diff options
-rw-r--r-- | rules.js | 51 |
1 files changed, 21 insertions, 30 deletions
@@ -498,7 +498,6 @@ function clear_unit_dispersed(u) { function move_unit(u, to) { let loc = unit_loc(u) - log(`>Moved U${u} from A${loc} to A${to}`) set_unit_loc(u, to) set_unit_box(u, OC) } @@ -2735,7 +2734,7 @@ function goto_operations_phase() { if (is_area_algerian(game.oas)) { log_h2("OAS Operation") let loc = game.oas - log_h3(`Suppression Mission in A${loc}`) + log_h3(`Suppression in A${loc}`) do_suppression(loc) // Whatever the result of the mission, it will automatically cause a Terror marker to be placed in the Area (if there isn't one there already). @@ -2839,7 +2838,6 @@ states.fln_operations = { function goto_fln_propaganda_mission() { push_undo() game.passes = 0 - log_h3(`Propaganda Mission`) game.state = "fln_propaganda" game.selected = [] } @@ -2894,7 +2892,8 @@ states.fln_propaganda = { let loc = unit_loc(unit) clear_undo() - log(`>by U${unit} in A${loc}`) + log_h3(`Propaganda in A${loc}`) + log(`>by U${unit}`) // pay cost & update flags log(`>Paid ${FLN_PROPAGANDA_COST} AP`) @@ -3074,7 +3073,6 @@ function end_distribute_psp() { function goto_fln_strike_mission() { push_undo() game.passes = 0 - log_h3(`Strike Mission`) game.state = "fln_strike" } @@ -3125,10 +3123,11 @@ states.fln_strike = { let assist = list.length - 1 clear_undo() + log_h3(`Strike in A${loc}`) if (assist) { - log(`>by Front (with ${assist} Cadre) in A${loc}`) + log(`>by Front (with ${assist} Cadre)`) } else { - log(`>by Front in A${loc}`) + log(`>by Front`) } // pay cost & update flags @@ -3190,7 +3189,6 @@ function continue_fln_strike() { function goto_fln_move_mission() { push_undo() game.passes = 0 - log_h3(`Move Mission`) game.state = "fln_move" } @@ -3247,6 +3245,8 @@ states.fln_move = { let loc = unit_loc(unit) push_undo() + log_h3(`Move from A${loc} to A${to}`) + log(`> by U${unit}`) // Note that the die roll is modified by the number of Government units on Patrol in the area moved to, not from. let drm = -count_patrol_units_in_loc(to) if (is_border_crossing(loc, to) && game.border_zone_active) { @@ -3271,7 +3271,6 @@ states.fln_move = { function goto_fln_raid_mission() { push_undo() game.passes = 0 - log_h3(`Raid Mission`) game.state = "fln_raid" } @@ -3312,10 +3311,9 @@ states.fln_raid = { let assist = list.length - 1 clear_undo() + log_h3(`Raid in A${loc}`) if (assist) { - log(`(with ${assist} assist) in A${loc}`) - } else { - log(`>in A${loc}`) + log(`(with ${assist} assist)`) } // pay cost & update flags @@ -3363,7 +3361,6 @@ states.fln_raid = { function goto_fln_harass_mission() { push_undo() game.passes = 0 - log_h3(`Harass Mission`) game.state = "fln_harass" } @@ -3417,7 +3414,11 @@ states.fln_harass = { roll() { let list = game.selected game.selected = [] + let first_unit = list[0] + let loc = unit_loc(first_unit) clear_undo() + + log_h3(`Harass in A${loc}`) game.combat = { fln_units: [], gov_units: [], @@ -3692,7 +3693,6 @@ states.gov_operations = { function goto_gov_flush_mission() { push_undo() game.passes = 0 - log_h3(`Flush Mission`) game.state = "gov_flush" } @@ -3759,7 +3759,6 @@ states.gov_flush = { }, use_air_point() { push_undo() - log("Using Air Point") game.air_avail -= 1 game.mission_air_pts += 1 }, @@ -3773,7 +3772,7 @@ states.gov_flush = { let loc = unit_loc(first_unit) clear_undo() - log(`>in A${loc}`) + log_h3(`Flush in A${loc}`) // Total the Contact Ratings of Government units participating in the mission. let contact_ratings = 0 for (let u of list) { @@ -3877,7 +3876,6 @@ states.gov_airmobilize_select_units = { function goto_gov_react_mission() { game.phasing = GOV_NAME set_active_player() - log_h3(`React Mission`) game.state = "gov_react" } @@ -3938,7 +3936,6 @@ states.gov_react = { }, use_air_point() { push_undo() - log(">using Air Point") game.air_avail -= 1 game.mission_air_pts += 1 }, @@ -3956,7 +3953,7 @@ states.gov_react = { let loc = unit_loc(game.contacted[0]) clear_undo() - log(`>in A${loc}`) + log_h3(`React in A${loc}`) delete game.events.must_react // FLN player has a chance to evade to the UG box. @@ -3995,7 +3992,6 @@ states.gov_react = { function goto_gov_intelligence_mission() { push_undo() game.passes = 0 - log_h3(`Intelligence Mission`) game.state = "gov_intelligence" } @@ -4033,8 +4029,7 @@ states.gov_intelligence = { let loc = unit_loc(first_unit) clear_undo() - log(`>in A${loc}`) - + log_h3(`Intelligence in A${loc}`) // The Government player pays 1 PSP, indicates the area, totals the Contact Ratings of the non-neutralized Police units there lower_gov_psl(GOV_INTELLIGENCE_COST) let contact_ratings = 0 @@ -4071,7 +4066,6 @@ states.gov_intelligence = { function goto_gov_civil_affairs_mission() { push_undo() game.passes = 0 - log_h3(`Civil Affairs Mission`) game.state = "gov_civil_affairs" } @@ -4103,7 +4097,7 @@ states.gov_civil_affairs = { let loc = unit_loc(unit) clear_undo() - log(`>in A${loc}`) + log_h3(`Civil Affairs in A${loc}`) lower_gov_psl(GOV_CIVIL_AFFAIRS_COST) set_area_civil_affaired(loc) @@ -4128,7 +4122,6 @@ states.gov_civil_affairs = { function goto_gov_suppression_mission() { push_undo() game.passes = 0 - log_h3(`Suppression Mission`) game.state = "gov_suppression" } @@ -4219,11 +4212,10 @@ states.gov_suppression = { let loc = unit_loc(unit) clear_undo() + log_h3(`Suppression in A${loc}`) let assist = count_not_neutralized_unit_type_in_loc(EL_X, loc) if (assist) { - log(`>in A${loc} (with ${assist} Elite)`) - } else { - log(`>in A${loc}`) + log(`>(with ${assist} Elite)`) } lower_gov_psl(GOV_SUPPRESSION_COST) @@ -4235,7 +4227,6 @@ states.gov_suppression = { function goto_gov_population_resettlement_mission() { push_undo() game.passes = 0 - log_h3(`Population Resettlement Mission`) game.state = "gov_population_resettlement" } @@ -4267,7 +4258,7 @@ states.gov_population_resettlement = { let loc = unit_loc(unit) clear_undo() - log(`>in A${loc}`) + log_h3(`Population Resettlement in A${loc}`) lower_gov_psl(GOV_POPULATION_RESETTLEMENT_COST) set_area_remote(loc) set_area_terrorized(loc) |