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-rw-r--r--rules.js102
1 files changed, 69 insertions, 33 deletions
diff --git a/rules.js b/rules.js
index f315461..9fa7aaa 100644
--- a/rules.js
+++ b/rules.js
@@ -1111,8 +1111,8 @@ function place_fieldworks(s) {
function remove_fieldworks(s) {
if (game.fieldworks.includes(s)) {
- // log(`Removed fieldworks at ${space_name(s)}.`);
- log(`Fieldworks (${space_name(s)}) removed.`);
+ // log(`Fieldworks (${space_name(s)}) removed.`);
+ log(`Removed fieldworks at ${space_name(s)}.`);
remove_from_array(game.fieldworks, s);
}
}
@@ -1459,18 +1459,19 @@ function has_besieged_friendly_units(s) {
}
function count_militia_in_department(box) {
+ let n = 0;
if (box === ST_LAWRENCE_CANADIAN_MILITIAS) {
for (let p = first_french_militia; p <= last_french_militia; ++p) {
if (piece_node(p) === box)
- return true;
+ ++n;
}
} else {
for (let p = first_british_militia; p <= last_british_militia; ++p) {
if (piece_node(p) === box)
- return true;
+ ++n;
}
}
- return false;
+ return n;
}
function enemy_department_has_at_least_n_militia(where, n) {
@@ -3385,7 +3386,7 @@ function goto_battle_check() {
}
}
-function end_move_step(final) {
+function end_move_step(final=false, overrun=false) {
let did_battle = !!game.battle;
lift_sieges_and_amphib();
@@ -3423,6 +3424,11 @@ function end_move_step(final) {
}
}
+ if (overrun) {
+ log(".b Overrun");
+ logbr();
+ }
+
if (!is_lone_leader(who) && is_piece_on_map(who)
&& has_unbesieged_enemy_leader(where)
&& !has_unbesieged_enemy_units(where))
@@ -3558,7 +3564,7 @@ function goto_intercept() {
}
if (game.move.infiltrated)
- end_move_step();
+ end_move_step(false);
else
goto_designate_inside();
}
@@ -3588,7 +3594,7 @@ states.intercept_who = {
let to = moving_piece_space();
let from = piece_space(p);
// All units can intercept in same space (even lone ax in wilderness), but no need to designate the force.
- if (is_leader(p) && from !== to) {
+ if (is_leader(p)) {
game.move.intercepting = p;
game.force = {
commander: p,
@@ -3642,7 +3648,7 @@ function end_intercept_fail() {
set_active_enemy();
game.state = 'move';
if (game.move.infiltrated)
- end_move_step();
+ end_move_step(false);
else
goto_designate_inside();
}
@@ -4050,7 +4056,7 @@ function goto_battle(where, is_assault) {
function goto_battle_militia() {
let box = department_militia(game.battle.where);
- if (box && count_militia_in_department(box) > 0 && !game.raid) {
+ if (box && count_militia_in_department(box) > 0 && !game.raid.where) {
let first = 0, last = 0;
switch (box) {
case ST_LAWRENCE_CANADIAN_MILITIAS:
@@ -4324,7 +4330,7 @@ states.attacker_events = {
view.prompt += " You don't have " + dont_have.join(" or ") + ".";
if (have.length === 0 && dont_have.length === 0)
view.prompt += " You have no more response events.";
- gen_action_pass();
+ gen_action_next();
},
play_event(c) {
push_undo();
@@ -4343,7 +4349,7 @@ states.attacker_events = {
break;
}
},
- pass() {
+ next() {
clear_undo();
goto_battle_defender_events();
},
@@ -4391,7 +4397,7 @@ states.defender_events = {
view.prompt += " You don't have " + dont_have.join(" or ") + ".";
if (have.length === 0 && dont_have.length === 0)
view.prompt += " You have no more response events.";
- gen_action_pass();
+ gen_action_next();
},
play_event(c) {
push_undo();
@@ -4410,7 +4416,7 @@ states.defender_events = {
break;
}
},
- pass() {
+ next() {
clear_undo();
goto_battle_roll();
},
@@ -4489,8 +4495,17 @@ function end_leader_check() {
function goto_atk_fire() {
set_active(game.battle.attacker);
+ // Attacker who is wiped out by ambush does not get to fire back!
+ if (game.events.ambush === game.battle.defender) {
+ if (!some_attacking_piece(is_unit)) {
+ game.battle.atk_die = 0;
+ game.battle.atk_result = 0;
+ return end_atk_fire();
+ }
+ }
+
logbr();
- log("ATTACKER");
+ log(".b Attacker");
let str = attacker_combat_strength();
let shift = 0;
@@ -4547,8 +4562,17 @@ function goto_atk_fire() {
function goto_def_fire() {
set_active(game.battle.defender);
+ // Defender who is wiped out by ambush does not get to fire back!
