diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 130 |
1 files changed, 72 insertions, 58 deletions
@@ -3784,26 +3784,30 @@ function has_light_infantry_in_defense() { } function can_play_ambush_in_attack() { - let s = game.battle.where; - if (is_card_available_for_attacker(AMBUSH_1) || is_card_available_for_attacker(AMBUSH_2)) { - let n = count_auxiliary_units_in_attack(); - if (is_wilderness_or_mountain(s) && n > 0) { - if (has_enemy_fort(s) || has_light_infantry_in_defense(s) || count_auxiliary_units_in_defense() > n) - return false; - return true; + if (!game.battle.assault) { + let s = game.battle.where; + if (is_card_available_for_attacker(AMBUSH_1) || is_card_available_for_attacker(AMBUSH_2)) { + let n = count_auxiliary_units_in_attack(); + if (is_wilderness_or_mountain(s) && n > 0) { + if (has_enemy_fort(s) || has_light_infantry_in_defense(s) || count_auxiliary_units_in_defense() > n) + return false; + return true; + } } } return false; } function can_play_ambush_in_defense() { - let s = game.battle.where; - if (is_card_available_for_defender(AMBUSH_1) || is_card_available_for_defender(AMBUSH_2)) { - let n = count_auxiliary_units_in_defense(); - if (is_wilderness_or_mountain(s) && n > 0) { - if (has_enemy_fort(s) || has_light_infantry_in_attack(s) || count_auxiliary_units_in_attack() > n) - return false; - return true; + if (!game.battle.assault) { + let s = game.battle.where; + if (is_card_available_for_defender(AMBUSH_1) || is_card_available_for_defender(AMBUSH_2)) { + let n = count_auxiliary_units_in_defense(); + if (is_wilderness_or_mountain(s) && n > 0) { + if (has_enemy_fort(s) || has_light_infantry_in_attack(s) || count_auxiliary_units_in_attack() > n) + return false; + return true; + } } } return false; @@ -3816,21 +3820,25 @@ function can_play_coehorns_in_attack() { } function can_play_fieldworks_in_attack() { - if (is_card_available_for_attacker(FIELDWORKS_1) || is_card_available_for_attacker(FIELDWORKS_2)) { - if (has_fieldworks(game.battle.where)) { - if (game.battle.assault) - return has_friendly_drilled_troops(game.battle.where); - else - return force_has_drilled_troops(game.move.moving); + if (!game.battle.assault) { + if (is_card_available_for_attacker(FIELDWORKS_1) || is_card_available_for_attacker(FIELDWORKS_2)) { + if (has_fieldworks(game.battle.where)) { + if (game.battle.assault) + return has_friendly_drilled_troops(game.battle.where); + else + return force_has_drilled_troops(game.move.moving); + } } } return false; } function can_play_fieldworks_in_defense() { - if (is_card_available_for_defender(FIELDWORKS_1) || is_card_available_for_defender(FIELDWORKS_2)) { - if (!has_fieldworks(game.battle.where)) { - return has_friendly_drilled_troops(game.battle.where); + if (!game.battle.assault) { + if (is_card_available_for_defender(FIELDWORKS_1) || is_card_available_for_defender(FIELDWORKS_2)) { + if (!has_fieldworks(game.battle.where)) { + return has_friendly_drilled_troops(game.battle.where); + } } } return false; @@ -4028,32 +4036,34 @@ function goto_atk_fire() { if (game.events.coehorns === game.battle.attacker) { die = modify(die, 2, "for coehorns"); } - if (is_wilderness_or_mountain(game.battle.where)) { - let atk_has_ax = some_attacking_piece(p => is_auxiliary_unit(p) || is_light_infantry_unit(p)); - let def_has_ax = some_defending_piece(p => is_auxiliary_unit(p) || is_light_infantry_unit(p)); - if (!atk_has_ax && def_has_ax) - die = modify(die, -1, "vs auxiliaries in wilderness"); - } - if (is_cultivated(game.battle.where)) { - let