diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 69 |
1 files changed, 38 insertions, 31 deletions
@@ -713,7 +713,7 @@ function for_each_friendly_piece_in_node(node, fn) { function for_each_unbesieged_friendly_piece_in_space(s, fn) { for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) { - if (is_piece_in_space(p, s) && is_piece_unbesieged(p)) + if (is_piece_unbesieged_in_space(p, s)) fn(p); } } @@ -755,7 +755,7 @@ function for_each_friendly_unit_in_space(s, fn) { function for_each_unbesieged_enemy_in_space(s, fn) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) { - if (is_piece_unbesieged(p) && is_piece_in_space(p, s)) + if (is_piece_unbesieged_in_space(p, s)) fn(p); } } @@ -1003,6 +1003,14 @@ function is_piece_in_space(p, s) { return piece_space(p) === s; } +function is_piece_unbesieged_in_space(p, s) { + return game.location[p] === s; +} + +function is_piece_besieged_in_space(p, s) { + return game.location[p] === -s; +} + function has_amphib(s) { return game.amphib.includes(s); } @@ -1203,28 +1211,28 @@ function count_enemy_units_in_space(s) { function has_unbesieged_friendly_leader(s) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) - if (is_piece_in_space(p, s) && !is_piece_inside(p)) + if (is_piece_unbesieged_in_space(p, s)) return true; return false; } function has_unbesieged_enemy_leader(s) { for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) - if (is_piece_in_space(p, s) && !is_piece_inside(p)) + if (is_piece_unbesieged_in_space(p, s)) return true; return false; } function has_unbesieged_enemy_units(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) - if (is_piece_in_space(p, s) && !is_piece_inside(p)) + if (is_piece_unbesieged_in_space(p, s)) return true; return false; } function has_unbesieged_enemy_units_that_did_not_intercept(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) - if (is_piece_in_space(p, s) && !is_piece_inside(p) && !did_piece_intercept(p)) + if (is_piece_unbesieged_in_space(p, s) && !did_piece_intercept(p)) return true; return false; } @@ -1307,7 +1315,7 @@ function has_friendly_indians(s) { function has_unbesieged_enemy_auxiliary(s) { for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) - if (is_auxiliary(p) && is_piece_in_space(p, s) && !is_piece_inside(p)) + if (is_auxiliary(p) && is_piece_unbesieged_in_space(p, s)) return true; return false; } @@ -1327,7 +1335,7 @@ function has_unbesieged_enemy_fort_or_fortress(s) { function has_non_moving_unbesieged_friendly_units(s) { let force = moving_piece(); for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { - if (is_piece_in_space(p, s) && is_piece_unbesieged(p)) { + if (is_piece_unbesieged_in_space(p, s)) { if (!is_piece_in_force(p, force)) return true; } @@ -1337,14 +1345,14 @@ function has_non_moving_unbesieged_friendly_units(s) { function has_unbesieged_friendly_units(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_piece_in_space(p, s) && is_piece_unbesieged(p)) + if (is_piece_unbesieged_in_space(p, s)) return true; return false; } function has_besieged_friendly_units(s) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_piece_in_space(p, s) && is_piece_inside(p)) + if (is_piece_besieged_in_space(p, s)) return true; return false; } @@ -1837,7 +1845,7 @@ function search_supply_spaces() { } else { let list = originally_british_fortresses_and_all_ports.filter(is_friendly_controlled_space); for (let s of game.amphib) - if (!list.includes(s) && !is_space_besieged(s)) + if (!list.includes(s) && is_space_unbesieged(s)) list.push(s); supply_cache = search_supply_spaces_imp(list); } @@ -3168,7 +3176,7 @@ states.lake_schooner = { // 6.63 eliminate if forced back into enemy-occupied space if (has_unbesieged_enemy_units(from) || has_unbesieged_enemy_fortifications(from)) { for_each_friendly_piece_in_space(from, p => { - if (!is_piece_inside(p)) + if (is_piece_unbesieged(p)) eliminate_piece(p); }); } @@ -3374,9 +3382,8 @@ function gen_intercept() { }); } else if (has_br_indians) { // TODO: allow intercept with Johnson as sub-commander - if (is_piece_in_space(JOHNSON, from)) { - if (is_piece_unbesieged(JOHNSON)) - gen_action_piece(JOHNSON); + if (is_piece_unbesieged_in_space(JOHNSON, from)) { + gen_action_piece(JOHNSON); } } } else { @@ -3527,7 +3534,7 @@ states.designate_inside = { gen_action_next(); let n = count_friendly_units_inside(where); for_each_friendly_piece_in_space(where, p => { - if (!is_piece_inside(p) && !did_piece_intercept(p)) { + if (is_piece_unbesieged(p) && !did_piece_intercept(p)) { if (is_leader(p) || is_fortress(where) || n < 4) gen_action_piece(p); } @@ -3579,7 +3586,7 @@ states.avoid_who = { view.prompt = "You may select a force or unit to avoid battle from " + space_name(from) + "."; gen_action_pass(); for_each_friendly_piece_in_space(from, p => { - if (!did_piece_intercept(p) && !is_piece_inside(p)) + if (!did_piece_intercept(p) && is_piece_unbesieged(p)) gen_action_piece(p); }); } @@ -3720,11 +3727,11 @@ function for_each_defending_piece(fn) { } else { if (game.battle.defender === BRITAIN) { for (let p = first_british_piece; p <= last_british_piece; ++p) - if (is_piece_unbesieged(p) && is_piece_in_space(p, where)) + if (is_piece_unbesieged_in_space(p, where)) fn(p); } else { for (let p = first_french_piece; p <= last_french_piece; ++p) - if (is_piece_unbesieged(p) && is_piece_in_space(p, where)) + if (is_piece_unbesieged_in_space(p, where)) fn(p); } } @@ -3962,7 +3969,7 @@ states.sortie = { view.prompt = `You may sortie with besieged units at ${space_name(game.battle.where)}.`; view.where = game.battle.where; for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) - if (is_piece_in_space(p, game.battle.where) && is_piece_inside(p)) + if (is_piece_besieged_in_space(p, game.battle.where)) if (!game.battle.atk_pcs.includes(p)) gen_action_piece(p); gen_action_next(); @@ -4777,9 +4784,9 @@ function determine_winner_battle() { } } else { /* If attacker must retreat, unbesieged defenders who withdrew inside can come out. */ - if (!is_space_besieged(where)) { + if (is_space_unbesieged(where)) { for (let p = first_piece; p <= last_piece; ++p) - if (is_piece_in_space(p, where) && is_piece_inside(p)) + if (is_piece_besieged_in_space(p, where)) set_piece_outside(p); } @@ -4794,7 +4801,7 @@ function determine_winner_battle() { function eliminate_enemy_pieces_inside(where) { for (let p = first_enemy_piece; p <= last_enemy_piece; ++p) - if (is_piece_in_space(p, where) && is_piece_inside(p)) + if (is_piece_besieged_in_space(p, where)) eliminate_piece(p, false); } @@ -4874,7 +4881,7 @@ states.retreat_attacker = { // NOTE: Besieged pieces that sortie out are 'inside' so not affected by the code below. log(`Attacker retreated to ${space_name(to)}.`); for_each_friendly_piece_in_space(from, p => { - if (!is_piece_inside(p)) { + if (is_piece_unbesieged(p)) { if (can_attacker_retreat_from_to(p, from, to)) move_piece_to(p, to); else @@ -5036,7 +5043,7 @@ states.retreat_defender = { clear_undo(); let from = game.battle.where; for_each_friendly_piece_in_space(from, p => { - if (!is_piece_inside(p)) + if (is_piece_unbesieged(p)) eliminate_piece(p, false); }); end_retreat(); @@ -5133,7 +5140,7 @@ function goto_retreat_lone_leader(from, reason) { function pick_unbesieged_leader(s) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) - if (is_piece_in_space(p, s) && !is_piece_inside(p)) + if (is_piece_unbesieged_in_space(p, s)) return p; return 0; } @@ -5599,11 +5606,11 @@ function resolve_raid() { function can_follow_indians_home(from) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { - if (is_piece_in_space(p, from) && !is_piece_inside(p)) + if (is_piece_unbesieged_in_space(p, from)) return true; } for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { - if (is_coureurs(p) && is_piece_in_space(p, from) && !is_piece_inside(p)) + if (is_coureurs(p) && is_piece_unbesieged_in_space(p, from)) return true; } return false; @@ -5705,7 +5712,7 @@ states.indians_and_leaders_go_home = { let done = true; for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) { let s = piece_space(p); - if (s && !is_piece_inside(p) && !has_friendly_fortifications(s)) { + if (s && is_piece_unbesieged(p) && !has_friendly_fortifications(s)) { // Indians not at their settlement if (is_indian(p)) { @@ -5847,11 +5854,11 @@ states.go_home_with_indians = { view.where = to; for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { - if (is_piece_in_space(p, from) && !is_piece_inside(p)) + if (is_piece_unbesieged_in_space(p, from)) gen_action_piece(p); } for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { - if (is_coureurs(p) && is_piece_in_space(p, from) && !is_piece_inside(p)) + if (is_coureurs(p) && is_piece_unbesieged_in_space(p, from)) gen_action_piece(p); } |