From 7ebbda9013876a18e5d06b65dbe301780b371572 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Mon, 6 May 2024 23:05:13 +0200 Subject: tweak prompt during command --- rules.js | 65 ++++++++++++++++++++++++++++++++++------------------------ rules.ts | 71 +++++++++++++++++++++++++++++++++++++++------------------------- 2 files changed, 82 insertions(+), 54 deletions(-) diff --git a/rules.js b/rules.js index 91f9bb6..92054b4 100644 --- a/rules.js +++ b/rules.js @@ -3162,25 +3162,16 @@ states.command = { inactive: "Command", prompt() { let here = get_lord_locale(game.command); - if (game.actions === 0) - view.prompt = `Command: ${lord_name[game.command]} has no more actions.`; - else if (game.actions === 1) + if (game.actions === 1) view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} action.`; else view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} actions.`; - view.group = game.group; prompt_held_event_at_campaign(); if (!is_lord_on_map(game.command)) { view.prompt = `Command: ${lord_name[game.command]} is not on the map.`; view.actions.end_command = 1; return; } - if (can_pick_up_lords(game.command)) { - for_each_friendly_lord_in_locale(here, other => { - if (can_pick_up_other(game.command, other)) - gen_action_lord(other); - }); - } if (game.actions > 0) { // show "always" actions view.actions.supply = 0; @@ -3194,15 +3185,24 @@ states.command = { else { view.actions.end_command = 1; } - prompt_march(); + let can_move = prompt_march(); + if (can_action_sail()) { + view.actions.sail = 1; + can_move = true; + } + if (can_move && can_pick_up_lords(game.command)) { + view.group = game.group; + for_each_friendly_lord_in_locale(here, other => { + if (can_pick_up_other(game.command, other)) + gen_action_lord(other); + }); + } if (can_action_supply()) view.actions.supply = 1; if (can_action_forage()) view.actions.forage = 1; if (can_action_tax()) view.actions.tax = 1; - if (can_action_sail()) - view.actions.sail = 1; if (can_action_parley_campaign()) view.actions.parley = 1; if (can_action_heralds()) @@ -3214,6 +3214,8 @@ states.command = { if (is_york_lord(game.command) && game.group.length === 1) if (can_action_exile_pact()) view.actions.exile_pact = 1; + if (game.actions === 0 && !can_move) + view.prompt = "Command: All done."; }, pass() { push_undo(); @@ -3538,7 +3540,7 @@ function can_action_sail() { if ((is_event_in_play(EVENT_LANCASTER_FRENCH_FLEET) || !is_first_action() && !is_event_in_play(EVENT_YORK_SEAMANSHIP))) return false; } - if (game.actions === 0) + if (game.actions < 1) return false; // at a seaport (or sea) let here = get_lord_locale(game.command); @@ -3997,7 +3999,7 @@ function search_parley_levy(result, start, lord, ships) { return false; } function can_action_parley_campaign() { - if (game.actions <= 0) + if (game.actions < 1) return false; if (is_lord_at_sea(game.command)) return false; @@ -4034,7 +4036,7 @@ function search_parley_campaign(here, lord) { return result; } function can_action_parley_levy() { - if (game.actions <= 0 && !has_free_parley_levy()) + if (game.actions < 1 && !has_free_parley_levy()) return false; let here = get_lord_locale(game.command); if (can_parley_at(here)) @@ -4234,17 +4236,28 @@ function can_action_march_to(to, type) { } function prompt_march() { let from = get_lord_locale(game.command); + let has_march = false; if (!is_locale_on_map(from)) - return; - for (let to of data.locales[from].highways) - if (can_action_march_to(to, "highway")) + return false; + for (let to of data.locales[from].highways) { + if (can_action_march_to(to, "highway")) { gen_action_locale(to); - for (let to of data.locales[from].roads) - if (can_action_march_to(to, "road")) + has_march = true; + } + } + for (let to of data.locales[from].roads) { + if (can_action_march_to(to, "road")) { gen_action_locale(to); - for (let to of data.locales[from].paths) - if (can_action_march_to(to, "path")) + has_march = true; + } + } + for (let to of data.locales[from].paths) { + if (can_action_march_to(to, "path")) { gen_action_locale(to); + has_march = true; + } + } + return has_march; } function goto_march(to) { push_undo(); @@ -9424,7 +9437,7 @@ function count_merchants_deplete(loc) { } function can_action_merchants() { let loc = get_lord_locale(game.command); - if (game.actions <= 0) + if (game.actions < 1) return false; if (lord_has_capability(game.command, AOW_LANCASTER_MERCHANTS)) return count_merchants_deplete(loc) > 0; @@ -9526,7 +9539,7 @@ function roll_blockade(fail) { // === CAPABILITY: AGITATORS === function can_action_agitators() { let here = get_lord_locale(game.command); - if (game.actions <= 0) + if (game.actions < 1) return false; if (lord_has_capability(game.command, AOW_YORK_AGITATORS)) { for (let next of data.locales[here].adjacent) { @@ -9566,7 +9579,7 @@ function end_agitators() { } // === CAPABILITY: HERALDS === function can_action_heralds() { - if (game.actions <= 0) + if (game.actions < 1) return false; if (!is_first_action()) return false; diff --git a/rules.ts b/rules.ts index 4204a70..e3ea9e2 100644 --- a/rules.ts +++ b/rules.ts @@ -3864,15 +3864,11 @@ states.command = { inactive: "Command", prompt() { let here = get_lord_locale(game.command) - if (game.actions === 0) - view.prompt = `Command: ${lord_name[game.command]} has no more actions.