atk_has_reg = some_attacking_piece(p => is_regulars_unit(p)); - let def_has_reg = some_defending_piece(p => is_regulars_unit(p)); - if (!atk_has_reg && def_has_reg) - die = modify(die, -1, "vs regulars in cultivated"); - } - if (has_amphib(game.battle.where) && game.move.type === 'naval') { - die = modify(die, -1, "amphibious landing"); - } - if (has_enemy_stockade(game.battle.where)) { - die = modify(die, -1, "vs stockade"); - } - if (has_fieldworks(game.battle.where) && !game.battle.assault) { - // NOTE: Ignore fieldworks during assault, as they belong to the besieging forces. - log(`1 column left vs fieldworks`); - shift -= 1; - } + if (game.battle.assault) { log(`1 column left for assaulting`); shift -= 1; + } else { + if (is_wilderness_or_mountain(game.battle.where)) { + let atk_has_ax = some_attacking_piece(p => is_auxiliary_unit(p) || is_light_infantry_unit(p)); + let def_has_ax = some_defending_piece(p => is_auxiliary_unit(p) || is_light_infantry_unit(p)); + if (!atk_has_ax && def_has_ax) + die = modify(die, -1, "vs auxiliaries in wilderness"); + } + if (is_cultivated(game.battle.where)) { + let atk_has_reg = some_attacking_piece(p => is_regulars_unit(p)); + let def_has_reg = some_defending_piece(p => is_regulars_unit(p)); + if (!atk_has_reg && def_has_reg) + die = modify(die, -1, "vs regulars in cultivated"); + } + if (has_amphib(game.battle.where) && game.move.type === 'naval') { + die = modify(die, -1, "amphibious landing"); + } + if (has_enemy_stockade(game.battle.where)) { + die = modify(die, -1, "vs stockade"); + } + if (has_fieldworks(game.battle.where)) { + // NOTE: Ignore fieldworks during assault, as they belong to the besieging forces. + log(`1 column left vs fieldworks`); + shift -= 1; + } } game.battle.atk_result = combat_result(die, str, shift); @@ -4082,18 +4092,22 @@ function goto_def_fire() { if (p) { die = modify(die, leader_tactics(p), "leader tactics"); } - if (is_wilderness_or_mountain(game.battle.where)) { - let atk_has_ax = some_attacking_piece(p => is_auxiliary_unit(p) || is_light_infantry_unit(p)); - let def_has_ax = some_defending_piece(p => is_auxiliary_unit(p) || is_light_infantry_unit(p)); - if (atk_has_ax && !def_has_ax) - die = modify(die, -1, "vs auxiliaries in wilderness"); - } - if (is_cultivated(game.battle.where)) { - let atk_has_reg = some_attacking_piece(p => is_regulars_unit(p)); - let def_has_reg = some_defending_piece(p => is_regulars_unit(p)); - if (atk_has_reg && !def_has_reg) - die = modify(die, -1, "vs regulars in cultivated"); + + if (!game.battle.assault) { + if (is_wilderness_or_mountain(game.battle.where)) { + let atk_has_ax = some_attacking_piece(p => is_auxiliary_unit(p) || is_light_infantry_unit(p)); + let def_has_ax = some_defending_piece(p => is_auxiliary_unit(p) || is_light_infantry_unit(p)); + if (atk_has_ax && !def_has_ax) + die = modify(die, -1, "vs auxiliaries in wilderness"); + } + if (is_cultivated(game.battle.where)) { + let atk_has_reg = some_attacking_piece(p => is_regulars_unit(p)); + let def_has_reg = some_defending_piece(p => is_regulars_unit(p)); + if (atk_has_reg && !def_has_reg) + die = modify(die, -1, "vs regulars in cultivated"); + } } + game.battle.def_result = combat_result(die, str, shift); log(`Defender result: ${game.battle.def_result}.`); @@ -5118,7 +5132,7 @@ function resolve_raid() { column = 'stockade'; if (game.events.blockhouses === enemy()) { column = 'stockade'; - log("vs. enemy blockhouses"); + log("vs enemy blockhouses"); } let result = clamp(die, 0, 7); |