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-rw-r--r--rules.js49
1 files changed, 25 insertions, 24 deletions
diff --git a/rules.js b/rules.js
index 3d9804a..b8e0103 100644
--- a/rules.js
+++ b/rules.js
@@ -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] = []
}