From 4be7d1841baa841df1713f1e280c906e59bb53aa Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Tue, 28 May 2024 23:58:04 +0200 Subject: Improve combat prompts. --- rules.js | 62 ++++++++++++++++++++++++++++++++++---------------------------- 1 file changed, 34 insertions(+), 28 deletions(-) diff --git a/rules.js b/rules.js index 453e3da..c7e3cdb 100644 --- a/rules.js +++ b/rules.js @@ -345,14 +345,6 @@ function format_selected() { return game.selected.map(p => piece_name[p]).join(" and ") } -function format_stack(s) { - let list = [] - for (let p of all_pieces) - if (game.pos[p] === s) - list.push(p) - return suit_name[get_space_suit(s)] + " " + list.map(p => piece_name[p]).join(" and ") -} - function log_selected() { log(game.selected.map(p => "P" + p).join(" and ")) } @@ -2195,12 +2187,11 @@ function goto_resolve_combat() { log_br() + game.count = a_troops - d_troops + let a = get_supreme_commander(game.attacker) let d = get_supreme_commander(game.defender) - log(`P${a} (${a_troops}) at S${game.attacker}`) - log(`P${d} (${d_troops}) at S${game.defender}`) - - game.count = a_troops - d_troops + log(`P${a} at S${game.attacker} with ${a_troops} troops attacked P${d} at S${game.defender} with ${d_troops} troops at ${signed_number(game.count)}.`) if (game.count <= 0) { set_active_attacker() @@ -2239,8 +2230,23 @@ function end_resolve_combat() { /* COMBAT (CARD PLAY) */ +function format_combat_stack(s) { + let p = get_supreme_commander(s) + return suit_name[get_space_suit(s)] + " " + piece_name[p] +} + +function signed_number(v) { + if (v > 0) + return "+" + v + return v +} + function format_combat(value) { - return format_stack(game.attacker) + " vs " + format_stack(game.defender) + " score " + value + let a = format_combat_stack(game.attacker) + let d = format_combat_stack(game.defender) + let s = signed_number(value) + let p = POWER_NAME[game.power] + return `${a} vs ${d}. ${p} is at ${s}` } function inactive_attack() { @@ -2252,10 +2258,10 @@ function inactive_defend() { } function prompt_combat(value, extra = null) { + let text = "Combat " + format_combat(value) + "." if (extra) - prompt(format_combat(value) + ". " + extra) - else - prompt(format_combat(value) + ".") + text += " " + extra + prompt(text) } function set_active_attacker() { @@ -2376,7 +2382,8 @@ function fate_card_bonus(c) { function play_card(c, sign) { if (fate_card_zero()) { - log(`>${POWER_NAME[game.power]} ${format_card(c)} = 0 to ${sign * game.count}`) + let score = signed_number(sign * game.count) + log(`>${POWER_NAME[game.power]} ${format_card(c)} = 0 to ${score}`) clear_fate_effect() return } @@ -2385,17 +2392,19 @@ function play_card(c, sign) { game.count -= to_value(c) + bonus else game.count += to_value(c) + bonus + let score = signed_number(sign * game.count) if (bonus > 0) - log(`>${POWER_NAME[game.power]} ${format_card(c)} + ${bonus} to ${sign * game.count}`) + log(`>${POWER_NAME[game.power]} ${format_card(c)} + ${bonus} to ${score}`) else - log(`>${POWER_NAME[game.power]} ${format_card(c)} to ${sign * game.count}`) + log(`>${POWER_NAME[game.power]} ${format_card(c)} to ${score}`) if (bonus > 0) clear_fate_effect() } function play_reserve(v, sign) { if (fate_card_zero()) { - log(`>${POWER_NAME[game.power]} 0R to ${sign * game.count}`) + let score = signed_number(sign * game.count) + log(`>${POWER_NAME[game.power]} 0R to ${score}`) clear_fate_effect() return } @@ -2404,10 +2413,11 @@ function play_reserve(v, sign) { game.count -= v else game.count += v + let score = signed_number(sign * game.count) if (bonus > 0) - log(`>${POWER_NAME[game.power]} ${v-bonus}R + ${bonus} to ${sign * game.count}`) + log(`>${POWER_NAME[game.power]} ${v-bonus}R + ${bonus} to ${score}`) else - log(`>${POWER_NAME[game.power]} ${v}R to ${sign * game.count}`) + log(`>${POWER_NAME[game.power]} ${v}R to ${score}`) if (bonus > 0) clear_fate_effect() } @@ -2427,7 +2437,6 @@ states.combat_attack = { inactive: inactive_attack, prompt() { prompt_combat(game.count) - view.selected = [ get_supreme_commander(game.attacker) ] gen_play_card(get_space_suit(game.attacker)) }, card(c) { @@ -2435,6 +2444,7 @@ states.combat_attack = { }, pass() { clear_undo() + log(`>${POWER_NAME[game.power]} passed`) end_resolve_combat() }, } @@ -2443,7 +2453,6 @@ states.combat_defend = { inactive: inactive_defend, prompt() { prompt_combat(-game.count) - view.selected = [ get_supreme_commander(game.defender) ] gen_play_card(get_space_suit(game.defender)) }, card(c) { @@ -2451,6 +2460,7 @@ states.combat_defend = { }, pass() { clear_undo() + log(`>${POWER_NAME[game.power]} passed`) end_resolve_combat() }, } @@ -2459,7 +2469,6 @@ states.combat_attack_reserve = { inactive: inactive_attack, prompt() { prompt_combat(game.count, "Choose value.") - view.selected = [ get_supreme_commander(game.attacker)] gen_play_reserve() }, value(v) { @@ -2472,7 +2481,6 @@ states.combat_defend_reserve = { inactive: inactive_defend, prompt() { prompt_combat(-game.count, "Choose value.") - view.selected = [ get_supreme_commander(game.defender) ] gen_play_reserve() }, value(v) { @@ -2485,7 +2493,6 @@ states.combat_attack_swap = { inactive: inactive_attack, prompt() { prompt_combat(game.count) - view.selected = [ get_supreme_commander(game.attacker) ] view.actions.next = 1 }, next() { @@ -2499,7 +2506,6 @@ states.combat_defend_swap = { inactive: inactive_defend, prompt() { prompt_combat(-game.count) - view.selected = [ get_supreme_commander(game.defender) ] view.actions.next = 1 }, next() { -- cgit v1.2.3