diff options
-rw-r--r-- | create.html | 22 | ||||
-rw-r--r-- | rules.js | 35 |
2 files changed, 23 insertions, 34 deletions
diff --git a/create.html b/create.html index 1affdb4..8ef3843 100644 --- a/create.html +++ b/create.html @@ -17,25 +17,13 @@ Scottish infantry fire at +1 when the English have no archers. </label> </dl> +<!-- <dl> <dt> <label> -<input type="checkbox" id="delay_hits" name="delay_hits" value="true"> -Delayed hit assignment +<input type="checkbox" id="immediate" name="immediate" value="true"> +Assign hits immediately </label> -<dd>Fire all blocks with the same initiative before assigning hits. - -<dt> -<label> -<input type="checkbox" id="autohit" name="autohit" value="true"> -Automatic hit assignment -</label> -<dd>Assign hits automatically when there is no choice. +<dd><i>Note: This will slow down async play significantly! </dl> - -<script> -let cb1 = document.getElementById("autohit") -let cb2 = document.getElementById("delay_hits") -cb1.onchange = function () { if (cb1.checked) cb2.checked = false } -cb2.onchange = function () { if (cb2.checked) cb1.checked = false } -</script> +--> @@ -1769,7 +1769,7 @@ function battle_step(active, initiative, candidate) { if (game.battle_list) { if (game.active !== active) { game.active = active - if (game.delay_hits && game.hits > 0) { + if (game.hits > 0) { goto_battle_hits() return true } @@ -1790,7 +1790,7 @@ function pump_battle_step() { if (battle_step(defender, 'C', is_defender)) return if (battle_step(attacker, 'C', is_attacker)) return - if (game.delay_hits && game.hits > 0) { + if (game.hits > 0) { game.active = ENEMY[game.active] return goto_battle_hits() } @@ -1811,7 +1811,7 @@ states.battle_round = { if (can_block_retreat(b)) gen_action_battle(view, 'battle_retreat', b) } - if (game.delay_hits && game.hits > 0) + if (game.hits > 0) gen_action(view, 'assign') }, assign: function () { @@ -1858,9 +1858,9 @@ function count_enemy_hp_in_battle() { } function must_apply_hits() { - if (game.delay_hits) - return game.hits >= count_enemy_hp_in_battle() - return game.hits > 0 + if (game.immediate) + return game.hits > 0 + return game.hits >= count_enemy_hp_in_battle() } function fire_with_block(b) { @@ -1887,15 +1887,7 @@ function fire_with_block(b) { log_battle(name + " fired " + rolls.join("") + ".") - if (game.delay_hits) { - game.flash = name + " fired " + rolls.join(" ") - if (game.hits === 0) - game.flash += "." - else if (game.hits === 1) - game.flash += " for a total of 1 hit." - else if (game.hits > 1) - game.flash += " for a total of " + game.hits + " hits." - } else { + if (game.immediate) { game.flash = name + " fired " + rolls.join(" ") if (hits === 0) game.flash += " and missed." @@ -1903,6 +1895,14 @@ function fire_with_block(b) { game.flash += " and scored 1 hit." else game.flash += " and scored " + hits + " hits." + } else { + game.flash = name + " fired " + rolls.join(" ") + if (game.hits === 0) + game.flash += "." + else if (game.hits === 1) + game.flash += " for a total of 1 hit." + else if (game.hits > 1) + game.flash += " for a total of " + game.hits + " hits." } if (must_apply_hits()) { @@ -3100,8 +3100,9 @@ exports.setup = function (seed, scenario, options) { if (options.autohit) game.autohit = 1 - if (options.delay_hits) - game.delay_hits = 1 + + if (options.immediate) + game.immediate = 1 if (options.schiltroms) { log("") |