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-rw-r--r--rules.js14
-rw-r--r--ui.js2
2 files changed, 10 insertions, 6 deletions
diff --git a/rules.js b/rules.js
index ba7a342..1f50b3e 100644
--- a/rules.js
+++ b/rules.js
@@ -2360,11 +2360,15 @@ function goto_combat_round(new_combat_round) {
let was_contested = is_contested_battle_field();
- game.active = game.attacker[game.where];
- if (game.combat_round === 1 && count_friendly_in_field_excluding_reserves(game.where) === 0) {
- log("Combat round skipped because main attack regrouped away.");
- console.log("MAIN ATTACK REGROUPED AWAY, SKIP ROUND 1");
- game.combat_round = 2;
+ // If the main attack regroups away from a new siege while reinforcements
+ // are on the way, we need to skip the first combat round.
+ if (game.combat_round === 1 && is_under_siege(game.where)) {
+ game.active = besieging_player(game.where);
+ if (count_friendly_in_field_excluding_reserves(game.where) === 0) {
+ log("Combat round skipped because main attack regrouped away.");
+ console.log("MAIN ATTACK REGROUPED AWAY, SKIP ROUND 1");
+ game.combat_round = 2;
+ }
}
console.log("COMBAT ROUND", game.combat_round);
diff --git a/ui.js b/ui.js
index 6727d45..4aad065 100644
--- a/ui.js
+++ b/ui.js
@@ -718,7 +718,7 @@ function start_flash() {
return;
flash_timer = setInterval(function () {
if (!game.flash_next) {
- element.textContent = game.battle.flash;
+ element.textContent = game.battle ? game.battle.flash : "";
clearInterval(flash_timer);
flash_timer = 0;
} else {