piece(p); - }); - } + // 6.721 exception -- can always intercept units infiltrating same space + if (game.move.infiltrated) { + for_each_friendly_piece_in_space(to, p => { + if (is_piece_unbesieged(p)) + gen_action_piece(p); + }); + } - for_each_exit(to, from => { - // 6.721 - if (is_lone_ax && is_wilderness_or_mountain(to)) { - let has_ax = false; - let has_br_indians = false; - for_each_friendly_unit_in_space(from, p => { - if (is_piece_unbesieged(p)) { - if (is_auxiliary(p)) { - gen_action_piece(p); - if (is_british_iroquois_or_mohawk(p)) - has_br_indians = true; - else - has_ax = true; - } - } - }); - // allow leaders to accompany intercepting auxiliary unit - if (has_ax) { - for_each_friendly_leader_in_space(from, p => { - if (is_piece_unbesieged(p)) - gen_action_piece(p); - }); - } else if (has_br_indians) { - // TODO: allow intercept with Johnson as sub-commander - if (is_piece_unbesieged_in_space(JOHNSON, from)) { - gen_action_piece(JOHNSON); + for_each_exit(to, from => { + // 6.721 + if (is_lone_ax && is_wilderness_or_mountain(to)) { + let has_ax = false; + let has_br_indians = false; + for_each_friendly_unit_in_space(from, p => { + if (is_piece_unbesieged(p)) { + if (is_auxiliary(p)) { + gen_action_piece(p); + if (is_british_iroquois_or_mohawk(p)) + has_br_indians = true; + else + has_ax = true; } } - } else { - for_each_friendly_piece_in_space(from, p => { + }); + // allow leaders to accompany intercepting auxiliary unit + if (has_ax) { + for_each_friendly_leader_in_space(from, p => { if (is_piece_unbesieged(p)) gen_action_piece(p); }); + } else if (has_br_indians) { + // TODO: allow intercept with Johnson as sub-commander + if (is_piece_unbesieged_in_space(JOHNSON, from)) { + gen_action_piece(JOHNSON); + } } - }); - } + } else { + for_each_friendly_piece_in_space(from, p => { + if (is_piece_unbesieged(p)) + gen_action_piece(p); + }); + } + }); } function goto_intercept() { @@ -3433,7 +3458,7 @@ states.intercept_who = { push_undo(); let to = moving_piece_space(); let from = piece_space(p); - // All units can intercept in same space (even lone ax in wilderness), but no need to define the force. + // All units can intercept in same space (even lone ax in wilderness), but no need to designate the force. if (is_leader(p) && from !== to) { game.move.intercepting = p; game.force = { @@ -3567,6 +3592,7 @@ function did_piece_intercept(p) { } states.avoid_who = { + inactive: "avoid battle", prompt() { let from = moving_piece_space(); view.where = from; @@ -3804,6 +3830,7 @@ function goto_battle(where, is_assault) { log(""); log(".battle " + space_name(where)); + log(""); game.battle = { where: where, @@ -3891,7 +3918,7 @@ function goto_battle(where, is_assault) { function goto_battle_militia() { let box = department_militia(game.battle.where); - if (box && count_militia_in_department(box) > 0) { + if (box && count_militia_in_department(box) > 0 && !game.raid) { let first = 0, last = 0; switch (box) { case ST_LAWRENCE_CANADIAN_MILITIAS: @@ -3949,32 +3976,50 @@ states.militia_in_battle = { function goto_battle_sortie() { set_active(game.battle.attacker); - if (has_besieged_friendly_units(game.battle.where) && has_unbesieged_friendly_units(game.battle.where)) { + if (has_besieged_friendly_units(game.battle.where)) { game.state = 'sortie'; } else { goto_battle_attacker_events(); } } +function sortie_with_piece(p) { + log(`${piece_name(p)} sortied.`); + game.battle.atk_pcs.push(p); + + // 5.36 unit or leader may not be activated if it participated in combat or assault. + unstack_piece_from_force(p); + if (game.activation) + remove_from_array(game.activation, p); +} + states.sortie = { prompt() { view.prompt = `You may sortie with besieged units at ${space_name(game.battle.where)}.`; view.where = game.battle.where; - for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_piece_besieged_in_space(p, game.battle.where)) - if (!game.battle.atk_pcs.includes(p)) + let done = true; + for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { + if (is_piece_besieged_in_space(p, game.battle.where)) { + if (!game.battle.atk_pcs.includes(p)) { gen_action_piece(p); + done = false; + } + } + } + if (!done) + gen_action('pick_up_all'); gen_action_next(); }, piece(p) { push_undo(); - log(`${piece_name(p)} sortied.