diff options
author | Tor Andersson <tor@ccxvii.net> | 2021-07-04 13:30:36 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2022-11-16 19:19:39 +0100 |
commit | 21bc47fc0439dd7c16fa7be13497ad2517fb169d (patch) | |
tree | df9c4092983c5719fe97a2160e1672b8299af951 /rules.js | |
parent | bb9c66697d16eddb62e7de892d13287620ac3d97 (diff) | |
download | crusader-rex-21bc47fc0439dd7c16fa7be13497ad2517fb169d.tar.gz |
crusader: Improve wording of prompts and don't show declined regroups.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 46 |
1 files changed, 24 insertions, 22 deletions
@@ -125,26 +125,28 @@ function print_summary_no_count(text) { delete game.summary; } -function print_summary(text) { +function print_summary(text, skip_if_empty = false) { + let n = 0; function print_move(last) { return "\n" + n + " " + last.join(" \u2192 "); } - game.summary.sort(); - let last = game.summary[0]; - let n = 0; - for (let entry of game.summary) { - if (entry.toString() != last.toString()) { - text += print_move(last); - n = 0; + if (!skip_if_empty || game.summary.length > 0) { + game.summary.sort(); + let last = game.summary[0]; + for (let entry of game.summary) { + if (entry.toString() != last.toString()) { + text += print_move(last); + n = 0; + } + ++n; + last = entry; } - ++n; - last = entry; + if (n > 0) + text += print_move(last); + else + text += "\nnothing."; + log(text); } - if (n > 0) - text += print_move(last); - else - text += "\nnothing."; - log(text); delete game.summary; } @@ -2225,7 +2227,7 @@ states.regroup = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to regroup."; - view.prompt = "Regroup: Choose an army to move."; + view.prompt = "Regroup: Choose a block to move."; gen_action_undo(view); gen_action(view, 'end_regroup'); for (let b in BLOCKS) { @@ -2242,7 +2244,7 @@ states.regroup = { }, end_regroup: function () { clear_undo(); - print_summary(game.active + " regroup:"); + print_summary(game.active + " regroup:", true); if (is_winter()) goto_winter_2(); else if (is_contested_town(game.where)) @@ -2257,7 +2259,7 @@ states.regroup_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to regroup."; - view.prompt = "Regroup: Move the army to a friendly or vacant town."; + view.prompt = "Regroup: Move the block to a friendly or vacant town."; gen_action_undo(view); gen_action(view, 'block', game.who); for (let to of TOWNS[game.where].exits) @@ -2532,7 +2534,7 @@ states.retreat = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat."; - view.prompt = "Retreat: Choose an army to move."; + view.prompt = "Retreat: Choose a block to move."; gen_action_undo(view); let can_retreat = false; for (let b in BLOCKS) { @@ -2566,7 +2568,7 @@ states.retreat_to = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to retreat."; - view.prompt = "Retreat: Move the army to a friendly or neutral town."; + view.prompt = "Retreat: Move the block to a friendly or neutral town."; gen_action_undo(view); gen_action(view, 'block', game.who); let can_retreat = false; @@ -3082,7 +3084,7 @@ states.harry = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Field Battle: Waiting for " + game.active + " to harry."; - view.prompt = "Harry: Move the army to a friendly or vacant town."; + view.prompt = "Harry: Move the block to a friendly or vacant town."; for (let to of TOWNS[game.where].exits) if (can_block_retreat_to(game.who, to)) gen_action(view, 'town', to); @@ -3111,7 +3113,7 @@ states.retreat_in_battle = { return view.prompt = "Retreat: Waiting for " + game.active + "."; gen_action(view, 'undo'); gen_action(view, 'block', game.who); - view.prompt = "Retreat: Move the army to a friendly or vacant town."; + view.prompt = "Retreat: Move the block to a friendly or vacant town."; for (let to of TOWNS[game.where].exits) if (can_block_retreat_to(game.who, to)) gen_action(view, 'town', to); |