From e5a0479eb2d29ed075aca3cd4b751a8167133d62 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Mon, 9 May 2022 01:55:36 +0200 Subject: Clean up grammar: use past tense consistently. --- rules.js | 150 +++++++++++++++++++++++++++++++-------------------------------- 1 file changed, 75 insertions(+), 75 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index c802a95..a91de73 100644 --- a/rules.js +++ b/rules.js @@ -518,22 +518,22 @@ function eliminate_block(who, reason) { if (reason === 'retreat') { game.turn_log.push([game.location[who], "Captured"]); } else if (reason === 'combat') { - game.flash = block_name(who) + " is captured."; - log(block_name(who) + " is captured."); + game.flash = block_name(who) + " was captured."; + log(block_name(who) + " was captured."); } else { - log(block_name(who) + " is captured."); + log(block_name(who) + " was captured."); } } else { if (reason === 'retreat') { game.turn_log.push([game.location[who], "Eliminated"]); } else if (reason === 'combat') { - game.flash = block_name(who) + " is eliminated."; - log(block_name(who) + " is eliminated."); + game.flash = block_name(who) + " was eliminated."; + log(block_name(who) + " was eliminated."); } else { if (block_owner(who) === ENGLAND) - log("English block is eliminated."); + log("English block was eliminated."); else - log("Scottish block is eliminated."); + log("Scottish block was eliminated."); } } @@ -546,7 +546,7 @@ function eliminate_block(who, reason) { } else { game.location[who] = null; if (reason === 'combat') { - game.victory = "Scotland wins because king Edward II has died in battle!"; + game.victory = "Scotland won because king Edward II has died in battle!"; game.result = SCOTLAND; } } @@ -556,7 +556,7 @@ function eliminate_block(who, reason) { } else if (who === KING) { game.location[who] = null; if (reason === 'combat' || reason === 'retreat') { - game.victory = "England wins because the Scottish king has died in battle!"; + game.victory = "England won because the Scottish king has died in battle!"; game.result = ENGLAND } } else if (block_is_mortal(who) && (reason === 'combat' || reason === 'retreat')) { @@ -604,10 +604,10 @@ const CELTIC_BLOCKS = [ function celtic_unity_roll(who) { let die = roll_d6(); if (die >= 5) { - log(who + " roll " + DIE_HIT[die] + " for Celtic unity and return to the draw pool."); + log(who + " rolled " + DIE_HIT[die] + " for Celtic unity and returned to the draw pool."); disband(who); } else { - log(who + " roll " + DIE_MISS[die] + " for Celtic unity \u2013 no effect."); + log(who + " rolled " + DIE_MISS[die] + " for Celtic unity \u2013 no effect."); } } @@ -758,7 +758,7 @@ function setup_campaign() { function start_year() { log(""); - log("Start Year " + game.year + "."); + log(".h1 Year " + game.year); // Deal new cards let deck = shuffle_deck(); @@ -772,7 +772,7 @@ function start_game_turn() { game.turn = 6 - game.e_hand.length; log(""); - log("Start Turn " + game.turn + " of Year " + game.year + "."); + log(".h1 Turn " + game.turn + " of Year " + game.year); // Reset movement and attack tracking state game.truce = false; @@ -787,11 +787,11 @@ function start_game_turn() { function end_game_turn() { if (count_english_nobles() === 0) { - game.victory = "Scotland wins by controlling all the nobles!"; + game.victory = "Scotland won by controlling all the nobles!"; game.result = SCOTLAND; } if (count_scottish_nobles() === 0) { - game.victory = "England wins by controlling all the nobles!"; + game.victory = "England won by controlling all the nobles!"; game.result = ENGLAND; } if (game.victory) @@ -875,8 +875,8 @@ states.play_card = { function reveal_cards() { log(""); - log("England plays " + CARDS[game.e_card].name + "."); - log("Scotland plays " + CARDS[game.s_card].name + "."); + log("England played " + CARDS[game.e_card].name + "."); + log("Scotland played " + CARDS[game.s_card].name + "."); game.show_cards = true; let ec = CARDS[game.e_card]; @@ -908,7 +908,7 @@ function reveal_cards() { function start_player_turn() { log(""); - log("Start " + game.active + " turn."); + log(".turn " + game.active); reset_border_limits(); let