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-rw-r--r--play.html1
-rw-r--r--rules.js33
-rw-r--r--ui.js2
3 files changed, 24 insertions, 12 deletions
diff --git a/play.html b/play.html
index ade2eec..255784b 100644
--- a/play.html
+++ b/play.html
@@ -158,6 +158,7 @@ body.shift .block.known:hover {
.block.Franks.highlight { border-color: white; }
.block.Saracens.highlight { border-color: white; }
+.block.Assassins.highlight { border-color: white; }
.block.Franks.selected { border-color: crimson; }
.block.Saracens.selected { border-color: yellow; }
diff --git a/rules.js b/rules.js
index 9e3cc1c..1feae19 100644
--- a/rules.js
+++ b/rules.js
@@ -1342,31 +1342,44 @@ states.assassins = {
states.assassins_show_1 = {
prompt: function (view, current) {
view.assassinate = game.who;
+ view.who = ASSASSINS;
if (is_inactive_player(current))
return view.prompt = "Assassins: Waiting for " + game.active + ".";
view.prompt = "Assassins: The assassins target " + block_name(game.who) + " in " + game.where + ".";
gen_action(view, 'next');
+ gen_action(view, 'block', game.who);
+ gen_action(view, 'block', ASSASSINS);
},
- next: function () {
- assassinate(game.who, game.where);
- game.state = 'assassins_show_2';
- },
+ next: assassins_next_1,
+ block: assassins_next_1,
+}
+
+function assassins_next_1() {
+ assassinate(game.who, game.where);
+ game.state = 'assassins_show_2';
}
states.assassins_show_2 = {
prompt: function (view, current) {
view.assassinate = game.who;
+ view.who = ASSASSINS;
if (is_inactive_player(current))
return view.prompt = "Assassins: Waiting for " + game.active + ".";
view.prompt = "Assassins: The assassins hit " + block_name(game.who) + " in " + game.where + ".";
gen_action(view, 'next');
+ gen_action(view, 'block', ASSASSINS);
+ gen_action(view, 'town', MASYAF);
},
- next: function () {
- game.location[ASSASSINS] = MASYAF;
- game.who = null;
- game.where = null;
- end_player_turn();
- },
+ next: assassins_next_2,
+ block: assassins_next_2,
+ town: assassins_next_2,
+}
+
+function assassins_next_2() {
+ game.location[ASSASSINS] = MASYAF;
+ game.who = null;
+ game.where = null;
+ end_player_turn();
}
function assassinate(who, where) {
diff --git a/ui.js b/ui.js
index ea2097c..6727d45 100644
--- a/ui.js
+++ b/ui.js
@@ -566,8 +566,6 @@ function update_map() {
}
if (game.who && !game.battle)
ui.blocks[game.who].classList.add('selected');
- if (game.assassinate)
- ui.blocks[game.assassinate].classList.add('selected');
for (let b of game.castle)
ui.blocks[b].classList.add('castle');
}