diff options
-rw-r--r-- | rules.js | 27 |
1 files changed, 14 insertions, 13 deletions
@@ -475,6 +475,13 @@ function eliminate_unit(u) { clear_unit_neutralized(u) } +function neutralize_unit(u) { + log(`>U${u} neutralized`) + set_unit_neutralized(u) + if (!is_police_unit(u)) + set_unit_box(u, OC) +} + function remove_unit(u) { set_unit_loc(u, DEPLOY) set_unit_box(u, OC) @@ -2694,7 +2701,7 @@ states.fln_strike = { log(`all Police units in A${loc} neutralized`) for_each_enemy_unit_in_loc(loc, u => { if (is_police_unit(u)) { - set_unit_neutralized(u) + neutralize_unit(u) } }) } @@ -2875,8 +2882,7 @@ states.fln_raid = { if (effect === '+') { // bad effect: 1 Band/Failek neutralized, area is Terrorized - log(`Neutralized U${first_unit}`) - set_unit_neutralized(first_unit) + neutralize_unit(first_unit) log(">Area terrorized") set_area_terrorized(loc) } else if (effect === '@') { @@ -2884,8 +2890,7 @@ states.fln_raid = { let done = false for_each_enemy_unit_in_loc(loc, u => { if (!done && is_police_unit(u)) { - log(`Police in A${loc} neutralized`) - set_unit_neutralized(u) + neutralize_unit(u) done = true } }) @@ -3045,12 +3050,12 @@ function end_combat() { if (game.combat.hits_on_gov > game.combat.hits_on_fln) { log(`>Gov. units neutralized`) for (let u of game.combat.gov_units) { - set_unit_neutralized(u) + neutralize_unit(u) } } else if (game.combat.hits_on_gov < game.combat.hits_on_fln && game.combat.fln_units.length) { log(`>FLN units neutralized`) for (let u of game.combat.fln_units) { - set_unit_neutralized(u) + neutralize_unit(u) } } // After taking any combat results, all remaining involved units are placed in the OC box. @@ -3627,9 +3632,7 @@ function do_suppression(loc, assist=0) { // TODO FLN player chooses which exact units are neutralized) shuffle(targets) for(let u of targets.slice(0, result)) { - log(`>U${u} neutralized`) - set_unit_neutralized(u) - set_unit_box(u, OC) + neutralize_unit(u) } // On a '@' result, all Cadre and Front units in the area are neutralized as well @@ -3641,9 +3644,7 @@ function do_suppression(loc, assist=0) { for_each_enemy_unit_in_loc(loc, u => { let type = unit_type(u) if (type === FRONT || type === CADRE) { - log(`>U${u} neutralized`) - set_unit_neutralized(u) - set_unit_box(u, OC) + neutralize_unit(u) } }) if (!is_area_terrorized(loc)) { |