ec = CARDS[game.e_card]; let sc = CARDS[game.s_card]; @@ -974,14 +974,14 @@ states.coronation_event = { gen_action(view, 'return_of_the_king'); }, crown_bruce: function () { - log("Bruce is crowned King!"); + log("Bruce was crowned King!"); game.scottish_king = true; game.location[KING] = "Fife"; game.steps[KING] = block_max_steps(KING); defect_comyn_nobles(); }, crown_comyn: function () { - log("Comyn is crowned King!"); + log("Comyn was crowned King!"); game.scottish_king = true; game.location[KING] = "Fife"; game.steps[KING] = block_max_steps(KING); @@ -1014,7 +1014,7 @@ function defect_nobles(list) { let who = find_noble(game.active, name); if (is_on_map(who)) { let where = game.location[who]; - log(name + " defects."); + log(name + " defected."); who = swap_blocks(who); if (is_contested_area(where)) game.attacker[where] = block_owner(who); @@ -1087,7 +1087,7 @@ states.herald = { let who = find_noble(ENEMY[game.active], name); let die = roll_d6(); if (die <= 4) { - log("Herald roll " + DIE_HIT[die] + " converts " + name + "."); + log("Herald roll " + DIE_HIT[die] + " converted " + name + "."); let where = game.location[who]; who = swap_blocks(who); if (is_contested_area(where)) { @@ -1096,7 +1096,7 @@ states.herald = { return; } } else { - log("Herald roll " + DIE_MISS[die] + " fails to convert " + name + "."); + log("Herald roll " + DIE_MISS[die] + " failed to convert " + name + "."); } end_player_turn(); }, @@ -1146,7 +1146,7 @@ states.victuals = { --game.victuals; }, end_builds: function () { - print_turn_log("victuals"); + print_turn_log("victualed"); clear_undo(); delete game.victuals; game.where = null; @@ -1278,7 +1278,7 @@ states.pillage_builds = { } function end_pillage(where) { - print_turn_log("pillages"); + print_turn_log("pillaged"); game.from = null; game.where = null; delete game.pillage; @@ -1322,7 +1322,7 @@ states.sea_move = { game.state = 'sea_move_to'; }, end_move_phase: function () { - print_turn_log("sea moves"); + print_turn_log("sea moved"); clear_undo(); game.moves = 0; game.from = null; @@ -1409,7 +1409,7 @@ states.move_who = { end_move_phase: function () { clear_undo(); game.moves = 0; - print_turn_log("moves"); + print_turn_log("moved"); end_player_turn(); }, undo: pop_undo @@ -1473,7 +1473,7 @@ states.move_where = { return; } if (game.who === NORSE) { - log("The Norse move by sea."); + log("The Norse moved by sea."); game.location[game.who] = to; game.moved[game.who] = true; if (is_contested_area(to)) { @@ -1510,10 +1510,10 @@ function end_move() { if (game.distance > 0) { let to = game.location[game.who]; if (game.origin === ENGLAND || to === ENGLAND) { - log(game.active + " crosses the Anglo-Scottish border."); + log(game.active + " crossed the Anglo-Scottish border."); game.moves --; } else if (!game.activated.includes(game.origin)) { - log(game.active + " activates " + game.origin + "."); + log(game.active + " activated " + game.origin + "."); game.activated.push(game.origin); game.moves --; } @@ -1559,9 +1559,9 @@ function start_battle(where, reason) { game.flash = ""; log(""); if (reason !== 'battle') - log("Defection battle in " + where + "."); + log("Defection battle in " + where); else - log("Battle in " + where + "."); + log("Battle in " + where); game.where = where; game.battle_round = 0; game.state = 'battle_round'; @@ -1577,7 +1577,7 @@ function resume_battle() { function end_battle() { if (game.turn_log && game.turn_log.length > 0) - print_turn_log_no_active("Retreats from " + game.where + ":"); + print_turn_log_no_active("Retreated from " + game.where + ":"); game.flash = ""; game.battle_round = 0; @@ -1590,7 +1590,7 @@ function end_battle() { victor = ENEMY[game.active]; else if (is_enemy_area(game.where)) victor = ENEMY[game.active]; - log(victor + " wins the battle in " + game.where + "!"); + log(victor + " won the battle in " + game.where + "!"); goto_retreat(); } @@ -1604,7 +1604,7 @@ function bring_on_reserves() { function start_battle_round() { if (++game.battle_round <= 3) { if (game.turn_log && game.turn_log.length > 0) - print_turn_log_no_active("Retreats from " + game.where + ":"); + print_turn_log_no_active("Retreated