diff options
-rw-r--r-- | rules.js | 79 |
1 files changed, 52 insertions, 27 deletions
@@ -1117,17 +1117,26 @@ states.victuals = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to build."; - view.prompt = "Victuals: Distribute three steps among friendly blocks in one group."; gen_action_undo(view); - gen_action(view, 'end_builds'); + let done = true; if (game.victuals > 0) { for (let b in BLOCKS) { - if (is_on_map(b) && block_owner(b) === game.active) - if (game.steps[b] < block_max_steps(b)) - if (!game.where || game.location[b] === game.where) + if (is_on_map(b) && block_owner(b) === game.active) { + if (game.steps[b] < block_max_steps(b)) { + if (!game.where || game.location[b] === game.where) { gen_action(view, 'block', b); + done = false; + } + } + } } } + if (done) { + view.prompt = "Victuals: Distribute three steps among friendly blocks in one group \u2014 done."; + gen_action(view, 'end_builds'); + } else { + view.prompt = "Victuals: Distribute three steps among friendly blocks in one group."; + } }, block: function (who) { push_undo(); @@ -1216,23 +1225,37 @@ states.pillage_builds = { prompt: function (view, current) { if (is_inactive_player(current)) return view.prompt = "Waiting for " + game.active + " to apply pillage builds."; - view.prompt = "Pillage: Add pillaged steps to friendly blocks in the pillaging group."; gen_action_undo(view); - gen_action(view, 'end_pillage'); + let done = true; if (game.pillage > 0) { if (game.where) { - for (let b in BLOCKS) - if (block_owner(b) === game.active && game.location[b] === game.where) - if (game.steps[b] < block_max_steps(b)) + for (let b in BLOCKS) { + if (block_owner(b) === game.active && game.location[b] === game.where) { + if (game.steps[b] < block_max_steps(b)) { gen_action(view, 'block', b); + done = false; + } + } + } } else { - for (let to of AREAS[game.from].exits) - for (let b in BLOCKS) - if (block_owner(b) === game.active && game.location[b] === to) - if (game.steps[b] < block_max_steps(b)) + for (let to of AREAS[game.from].exits) { + for (let b in BLOCKS) { + if (block_owner(b) === game.active && game.location[b] === to) { + if (game.steps[b] < block_max_steps(b)) { gen_action(view, 'block', b); + done = false; + } + } + } + } } } + if (done) { + view.prompt = "Pillage: Add pillaged steps to friendly blocks in the pillaging group \u2014 done"; + gen_action(view, 'end_pillage'); + } else { + view.prompt = "Pillage: Add pillaged steps to friendly blocks in the pillaging group."; + } }, block: function (who) { push_undo(); @@ -2674,27 +2697,28 @@ states.scottish_builds = { if (is_inactive_player(current)) return view.prompt = "Waiting for Scotland to build."; gen_action_undo(view); - gen_action(view, 'end_builds'); - let can_build = false; + let done = true; for (let where in game.rp) { let rp = game.rp[where]; if (rp > 0) { for (let b in BLOCKS) { if (game.location[b] === where && game.steps[b] < block_max_steps(b)) { gen_action(view, 'block', b); - can_build = true; + done = false; } } if (can_build_scottish_block_in(where)) { gen_action(view, 'area', where); - can_build = true; + done = false; } } } - if (can_build) - view.prompt = "Scottish Builds: Deploy or reinforce armies."; - else + if (done) { view.prompt = "Scottish Builds: Deploy or reinforce armies \u2014 done."; + gen_action(view, 'end_builds'); + } else { + view.prompt = "Scottish Builds: Deploy or reinforce armies."; + } }, area: function (where) { let who; @@ -2741,8 +2765,7 @@ states.english_builds = { if (is_inactive_player(current)) return view.prompt = "Waiting for England to build."; gen_action_undo(view); - gen_action(view, 'end_builds'); - let can_build = false; + let done = true; for (let where in game.rp) { let rp = game.rp[where]; if (rp > 0) { @@ -2751,16 +2774,18 @@ states.english_builds = { let type = block_type(b); if (type === 'nobles' || type === 'infantry') { gen_action(view, 'block', b); - can_build = true; + done = false; } } } } } - if (can_build) - view.prompt = "English Builds: Reinforce armies."; - else + if (done) { view.prompt = "English Builds: Reinforce armies \u2014 done."; + gen_action(view, 'end_builds'); + } else { + view.prompt = "English Builds: Reinforce armies."; + } }, block: function (who) { push_undo(); |