+ if (game.events.ambush === game.battle.attacker) {
+ if (!some_defending_piece(is_unit)) {
+ game.battle.def_die = 0;
+ game.battle.def_result = 0;
+ return end_def_fire();
+ }
+ }
+
logbr();
- log("DEFENDER");
+ log(".b Defender");
let str = defender_combat_strength();
let shift = 0;
@@ -4564,6 +4588,9 @@ function goto_def_fire() {
if (p) {
die = modify(die, leader_tactics(p), "leader tactics");
}
+ if (game.events.coehorns === game.battle.defender) {
+ die = modify(die, 2, "for coehorns");
+ }
if (!game.battle.assault) {
if (is_wilderness_or_mountain(game.battle.where)) {
@@ -4606,7 +4633,7 @@ function goto_atk_step_losses() {
game.battle.units.push(p);
});
logbr();
- log("ATTACKER LOSSES");
+ log(".b Attacker Losses");
} else {
end_step_losses();
}
@@ -4632,7 +4659,7 @@ function goto_def_step_losses() {
end_step_losses();
else {
logbr();
- log("DEFENDER LOSSES");
+ log(".b Defender Losses");
}
} else {
end_step_losses();
@@ -4903,9 +4930,9 @@ function determine_winner_battle() {
logbr();
if (victor === game.battle.attacker)
- log("ATTACKER WON");
+ log(".b Attacker Won");
else
- log("DEFENDER WON");
+ log(".b Defender Won");
if (victor === game.battle.attacker && game.battle.def_worth_vp) {
if (victor === FRANCE)
@@ -4947,13 +4974,14 @@ function determine_winner_battle() {
victor = game.battle.defender;
if (victor === game.battle.attacker) {
+ if (def_eliminated && game.battle.def_result === 0)
+ game.battle.overrun = 1;
if (has_unbesieged_enemy_pieces(where)) {
- log("DEFENDER RETREAT");
+ log(".b Defender Retreat");
goto_retreat_defender();
} else {
- if (def_eliminated && game.battle.def_result === 0) {
- log("OVERRUN");
- end_move_step(false);
+ if (game.battle.overrun) {
+ end_move_step(false, true);
} else {
end_move_step(true);
}
@@ -4993,7 +5021,7 @@ function determine_winner_assault() {
victor = game.battle.defender;
if (victor === game.battle.attacker) {
- log("ATTACKER WON ASSAULT");
+ log(".b Attacker Won Assault");
eliminate_enemy_pieces_inside(where);
remove_siege_marker(where);
remove_fieldworks(where);
@@ -5008,7 +5036,7 @@ function determine_winner_assault() {
return goto_massacre('assault');
}
} else {
- log("DEFENDER WON ASSAULT");
+ log(".b Defender Won Assault");
}
logbr();
@@ -5058,7 +5086,7 @@ states.retreat_attacker = {
// NOTE: Besieged pieces that sortie out are 'inside' so not affected by the code below.
init_retreat_summary();
- log("ATTACKER RETREAT");
+ log(".b Attacker Retreat");
for_each_friendly_piece_in_space(from, p => {
if (is_piece_unbesieged(p)) {
if (can_attacker_retreat_from_to(p, from, to)) {
@@ -5295,7 +5323,11 @@ states.retreat_all_defenders_to = {
function end_retreat() {
set_active(game.battle.attacker);
- end_move_step(true);
+ if (game.battle.overrun) {
+ end_move_step(false, overrun);
+ } else {
+ end_move_step(true);
+ }
}
function goto_retreat_lone_leader(from, reason) {
@@ -5537,9 +5569,9 @@ function end_surrender() {
}
const SIEGE_TABLE_RESULT = {
- 0: "no effect",
- 1: "+1",
- 2: "+2"
+ 0: "No effect.",
+ 1: "Siege +1.",
+ 2: "Siege +2."
};
function resolve_siege() {
@@ -5551,13 +5583,15 @@ function resolve_siege() {
let def_leader = find_enemy_commanding_leader_in_space(where);
let die = roll_die("for siege");
die = modify(die, leader_tactics(att_leader), "besieging leader");
+ if (game.events.coehorns)
+ die = modify(die, game.events.coehorns === game.active ? 2 : -2, "for coehorns");
if (def_leader)
die = modify(die, -leader_tactics(def_leader), "defending leader");
if (where === LOUISBOURG)
die = modify(die, -1, "for Louisbourg");
let result = SIEGE_TABLE[clamp(die, 0, 7)];
log(`Lookup ${die} on siege table.`);
- log(`Siege result: ${SIEGE_TABLE_RESULT[result]}.`);
+ log(SIEGE_TABLE_RESULT[result]);
if (result > 0) {
let level = change_siege_marker(where, result);
log("Siege level " + level + ".");
@@ -6284,7 +6318,7 @@ function goto_victory_check() {
count_british_controlled_spaces([QUEBEC, MONTREAL, NIAGARA, OHIO_FORKS]) >= 2)
return goto_game_over(BRITAIN, "British Victory: Britain controls all its fortresses and two of Québec, Montréal, Niagara, and Ohio Forks.");
if (game.vp >= 1)
- return goto_game_over(FRANCE, "French Vectory: France has at least 1 VP.");
+ return goto_game_over(FRANCE, "French Victory: France has at least 1 VP.");
if (game.vp <= -1)
return goto_game_over(BRITAIN, "British Victory: Britain has at least 1 VP.");
}
@@ -7363,6 +7397,7 @@ events.british_ministerial_crisis = {
return enemy_player.hand.length > 0;
},
play() {
+ clear_undo();
let n = 0;
for (let i = 0; i < enemy_player.hand.length; ++i) {
let c = enemy_player.hand[i];
@@ -7908,6 +7943,7 @@ events.victories_in_germany_release_troops_and_finances_for_new_world = {
return has_unbesieged_reduced_regular_or_light_infantry_units();
},
play() {
+ clear_undo();
game.state = 'restore_regular_or_light_infantry_units';
game.count = roll_die();
},