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-rw-r--r--rules.js90
1 files changed, 83 insertions, 7 deletions
diff --git a/rules.js b/rules.js
index b3c40bd..b22dd7f 100644
--- a/rules.js
+++ b/rules.js
@@ -17,7 +17,6 @@
// TODO: only move pieces once per campaign
// TODO: re-evaluate fortress ownership and VP when pieces move or are eliminated
// TODO: battle VP awards
-// TODO: define_force_lone_ax
// TODO: leaders alone - retreat and stomped by enemies
// TODO: end of season
@@ -2482,11 +2481,11 @@ states.define_force = {
delete game.force;
if (reason === 'move') {
goto_move_piece(main_leader);
- } else if (reason === 'intercept' ) {
+ } else if (reason === 'intercept') {
attempt_intercept();
- } else if (reason === 'avoid' ) {
+ } else if (reason === 'avoid') {
attempt_avoid_battle();
- } else if (reason === 'retreat_defender' ) {
+ } else if (reason === 'retreat_defender') {
game.state = 'retreat_defender';
} else {
throw Error("unknown reason state: " + game.reason);
@@ -2494,6 +2493,81 @@ states.define_force = {
},
}
+states.define_force_lone_ax = {
+ prompt() {
+ let main_leader = game.force.leader;
+ let selected = game.force.selected;
+ let space = piece_space(main_leader);
+ let n = count_units_in_force(main_leader);
+
+ view.prompt = `Define lone auxiliary force to ${game.force.reason} with ${piece_name(main_leader)} from ${space_name(space)}.`;
+ view.prompt += " (" + piece_name(selected) + ")";
+ view.who = selected;
+
+ // pick up subordinate leaders
+ for_each_friendly_leader_in_node(space, p => {
+ if (p !== selected) {
+ if (p !== main_leader && leader_command(p) <= leader_command(selected))
+ gen_action_piece(p);
+ }
+ });
+
+ // drop off subordinate leaders
+ for_each_friendly_leader_in_node(leader_box(selected), p => {
+ if (p !== selected) {
+ gen_action_piece(p);
+ }
+ });
+
+ // pick up units (max 1 auxiliary)
+ if (n === 0) {
+ for_each_friendly_unit_in_node(space, p => {
+ if (is_auxiliary_unit(p)) {
+ if (is_british_iroquois_or_mohawk(p)) {
+ // 5.534 Only Johnson can command British Iroquois and Mohawk (and for free)
+ if (selected === JOHNSON)
+ gen_action_piece(p);
+ } else {
+ gen_action_piece(p);
+ }
+ }
+ });
+ }
+
+ if (n === 1) {
+ gen_action_next();
+ }
+
+ // drop off units
+ for_each_friendly_unit_in_node(leader_box(selected), p => {
+ gen_action_piece(p);
+ });
+ },
+
+ piece(piece) {
+ push_undo();
+ let main_leader = game.force.leader;
+ let selected = game.force.selected;
+ let space = piece_space(main_leader);
+ if (piece_node(piece) === leader_box(selected))
+ move_piece_to(piece, space);
+ else
+ move_piece_to(piece, leader_box(selected));
+ },
+
+ next() {
+ push_undo();
+ let main_leader = game.force.leader;
+ let reason = game.force.reason;
+ delete game.force;
+ if (reason === 'intercept') {
+ attempt_intercept();
+ } else {
+ throw Error("unknown reason state: " + game.reason);
+ }
+ },
+}
+
// MOVE
function goto_move_piece(who) {
@@ -2972,10 +3046,12 @@ states.intercept_who = {
selected: piece,
reason: 'intercept',
};
- if (is_moving_piece_lone_ax_in_wilderness_or_mountain())
- game.state = 'define_force_lone_ax'; // TODO
- else
+ if (is_moving_piece_lone_ax_in_wilderness_or_mountain()) {
+ isolate_piece_from_force(piece);
+ game.state = 'define_force_lone_ax';
+ } else {
game.state = 'define_force';
+ }
} else {
game.move.intercepting = piece;
attempt_intercept();