diff options
-rw-r--r-- | rules.js | 49 |
1 files changed, 25 insertions, 24 deletions
@@ -974,6 +974,7 @@ function next_tactics_deck() { if (held[i] === 0) { game.deck = make_tactics_deck(i) shuffle_bigint(game.deck) + log("Shuffled " + deck_name[i] + ".") return } } @@ -985,7 +986,6 @@ function next_tactics_deck() { held[a] = 100 let b = find_largest_discard(held) - log("Deck " + b + ": " + held[b]) if (held[b] === 50) return @@ -1018,9 +1018,9 @@ function goto_tactical_cards() { } if (game.draw.length < n) - log("Draw " + game.draw.length + " / " + n + " TC.") + log("Drew " + game.draw.length + " / " + n + " TC.") else - log("Draw " + n + " TC.") + log("Drew " + n + " TC.") if (should_power_discard_tc() && game.draw.length > 0) game.state = "tactical_cards_discard" @@ -1185,7 +1185,6 @@ function goto_movement() { if (game.fx === NEXT_TURN_IF_FERMOR_STARTS_HIS_MOVE_IN_KUSTRIN_OR_IN_AN_ADJACENT_CITY_HE_MAY_NOT_MOVE) { if (game.power === P_RUSSIA && set_has(data.cities.adjacent[KUSTRIN], game.pos[GEN_FERMOR])) { - // log("P" + GEN_FERMOR + " in S" + game.pos[GEN_FERMOR] + " may not move.") set_add(game.moved, GEN_FERMOR) } } @@ -1287,7 +1286,7 @@ states.movement = { push_undo() if (game.moved.length === 0) - log("No moves.") + log("Nothing moved.") set_clear(game.moved) @@ -1460,10 +1459,12 @@ function move_general_to(to) { } function move_general_immediately(to) { - for (let p of game.selected) { - log("P" + p + " to S" + to) + log("P" + p) + log(">from S" + game.pos[p]) + log(">to S", to) + + for (let p of game.selected) game.pos[p] = to - } // uniting stacks (turn all oos if one is oos) let oos = false @@ -1916,7 +1917,7 @@ function end_recruit() { if (game.recruit) { if (game.recruit.used.length > 0) { log_br() - log("Recruit") + log("Recruited") log(">" + game.recruit.used.map(c => "C" + c).join(", ")) map_for_each(game.recruit.pieces, (p,s) => { log(">P" + p + " at S" + s) @@ -1953,7 +1954,6 @@ states.re_enter = { }, space(s) { let p = game.selected[0] - log("Re-entered P" + p + " at S" + s + ".") game.pos[p] = s map_set(game.recruit.pieces, p, s) if (is_general(p)) { @@ -2103,7 +2103,7 @@ function end_resolve_combat() { game.ia_attack = get_space_suit(game.attacker) if (game.count === 0) { - log(">Tie") + log(">Tied") next_combat() } else if (game.count > 0) { if (get_supreme_commander(game.defender) == GEN_HILDBURGHAUSEN) @@ -2441,7 +2441,7 @@ function goto_retreat() { } } - log(">P" + get_supreme_commander(loser) + " lost " + (lost-hits) + " troops") + log("P" + get_supreme_commander(loser) + " lost " + (lost-hits) + " troops.") resume_retreat() } @@ -2498,7 +2498,7 @@ states.retreat_eliminate_trapped = { gen_action_piece(p) }, piece(_) { - log("Trapped.") + log("Trapped") for (let p of game.selected) eliminate_general(p) next_combat() @@ -2601,12 +2601,12 @@ function log_conquest(conq, reconq) { if (conq.length > 0 || reconq.length > 0) { log_br() if (conq.length > 0) { - log("Conquer") + log("Conquered") for (let s of conq) log(">S" + s) } if (reconq.length > 0) { - log("Reconquer") + log("Reconquered") for (let s of reconq) log(">S" + s) } @@ -2622,14 +2622,12 @@ function goto_retroactive_conquest() { for (let s of game.retro) { if (is_conquest_space(game.power, s)) { if (!is_protected_from_conquest(s)) { - log("Conquered S" + s) set_add(game.conquest, s) conq.push(s) } } if (is_reconquest_space(game.power, s)) { if (!is_protected_from_reconquest(s)) { - log("Reconquered S" + s) set_delete(game.conquest, s) reconq.push(s) } @@ -2881,7 +2879,7 @@ function goto_clock_of_fate() { delete game.ia_attack if (game.scenario === 1 || game.scenario === 2) { - log("Imaginary player draws 5 TC.") + log("Imaginary player drew 5 TC.") for (let i = 0; i < 5; ++i) draw_next_tc() } @@ -3376,7 +3374,7 @@ function flip_stack_out_of_supply(p) { let s = game.pos[p] for (let x of all_generals) { if (game.pos[x] === s) { - log("P" + x + " out of supply") + log("P" + x + " out of supply.") set_out_of_supply(x) set_delete(game.selected, x) } @@ -3558,7 +3556,9 @@ states.prussia_may_move_hildburghausen_2_cities_westwards = { gen_action_space(b) }, space(s) { - log("P" + GEN_HILDBURGHAUSEN + " to S" + s) + log("P" + GEN_HILDBURGHAUSEN) + log(">from S" + game.pos[GEN_HILDBURGHAUSEN]) + log(">to S" + s) game.pos[GEN_HILDBURGHAUSEN] = s goto_start_turn() }, @@ -3673,10 +3673,11 @@ states.move_to_any_empty_adjacent_city = { gen_action_space(next) }, space(s) { - for (let p of game.selected) { - log("P" + p + " to S" + s) + log_selected() + log(">from S" + game.pos[game.selected[0]]) + log(">to S" + s) + for (let p of game.selected) game.pos[p] = s - } game.state = "prussians_who_are_attacked_by_daun_may_move" }, } @@ -3904,7 +3905,7 @@ function remove_power_from_play(pow) { for (let s of full_objective[pow]) set_delete(game.conquest, s) if (game.hand[pow].length > 0) - log("Discarded " + game.hand[pow].length + " TCs.") + log("Discarded " + game.hand[pow].length + " TC.") game.hand[pow] = [] } |