from " + game.where + ":"); game.turn_log = []; log("~ Battle Round " + game.battle_round + " ~"); @@ -1684,8 +1684,8 @@ function pump_battle_round() { } function pass_with_block(b) { - game.flash = block_name(b) + " passes."; - log_battle(block_name(b) + " passes."); + game.flash = block_name(b) + " passed."; + log_battle(block_name(b) + " passed."); game.moved[b] = true; resume_battle(); } @@ -1716,15 +1716,15 @@ function fire_with_block(b) { } } - game.flash = name + " fires " + rolls.join(" ") + " "; + game.flash = name + " fired " + rolls.join(" ") + " "; if (game.hits === 0) - game.flash += "and misses."; + game.flash += "and missed."; else if (game.hits === 1) - game.flash += "and scores 1 hit."; + game.flash += "and scored 1 hit."; else - game.flash += "and scores " + game.hits + " hits."; + game.flash += "and scored " + game.hits + " hits."; - log_battle(name + " fires " + rolls.join("") + "."); + log_battle(name + " fired " + rolls.join("") + "."); if (game.hits > 0) { game.active = ENEMY[game.active]; @@ -1771,8 +1771,8 @@ function goto_battle_hits() { } function apply_hit(who) { - game.flash = block_name(who) + " takes a hit."; - log_battle(block_name(who) + " takes a hit."); + game.flash = block_name(who) + " took a hit."; + log_battle(block_name(who) + " took a hit."); reduce_block(who, 'combat'); game.hits--; if (game.victory) @@ -1852,7 +1852,7 @@ states.retreat = { for (let b in BLOCKS) if (game.location[b] === game.where && block_owner(b) === game.active) eliminate_block(b, 'retreat'); - print_turn_log("retreats"); + print_turn_log("retreated"); goto_regroup(); }, block: function (who) { @@ -1932,11 +1932,11 @@ states.retreat_in_battle = { area: function (to) { game.turn_log.push([game.active, to]); if (game.who === NORSE) { - game.flash = "Norse retreat to " + to + "."; + game.flash = "Norse retreated to " + to + "."; log_battle(game.flash); game.location[game.who] = to; } else { - game.flash = block_name(game.who) + " retreats."; + game.flash = block_name(game.who) + " retreated."; log_battle(game.flash); move_block(game.who, game.where, to); } @@ -1979,7 +1979,7 @@ states.regroup = { game.state = 'regroup_to'; }, end_regroup: function () { - print_turn_log("regroups"); + print_turn_log("regrouped"); game.attacker[game.where] = null; game.where = null; clear_undo(); @@ -2052,11 +2052,11 @@ function count_non_noble_english_blocks_on_map() { function goto_border_raids() { game.active = ENGLAND; if (is_enemy_area(ENGLAND)) { - log("Scotland border raids."); + log("Scotland raided in England."); if (count_non_noble_english_blocks_on_map() > 0) { game.state = 'border_raids'; } else { - log("England has no non-noble blocks in play."); + log("England had no non-noble blocks in play."); end_game_turn(); } } else { @@ -2085,7 +2085,7 @@ states.border_raids = { function goto_winter_turn() { game.moved = {}; log(""); - log("Start Winter of " + game.year + "."); + log(".h1 Winter of " + game.year); log(""); english_nobles_go_home(); } @@ -2277,7 +2277,7 @@ function end_comyn() { game.active = game.going_home; delete game.comyn_defected; if (game.active === ENGLAND) { - print_turn_log_no_count("English nobles go home:"); + print_turn_log_no_count("English nobles went home:"); scottish_nobles_go_home(); } else { goto_moray(); @@ -2331,7 +2331,7 @@ function king_can_go_home(current) { } function goto_scottish_king() { - print_turn_log_no_count("Scottish nobles go home:"); + print_turn_log_no_count("Scottish nobles went home:"); // We can end winter early if Moray and Wallace are dead or on the map, and Moray is not overstacked if (game.year === game.end_year) { @@ -2371,14 +2371,14 @@ states.scottish_king = { } }, disband: function () { - log("Scottish King disbands."); + log("Scottish King disbanded."); disband(KING); game.who = null; goto_edward_wintering(); }, area: function (to) { if (game.location[KING] !