`); - game.battle.atk_pcs.push(p); - - // 5.36 unit or leader may not be activated if it participated in combat or assault. - unstack_piece_from_force(p); - if (game.activation) - remove_from_array(game.activation, p); + sortie_with_piece(p); + }, + pick_up_all() { + push_undo(); + for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) + if (is_piece_besieged_in_space(p, game.battle.where)) + if (!game.battle.atk_pcs.includes(p)) + sortie_with_piece(p); }, next() { clear_undo(); @@ -4726,13 +4771,13 @@ function determine_winner_battle() { else log("DEFENDER WON"); - if (victor === game.battle.attacker && game.battle.atk_worth_vp) { + if (victor === game.battle.attacker && game.battle.def_worth_vp) { if (victor === FRANCE) award_french_vp(1); else award_british_vp(1); } - if (victor === game.battle.defender && game.battle.def_worth_vp) { + if (victor === game.battle.defender && game.battle.atk_worth_vp) { if (victor === FRANCE) award_french_vp(1); else @@ -4764,7 +4809,7 @@ function determine_winner_battle() { victor = game.battle.defender; if (victor === game.battle.attacker) { - if (has_unbesieged_enemy_units(where)) { + if (has_unbesieged_enemy_pieces(where)) { goto_retreat_defender(); } else { if (def_eliminated && game.battle.def_result === 0) { @@ -4915,7 +4960,7 @@ function log_retreat(s, p) { function flush_log_retreat() { if (game.summary.inside) { - log("Retreated into fortification:\n" + game.summary[s].map(piece_name).join(",\n") + "."); + log("Retreated into fortification:\n" + game.summary.inside.map(piece_name).join(",\n") + "."); } for (let s in game.summary) { if (s !== 'inside') @@ -5317,11 +5362,15 @@ function goto_surrender() { function goto_surrender_place() { set_active_enemy(); - game.state = 'surrender'; - if (game.siege_where === LOUISBOURG) - game.surrender = find_closest_friendly_unbesieged_fortification(QUEBEC); - else - game.surrender = find_closest_friendly_unbesieged_fortification(game.siege_where); + if (has_friendly_units(game.siege_where)) { + game.state = 'surrender'; + if (game.siege_where === LOUISBOURG) + game.surrender = find_closest_friendly_unbesieged_fortification(QUEBEC); + else + game.surrender = find_closest_friendly_unbesieged_fortification(game.siege_where); + } else { + end_surrender(); + } } states.surrender = { @@ -5346,9 +5395,17 @@ function end_surrender() { end_move_step(true); } +const SIEGE_TABLE_RESULT = { + 0: "no effect", + 1: "+1", + 2: "+2" +}; + function resolve_siege() { let where = game.siege_where; - log("Resolve siege in " + space_name(where)); + log(""); + log(".siege " + space_name(where)); + log(""); let att_leader = find_friendly_commanding_leader_in_space(where); let def_leader = find_enemy_commanding_leader_in_space(where); let die = roll_die("for siege"); @@ -5358,7 +5415,8 @@ function resolve_siege() { if (where === LOUISBOURG) die = modify(die, -1, "for Louisbourg"); let result = SIEGE_TABLE[clamp(die, 0, 7)]; - log(`Result(${die}): ${result}`); + log(`Lookup ${die} on siege table.`); + log(`Siege result: ${SIEGE_TABLE_RESULT[result]}.`); if (result > 0) { let level = change_siege_marker(where, result); log("Siege level " + level + "."); @@ -5388,7 +5446,7 @@ function goto_assault_possible(where) { states.assault_possible = { prompt() { - view.prompt = `You may assault at ${game.assault_possible}.`; + view.prompt = `You may assault at ${space_name(game.assault_possible)}.`; gen_action_space(game.assault_possible); gen_action('assault'); gen_action('pass'); @@ -5413,7 +5471,6 @@ states.assault_possible = { function goto_assault(where) { // TODO: unstack here? - log("Assault " + space_name(where)); goto_battle(where, true); } @@ -6057,19 +6114,19 @@ function goto_victory_check() { // NOTE: active is FRANCE if (are_all_enemy_controlled_fortresses_for_vp(originally_british_fortresses) && count_british_controlled_spaces([QUEBEC, MONTREAL, NIAGARA, OHIO_FORKS]) >= 2) - return goto_game_over(BRITAIN, "Britain control all originally-British fortresses and two of Québec, Montréal, Niagara, and Ohio Forks."); + return goto_game_over(BRITAIN, "British Victory: Britain controls all its fortresses and two of Québec, Montréal, Niagara, and Ohio Forks."); if (game.vp >= 1) - return goto_game_over(FRANCE, "France has at least 1 VP."); + return goto_game_over(FRANCE, "French Vectory: France has at least 1 VP."); if (game.vp <= -1) - return goto_game_over(BRITAIN, "Britain has at least 1 VP."); + return goto_game_over(BRITAIN, "British Victory: Britain has at least 1 VP."); } if (game.year === 1762) { if (game.vp >= 1) - return goto_game_over(FRANCE, "France has at least 1 VP."); + return goto_game_over(FRANCE, "French Victory: France has at least 1 VP."); if (game.vp <= -5) - return goto_game_over(BRITAIN, "Britain has at least 5 VP."); + return goto_game_over(BRITAIN, "British Victory: Britain has at least 5 VP."); } - return goto_game_over(FRANCE, "Draw."); + return goto_game_over(FRANCE, "The game is a draw."); } else { game.year++; start_year(); |