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-rw-r--r--rules.js115
1 files changed, 96 insertions, 19 deletions
diff --git a/rules.js b/rules.js
index 01f3bec..2e55386 100644
--- a/rules.js
+++ b/rules.js
@@ -2625,8 +2625,8 @@ function land_movement_cost() {
return game.events.foul_weather ? 2 : movement_allowance(moving_piece());
}
-function max_movement_cost() {
- switch (game.move.type) {
+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();
@@ -2694,31 +2694,103 @@ function is_carry_connection(from, to) {
return (from_ff && to_ff);
}
-function can_move_by_boat_or_land(from, to) {
+function can_move_by_boat_or_land(used, did_carry, from, to) {
if (is_land_path(from, to)) {
- if (game.move.used < land_movement_cost())
+ if (used < land_movement_cost())
return true;
- if (!game.move.did_carry)
+ if (!did_carry)
return is_carry_connection(from, to);
return false;
}
return true;
}
-function can_move_by_boat(from, to) {
+function can_move_by_boat(used, did_carry, from, to) {
if (is_land_path(from, to)) {
- if (!game.move.did_carry)
+ if (!did_carry)
return is_carry_connection(from, to);
return false;
}
return true;
}
-function can_infiltrate(start) {
- // TODO: search paths to see if we have enough movement points left to reach non-infiltration space
- console.log("CAN_INFILTRATE", space_name(start), game.move.used, max_movement_cost());
- let distance_to_non_infiltration_space = 1;
- return (game.move.used + distance_to_non_infiltration_space) < max_movement_cost();
+function can_move(type, used, carry, from, to) {
+ console.log("CAN_INFILTRATE_MOVE", type, used, carry, space_name(from), ">", space_name(to));
+ switch (type) {
+ case 'boat-or-land':
+ return can_move_by_boat_or_land(used, carry, from, to);
+ case 'boat':
+ return can_move_by_boat(used, carry, from, to);
+ case 'land':
+ return true;
+ }
+ return false;
+}
+
+function is_infiltration_move(to) {
+ if (has_unbesieged_enemy_fortifications(to))
+ return true;
+ if (has_unbesieged_enemy_units(to))
+ return true;
+ return false;
+}
+
+function can_infiltrate_search(type, used, carry, from, to) {
+ if (can_move(type, used, carry, from, to)) {
+ if (!is_infiltration_move(to)) {
+ console.log(" EXIT", space_name(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)) {
+ if (!carry) {
+ if (is_carry_connection(from, to))
+ carry = 1;
+ else
+ type = 'land';
+ } else {
+ type = 'land';
+ }
+ }
+ }
+
+ // 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");
+ return false;
+ }
+ // Must stop in the next space after passing through enemy cultivated
+ if (used > 1 && !from_ff && is_originally_enemy(from)) {
+ console.log(" STOP enemy cultivated");
+ return false;
+ }
+ }
+
+ // Continue looking.
+ if (used < max_movement_cost(type)) {
+ for (let next of spaces[to].exits) {
+ if (can_infiltrate_search(type, used, carry, to, next))
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+function can_infiltrate(from, to) {
+ console.log("====");
+ let result = can_infiltrate_search(game.move.type, game.move.used, game.move.did_carry, from, to);
+ console.log(" =", result);
+ return result;
}
function gen_regular_move() {
@@ -2736,18 +2808,18 @@ function gen_regular_move() {
// Must have Drilled Troops to enter an enemy fort or fortress space.
// except: Infiltration by lone auxiliary
if (has_unbesieged_enemy_fort_or_fortress(to)) {
- if (!(has_dt || (is_lone_ax && can_infiltrate(to))))
+ if (!(has_dt || (is_lone_ax && can_infiltrate(from, to))))
return; // continue
}
}
switch (game.move.type) {
case 'boat-or-land':
- if (can_move_by_boat_or_land(from, to))
+ if (can_move_by_boat_or_land(game.move.used, game.move.did_carry, from, to))
gen_action_space(to);
break;
case 'boat':
- if (can_move_by_boat(from, to))
+ if (can_move_by_boat(game.move.used, game.move.did_carry, from, to))
gen_action_space(to);
break;
case 'land':
@@ -2817,19 +2889,24 @@ function apply_move(to) {
game.move.infiltrated = 0;
if (has_enemy_stockade(to)) {
- if (is_lone_auxiliary(who) && can_infiltrate(to))
+ if (is_lone_auxiliary(who) && can_infiltrate(from, to))
game.move.infiltrated = 1;
else
stop_move();
}
if (has_unbesieged_enemy_fort_or_fortress(to)) {
- if (is_lone_auxiliary(who) && can_infiltrate(to))
+ if (is_lone_auxiliary(who) && can_infiltrate(from, to))
game.move.infiltrated = 1;
else
stop_move();
}
+ if (has_unbesieged_enemy_units(to)) {
+ if (is_lone_auxiliary(who) && can_infiltrate(from, to))
+ game.move.infiltrated = 1;
+ }
+
if (game.move.infiltrated)
log(`Infiltrated ${space_name(to)}.`);
else
@@ -2873,7 +2950,7 @@ states.move = {
if (game.move.used === 9)
view.prompt += ` \u2014 done.`;
else
- view.prompt += ` \u2014 ${game.move.used}/${max_movement_cost()}.`;
+ view.prompt += ` \u2014 ${game.move.used}/${max_movement_cost(game.move.type)}.`;
}
} else {
view.prompt = `${piece_name(who)} eliminated.`;
@@ -2916,7 +2993,7 @@ states.move = {
gen_action_demolish();
- if (game.move.used < max_movement_cost()) {
+ if (game.move.used < max_movement_cost(game.move.type)) {
if (game.move.type === 'naval')
gen_naval_move();
else