diff options
-rw-r--r-- | play.js | 3 | ||||
-rw-r--r-- | rules.js | 23 |
2 files changed, 16 insertions, 10 deletions
@@ -305,6 +305,7 @@ const fate_effect_text = [ const panel_order = [ P_PRUSSIA, P_HANOVER, P_RUSSIA, P_SWEDEN, P_AUSTRIA, P_IMPERIAL, P_FRANCE, P_FRANCE+1 ] const panel_start = { + "Observer": P_PRUSSIA, "Frederick": P_PRUSSIA, "Elisabeth": P_RUSSIA, "Maria Theresa": P_AUSTRIA, @@ -344,7 +345,7 @@ function animate_position(e) { } function sort_power_panel(animate) { - let start = panel_start[params.role] + let start = panel_start[params.role] | 0 if (animate) for (let i = 0; i < 8; ++i) @@ -1508,10 +1508,9 @@ states.move_supply_train = { if (!has_any_piece(next)) gen_action_space(next) - if (game.count > 0) { + if (game.count > 0) gen_action_piece(who) - view.actions.stop = 1 - } + view.actions.stop = 1 }, piece(_) { this.stop() @@ -1579,6 +1578,12 @@ states.move_general = { view.actions.take = 1 if (s_give > 0 && u_take > 0) view.actions.give = 1 + + if (forbid_stopping_at(here)) { + view.actions.stop = 0 + } else { + view.actions.stop = 1 + } } else { if (forbid_stopping_at(here)) { view.actions.stop = 0 @@ -1760,12 +1765,6 @@ function can_re_enter_supply_train(s) { function goto_recruit() { game.count = 0 - // TODO: reveal too much if we skip recruitment phase? - if (!can_recruit_anything()) { - end_recruit() - return - } - game.recruit = { pool: [], used: [], @@ -1774,6 +1773,12 @@ function goto_recruit() { troops: 0, } + // TODO: reveal too much if we skip recruitment phase? + if (!can_recruit_anything()) { + end_recruit() + return + } + // if all depots have enemy pieces, choose ONE city in given sector and COST is 8 if (has_available_depot()) game.state = "recruit" |