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-rw-r--r--rules.js92
1 files changed, 77 insertions, 15 deletions
diff --git a/rules.js b/rules.js
index 5964ae1..31eb917 100644
--- a/rules.js
+++ b/rules.js
@@ -16,11 +16,14 @@
// naming: France/Britain or "The French"/"The British"
// features
-// TODO: french_regulars event played - montcalm not entered or dead separate state (merge DEAD/UNUSED consts)
-// put leaders in pool in their own box?
// TODO: trace supply
// TODO: infiltration
+// TODO: 13.12 victory check exception -- originally-British fortresses are friendly
+
+// TODO: french_regulars event played - montcalm not entered or dead separate state (merge DEAD/UNUSED consts)
+// put leaders in pool in their own box?
+
// TODO: campaign and stacking - define forces first, then move
// TODO: flat force definition - use sum of leader command rating
// (only allow dropping subordinate if stacking limit allows)
@@ -104,6 +107,7 @@ let events = {};
let player; // aliased to game[friendly()] per-player state
let enemy_player; // aliased to game[enemy()] per-player state
+let supply_cache; // cleared when setting active player and loading game state
// These looping indices are updated with update_active_aliases()
let first_enemy_leader;
@@ -175,6 +179,7 @@ function set_active(new_active) {
}
function update_active_aliases() {
+ supply_cache = null;
player = game[friendly()];
enemy_player = game[enemy()];
if (game.active === BRITAIN) {
@@ -282,6 +287,20 @@ const originally_british_fortresses = [
"Philadelphia",
].map(name => spaces.findIndex(space => space.name === name));
+const originally_british_fortresses_and_ports = [
+ "Albany",
+ "Alexandria",
+ "Baltimore",
+ "Boston",
+ "Halifax",
+ "Louisbourg",
+ "New Haven",
+ "New York",
+ "Philadelphia",
+ "Québec",
+].map(name => spaces.findIndex(space => space.name === name));
+
+
const departments = {
st_lawrence: [
"Baie-St-Paul",
@@ -1329,13 +1348,6 @@ function has_friendly_supplied_drilled_troops(space) {
return false;
}
-function has_enemy_supplied_drilled_troops(space) {
- for (let p = first_enemy_unit; p <= last_enemy_unit; ++p)
- if (is_drilled_troops(p) && is_piece_in_space(p, space) && is_in_enemy_supply(space))
- return true;
- return false;
-}
-
function has_friendly_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))
@@ -1864,14 +1876,64 @@ function update_vp(name, s) {
// PATH FINDING
-function is_in_supply(space) {
- // TODO: trace supply
- return true;
+function search_supply_spaces_imp(queue) {
+ console.log("======");
+ let reached = queue.slice();
+ while (queue.length > 0) {
+ let current = queue.shift();
+ // If we must have come here by water way:
+ let cultivated = is_cultivated(current) || has_friendly_fortifications(current) || has_friendly_amphib(current);
+ console.log("SUPPLY", space_name(current), cultivated);
+ for_each_exit(current, (next, type) => {
+ if (reached.includes(next))
+ return; // continue
+ if (has_unbesieged_enemy_units(next) || has_unbesieged_enemy_fortifications(next))
+ return; // continue
+ if (!cultivated) {
+ // came from wilderness by water, must continue by water
+ if (type !== 'land') {
+ console.log(" ", space_name(next), "(adjacent-water)");
+ reached.push(next);
+ queue.push(next);
+ }
+ } else {
+ // came from cultivated by any path, may continue to cultivated or by water
+ if (is_cultivated(next) || has_friendly_fortifications(next) || has_friendly_amphib(next) || type !== 'land') {
+ console.log(" ", space_name(next), "(from land)");
+ reached.push(next);
+ queue.push(next);
+ }
+ }
+ });
+ }
+ console.log("====\nSUPPLY", reached.map(space_name).join("\nSUPPLY "));
+ return reached;
}
-function is_in_enemy_supply(space) {
- // TODO: trace supply
- return true;
+function search_supply_spaces() {
+ if (game.active === FRANCE) {
+ let list = originally_french_fortresses.filter(is_friendly_controlled_space);
+ supply_cache = search_supply_spaces_imp(list);
+ } 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))
+ list.push(s);
+ supply_cache = search_supply_spaces_imp(list);
+ }
+}
+
+function is_in_supply(space) {
+ if (!supply_cache)
+ search_supply_spaces();
+ if (supply_cache.includes(space))
+ return true;
+ let x = false;
+ for_each_exit(space, s => {
+ if (supply_cache.includes(s))
+ x = true;
+ })
+ return x;
}
function list_intercept_spaces(is_lone_ld, is_lone_ax) {