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authorTor Andersson <tor@ccxvii.net>2021-06-29 01:52:00 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-16 19:19:39 +0100
commit2f263f9f4ef7521cf246e228a573297569c953b3 (patch)
treed0eac77ce163897e2f75b3a52d3d61e5130189c2 /rules.js
parent9369e4cf1e9faab922b307f9d1d8a83f00538e8a (diff)
downloadcrusader-rex-2f263f9f4ef7521cf246e228a573297569c953b3.tar.gz
crusader: Don't show number ID on nomads.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js22
1 files changed, 12 insertions, 10 deletions
diff --git a/rules.js b/rules.js
index 12b1174..85cb012 100644
--- a/rules.js
+++ b/rules.js
@@ -241,7 +241,9 @@ function block_plural(who) {
}
function block_name(who) {
- return who; // BLOCKS[who].name;
+ if (BLOCKS[who].type == 'nomads')
+ return BLOCKS[who].name;
+ return who;
}
function block_type(who) {
@@ -1334,7 +1336,7 @@ states.assassins_show_1 = {
view.assassinate = game.who;
if (is_inactive_player(current))
return view.prompt = "Assassins: Waiting for " + game.active + ".";
- view.prompt = "Assassins: The assassins target " + game.who + " in " + game.where + ".";
+ view.prompt = "Assassins: The assassins target " + block_name(game.who) + " in " + game.where + ".";
gen_action(view, 'next');
},
next: function () {
@@ -1348,7 +1350,7 @@ states.assassins_show_2 = {
view.assassinate = game.who;
if (is_inactive_player(current))
return view.prompt = "Assassins: Waiting for " + game.active + ".";
- view.prompt = "Assassins: The assassins hit " + game.who + " in " + game.where + ".";
+ view.prompt = "Assassins: The assassins hit " + block_name(game.who) + " in " + game.where + ".";
gen_action(view, 'next');
},
next: function () {
@@ -1372,7 +1374,7 @@ function assassinate(who, where) {
}
}
hits = Math.min(hits, game.steps[who]);
- log("Assassins hit " + who + " in " + where + ": " + rolls.join("") + ".");
+ log("Assassins hit " + block_name(who) + " in " + where + ": " + rolls.join("") + ".");
for (let i = 0; i < hits; ++i)
reduce_block(who);
}
@@ -2325,9 +2327,9 @@ function storm_with_block(who) {
push_undo();
game.storming.push(who);
if (block_plural(who))
- game.flash = who + " storm.";
+ game.flash = block_name(who) + " storm.";
else
- game.flash = who + " storms.";
+ game.flash = block_name(who) + " storms.";
log(game.active[0] + ": " + game.flash);
}
@@ -2391,9 +2393,9 @@ function sally_with_block(who) {
remove_from_array(game.castle, who);
game.sallying.push(who);
if (block_plural(who))
- game.flash = who + " sally.";
+ game.flash = block_name(who) + " sally.";
else
- game.flash = who + " sallies.";
+ game.flash = block_name(who) + " sallies.";
log(game.active[0] + ": " + game.flash);
}
@@ -3061,11 +3063,11 @@ states.draw_phase = {
gen_action(view, 'next');
switch (block_type(game.who)) {
case 'crusaders':
- view.prompt = "Draw Phase: Place " + game.who + " in the staging area.";
+ view.prompt = "Draw Phase: Place " + block_name(game.who) + " in the staging area.";
gen_action(view, 'town', block_home(game.who));
break;
case 'pilgrims':
- view.prompt = "Draw Phase: Place " + game.who + " in a friendly port.";
+ view.prompt = "Draw Phase: Place " + block_name(game.who) + " in a friendly port.";
for (let town in TOWNS)
if (is_friendly_port(town) || can_enter_besieged_port(town))
gen_action(view, 'town', town);