diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 61 |
1 files changed, 41 insertions, 20 deletions
@@ -1634,7 +1634,7 @@ function eliminate_piece(p) { if (home) { let tribe = indian_tribe[home]; if (is_indian_tribe_eliminated(home)) { - if (home == PAYS_D_EN_HAUT) + if (home === PAYS_D_EN_HAUT) log(`Removed settlement at ${space_name(home)}.`); else log(`Removed ${tribe} settlement at ${space_name(home)}.`); @@ -1877,7 +1877,7 @@ 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)) + if (!list.includes(s) && !is_space_besieged(s)) list.push(s); supply_cache = search_supply_spaces_imp(list); } @@ -2966,7 +2966,7 @@ states.move = { // Stop infiltrating (not in fort/fortress space) if (game.move.infiltrated) { game.move.infiltrated = 0; - goto_avoid_battle(); + goto_declare_inside(); } else { end_move(); } @@ -3371,8 +3371,6 @@ function end_intercept_success() { // DECLARE INSIDE/OUTSIDE FORTIFICATION function goto_declare_inside() { - if (game.move.infiltrated) - return goto_avoid_battle(); let where = moving_piece_space(); if (has_unbesieged_enemy_units_that_did_not_intercept(where)) { if (is_fortress(where) || has_enemy_fort(where)) { @@ -4035,7 +4033,7 @@ states.defender_events = { } /* - if ambush == attacker + if ambush === attacker attacker fires defender step loss defender fires @@ -4206,6 +4204,7 @@ function goto_def_fire() { function goto_atk_step_losses() { set_active(game.battle.attacker); + game.battle.def_caused = 0; if (game.battle.def_result > 0) { if (game.move) unstack_force(moving_piece()); @@ -4227,6 +4226,7 @@ function goto_atk_step_losses() { function goto_def_step_losses() { set_active(game.battle.defender); + game.battle.atk_caused = 0; if (game.battle.atk_result > 0) { game.state = 'step_losses'; game.battle.step_loss = game.battle.atk_result; @@ -4301,6 +4301,10 @@ states.step_losses = { } }, next() { + if (game.active === game.battle.attacker) + game.battle.def_caused = game.battle.def_result - game.battle.step_loss; + else + game.battle.atk_caused = game.battle.atk_result - game.battle.step_loss; clear_undo(); end_step_losses(); }, @@ -4474,20 +4478,37 @@ function determine_winner_battle() { log(""); + // 7.8: Determine winner - let atk_surv = count_attacking_units(); - let def_surv = count_unbesieged_enemy_units_in_space(where); + let atk_eliminated = count_attacking_units() === 0; + let def_eliminated = count_unbesieged_enemy_units_in_space(where) === 0; + + console.log("RESULT", "atk_eliminated", atk_eliminated); + console.log("RESULT", "atk_result", atk_result); + console.log("RESULT", "atk_caused", atk_caused); + console.log("RESULT", "def_eliminated", def_eliminated); + console.log("RESULT", "def_result", def_result); + console.log("RESULT", "def_caused", def_caused); + let victor; - if (atk_surv === 0 && def_surv === 0) - victor = game.battle.defender; - else if (def_surv === 0) - victor = game.battle.attacker; - else if (atk_surv === 0) + if (atk_eliminated && def_eliminated) { + log("Both sides eliminated."); + if (atk_result > def_result) + victor = game.battle.attacker; + else + victor = game.battle.defender; + } else if (atk_eliminated && !def_eliminated) { + log("Attacker eliminated."); victor = game.battle.defender; - else if (game.battle.atk_result > game.battle.def_result) + } else if (!atk_eliminated && def_eliminated) { + log("Defender eliminated."); victor = game.battle.attacker; - else - victor = game.battle.defender; + } else { + if (atk_caused > def_caused) + victor = game.battle.attacker; + else + victor = game.battle.defender; + } if (victor === game.battle.attacker && game.battle.atk_worth_vp) { if (victor === FRANCE) @@ -5392,7 +5413,7 @@ states.indians_and_leaders_go_home = { // Indians not at their settlement if (is_indian_unit(p)) { - if (s != indian_home_settlement(p)) { + if (s !== indian_home_settlement(p)) { done = false; gen_action_piece(p); } @@ -5920,7 +5941,7 @@ states.construct_stockades = { }, space(space) { push_undo(); - log(`build a stockade in ${space_name(space)}.`); + log(`Built stockade in ${space_name(space)}.`); player.stockades.push(space); game.count --; }, @@ -5961,10 +5982,10 @@ states.construct_forts = { space(space) { push_undo(); if (has_friendly_fort_uc(space)) { - log(`finish building a fort in ${space_name(space)}.`); + log(`Finished building fort in ${space_name(space)}.`); place_friendly_fort(space); } else { - log(`start building a fort in ${space_name(space)}.`); + log(`Started building fort in ${space_name(space)}.`); place_friendly_fort_uc(space); game.list.push(space); // don't finish it in the same action phase } |