` - else if (game.actions === 1) + if (game.actions === 1) view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} action.` else view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} actions.` - view.group = game.group - prompt_held_event_at_campaign() if (!is_lord_on_map(game.command)) { @@ -3881,13 +3877,6 @@ states.command = { return } - if (can_pick_up_lords(game.command)) { - for_each_friendly_lord_in_locale(here, other => { - if (can_pick_up_other(game.command, other)) - gen_action_lord(other) - }) - } - if (game.actions > 0) { // show "always" actions view.actions.supply = 0 @@ -3901,7 +3890,20 @@ states.command = { view.actions.end_command = 1 } - prompt_march() + let can_move = prompt_march() + + if (can_action_sail()) { + view.actions.sail = 1 + can_move = true + } + + if (can_move && can_pick_up_lords(game.command)) { + view.group = game.group + for_each_friendly_lord_in_locale(here, other => { + if (can_pick_up_other(game.command, other)) + gen_action_lord(other) + }) + } if (can_action_supply()) view.actions.supply = 1 @@ -3909,8 +3911,6 @@ states.command = { view.actions.forage = 1 if (can_action_tax()) view.actions.tax = 1 - if (can_action_sail()) - view.actions.sail = 1 if (can_action_parley_campaign()) view.actions.parley = 1 if (can_action_heralds()) @@ -3923,6 +3923,9 @@ states.command = { if (is_york_lord(game.command) && game.group.length === 1) if (can_action_exile_pact()) view.actions.exile_pact = 1 + + if (game.actions === 0 && !can_move) + view.prompt = "Command: All done." }, pass() { @@ -4303,7 +4306,7 @@ function can_action_sail() { return false } - if (game.actions === 0) + if (game.actions < 1) return false // at a seaport (or sea) @@ -4824,7 +4827,7 @@ function search_parley_levy(result, start: Locale, lord: Lord, ships: boolean) { } function can_action_parley_campaign() { - if (game.actions <= 0) + if (game.actions < 1) return false if (is_lord_at_sea(game.command)) @@ -4874,7 +4877,7 @@ function search_parley_campaign(here: Locale, lord: Lord) { } function can_action_parley_levy(): boolean { - if (game.actions <= 0 && !has_free_parley_levy()) + if (game.actions < 1 && !has_free_parley_levy()) return false let here = get_lord_locale(game.command) @@ -5097,21 +5100,33 @@ function can_action_march_to(to: Locale, type: "highway" | "road" | "path") { function prompt_march() { let from = get_lord_locale(game.command) + let has_march = false if (!is_locale_on_map(from)) - return + return false - for (let to of data.locales[from].highways) - if (can_action_march_to(to, "highway")) + for (let to of data.locales[from].highways) { + if (can_action_march_to(to, "highway")) { gen_action_locale(to) + has_march = true + } + } - for (let to of data.locales[from].roads) - if (can_action_march_to(to, "road")) + for (let to of data.locales[from].roads) { + if (can_action_march_to(to, "road")) { gen_action_locale(to) + has_march = true + } + } - for (let to of data.locales[from].paths) - if (can_action_march_to(to, "path")) + for (let to of data.locales[from].paths) { + if (can_action_march_to(to, "path")) { gen_action_locale(to) + has_march = true + } + } + + return has_march } function goto_march(to: Locale) { @@ -10936,7 +10951,7 @@ function count_merchants_deplete(loc: Locale) { function can_action_merchants() { let loc = get_lord_locale(game.command) - if (game.actions <= 0) + if (game.actions < 1) return false if (lord_has_capability(game.command, AOW_LANCASTER_MERCHANTS)) return count_merchants_deplete(loc) > 0 @@ -11050,7 +11065,7 @@ function roll_blockade(fail: string) { function can_action_agitators() { let here = get_lord_locale(game.command) - if (game.actions <= 0) + if (game.actions < 1) return false if (lord_has_capability(game.command, AOW_YORK_AGITATORS)) { for (let next of data.locales[here].adjacent) { @@ -11095,7 +11110,7 @@ function end_agitators() { // === CAPABILITY: HERALDS === function can_action_heralds() { - if (game.actions <= 0) + if (game.actions < 1) return false if (!is_first_action()) -- cgit v1.2.3