diff options
-rw-r--r-- | rules.js | 54 |
1 files changed, 46 insertions, 8 deletions
@@ -4032,20 +4032,58 @@ function reduce_fln_unit(from_type, to_type) { continue_combat_after_fln_losses() } +function eliminate_fln_unit_2(u) { + push_undo() + eliminate_unit(u) + set_delete(game.combat.fln_units, u) + game.combat.distribute_fln_hits -= 1 + if (!game.combat.distribute_fln_hits || !game.combat.fln_units.length) + continue_combat_after_fln_losses() +} + +function reduce_fln_unit_2(u, to_type) { + push_undo() + let n = reduce_unit(u, to_type) + set_add(game.combat.fln_units, n) + set_delete(game.combat.fln_units, u) + game.combat.distribute_fln_hits -= 1 + if (!game.combat.distribute_fln_hits || !game.combat.fln_units.length) + continue_combat_after_fln_losses() +} + states.fln_combat_fln_losses = { inactive: "to distribute combat losses", prompt() { view.prompt = `Distribute ${game.combat.distribute_fln_hits} hit(s) as losses.` // each 'hit' on FLN units eliminates one Cadre or Band, or reduces a Front to a Cadre, or reduces a Failek to a Band (FLN player chooses how to distribute his losses). - if (has_fln_combat_unit(CADRE)) - gen_action("eliminate_cadre") - if (has_fln_combat_unit(BAND)) - gen_action("eliminate_band") - if (has_fln_combat_unit(FRONT)) - gen_action("reduce_front") - if (has_fln_combat_unit(FAILEK)) - gen_action("reduce_failek") + if (0) { + if (has_fln_combat_unit(CADRE)) + gen_action("eliminate_cadre") + if (has_fln_combat_unit(BAND)) + gen_action("eliminate_band") + if (has_fln_combat_unit(FRONT)) + gen_action("reduce_front") + if (has_fln_combat_unit(FAILEK)) + gen_action("reduce_failek") + } else { + for (let u of game.combat.fln_units) + gen_action_unit(u) + } + }, + unit(u) { + switch (unit_type(u)) { + case FRONT: + reduce_fln_unit_2(u, CADRE) + break + case FAILEK: + reduce_fln_unit_2(u, BAND) + break + case BAND: + case CADRE: + eliminate_fln_unit_2(u) + break + } }, eliminate_cadre() { eliminate_fln_unit(CADRE) |