== to) { - log("Scottish King moves to " + to + "."); + log("Scottish King moved to " + to + "."); game.location[KING] = to; } game.who = null; @@ -2399,12 +2399,12 @@ function goto_edward_wintering() { } if (game.edward === 1 && game.year === 1306) { - log("Edward I dies."); + log("Edward I died."); game.edward = 2; } if (is_on_map(EDWARD)) { - log("Edward disbands."); + log("Edward disbanded."); disband(EDWARD); } @@ -2413,7 +2413,7 @@ function goto_edward_wintering() { } function disband_edward() { - log("Edward disbands."); + log("Edward disbanded."); disband(EDWARD); game.who = null; game.wintered_last_year = false; @@ -2421,7 +2421,7 @@ function disband_edward() { } function winter_edward() { - log("Edward winters in " + game.location[EDWARD] + "."); + log("Edward wintered in " + game.location[EDWARD] + "."); game.who = null; game.wintered_last_year = true; goto_english_disbanding(); @@ -2487,7 +2487,7 @@ function goto_english_disbanding() { game.state = 'english_disbanding'; clear_undo(); } else { - print_turn_log("disbands"); + print_turn_log("disbanded"); goto_wallace(); } } @@ -2540,7 +2540,7 @@ states.english_disbanding = { disband(who); }, end_disbanding: function () { - print_turn_log("disbands"); + print_turn_log("disbanded"); clear_undo(); goto_wallace(); }, @@ -2552,9 +2552,9 @@ function heal_wallace() { game.steps[WALLACE] = Math.min(block_max_steps(WALLACE), game.steps[WALLACE] + 2); let n = game.steps[WALLACE] - old; if (n === 1) - log("Wallace gains 1 step."); + log("Wallace gained 1 step."); else if (n === 2) - log("Wallace gains 2 steps."); + log("Wallace gained 2 steps."); } function goto_wallace() { @@ -2580,7 +2580,7 @@ states.wallace = { }, area: function (to) { if (to === "Selkirk") { - log("Wallace goes home to " + to + "."); + log("Wallace went home to " + to + "."); heal_wallace(); } game.location[WALLACE] = to; @@ -2604,7 +2604,7 @@ function goto_scottish_disbanding() { game.state = 'scottish_disbanding'; clear_undo(); } else { - print_turn_log("disbands"); + print_turn_log("disbanded"); goto_scottish_builds(); } } @@ -2654,7 +2654,7 @@ states.scottish_disbanding = { disband(who); }, end_disbanding: function () { - print_turn_log("disbands"); + print_turn_log("disbanded"); clear_undo(); goto_scottish_builds(); }, @@ -2742,7 +2742,7 @@ states.scottish_builds = { ++game.steps[who]; }, end_builds: function () { - print_turn_log("builds"); + print_turn_log("built"); game.rp = null; clear_undo(); goto_english_builds(); @@ -2796,7 +2796,7 @@ states.english_builds = { }, end_builds: function () { clear_undo(); - print_turn_log("builds"); + print_turn_log("built"); game.rp = null; goto_english_feudal_levy(); }, @@ -2814,11 +2814,11 @@ function goto_english_feudal_levy() { function end_winter_turn() { if (count_english_nobles() === 0) { - game.victory = "Scotland wins by controlling all the nobles!"; + game.victory = "Scotland won by controlling all the nobles!"; game.result = SCOTLAND; } if (count_scottish_nobles() === 0) { - game.victory = "England wins by controlling all the nobles!"; + game.victory = "England won by controlling all the nobles!"; game.result = ENGLAND; } if (game.victory) @@ -2835,17 +2835,17 @@ function goto_game_over() { let e = count_english_nobles(); let s = count_scottish_nobles(); if (e > s) { - game.victory = "England wins by controlling the most nobles!"; + game.victory = "England won by controlling the most nobles!"; game.result = ENGLAND; } else if (s > e) { - game.victory = "Scotland wins by controlling the most nobles!"; + game.victory = "Scotland won by controlling the most nobles!"; game.result = SCOTLAND; } else { if (is_on_map(WALLACE)) { - game.victory = "Tied for control of nobles. Scotland wins because Wallace is on the map!"; + game.victory = "Tied for control of nobles. Scotland won because Wallace was on the map!"; game.result = SCOTLAND; } else { - game.victory = "Tied for control of nobles. England wins because Wallace is dead or in the draw pool!"; + game.victory = "Tied for control of nobles. England won because Wallace was dead or in the draw pool!"; game.result = ENGLAND; } } @@ -2917,7 +2917,7 @@ exports.setup = function (seed, scenario, options) { setup_campaign(); else throw new Error("Unknown scenario:", scenario); - log("Scenario: " + scenario); + log(".h1 " + scenario); start_year(); return game; } -- cgit v1.2.3