diff options
-rw-r--r-- | rules.js | 27 |
1 files changed, 19 insertions, 8 deletions
@@ -2703,24 +2703,35 @@ states.fln_reinforcement = { // The FLN player may build new Cadres or Bands by spending the AP cost and placing them in the UG box of any area which contains a non-Neutralized Front // (note that this requires the presence of a Front) if (has_free_unit_by_type(CADRE) && game.fln_ap >= build_cost(first_unit_loc)) - gen_action("build_cadre") + view.actions.build_cadre = 1 + else + view.actions.build_cadre = 0 if (has_free_unit_by_type(BAND) && game.fln_ap >= build_cost(first_unit_loc)) - gen_action("build_band") + view.actions.build_band = 1 + else + view.actions.build_band = 0 if (has_free_unit_by_type(CADRE) && !is_area_morocco_or_tunisia(first_unit_loc)) - gen_action("convert_front_to_cadre") + view.actions.convert_front_to_cadre = 1 + else + view.actions.convert_front_to_cadre = 0 } else if (first_unit_type === CADRE) { view.prompt = "Reinforcement: Convert Cadre." // Fronts may not be created in Remote areas (not enough people) and there may be only one Front per area. - if (!(has_unit_type_in_loc(FRONT, first_unit_loc) || is_area_remote(first_unit_loc)) && has_free_unit_by_type(FRONT) && game.fln_ap >= convert_cost(FRONT)) { - gen_action("convert_cadre_to_front") - } + if (!(has_unit_type_in_loc(FRONT, first_unit_loc) || is_area_remote(first_unit_loc)) && has_free_unit_by_type(FRONT) && game.fln_ap >= convert_cost(FRONT)) + view.actions.convert_cadre_to_front = 1 + else + view.actions.convert_cadre_to_front = 0 if (has_free_unit_by_type(BAND) && game.fln_ap >= convert_cost(BAND)) - gen_action("convert_cadre_to_band") + view.actions.convert_cadre_to_band = 1 + else + view.actions.convert_cadre_to_band = 0 } else if (first_unit_type === BAND) { view.prompt = "Reinforcement: Convert Band." if (has_free_unit_by_type(FAILEK) && game.fln_ap >= convert_cost(FAILEK)) - gen_action("convert_band_to_failek") + view.actions.convert_band_to_failek = 1 + else + view.actions.convert_band_to_failek = 0 } } }, |