diff options
author | Tor Andersson <tor@ccxvii.net> | 2025-01-20 22:32:39 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2025-02-05 23:36:56 +0100 |
commit | 9c7f01b27688be698448e67428f892884014e2a1 (patch) | |
tree | 19e0579900a6e7018bcffb893aac6ef94407508b | |
parent | 611fec902d0af100f956477fe8e366dbbd3f6523 (diff) | |
download | julius-caesar-9c7f01b27688be698448e67428f892884014e2a1.tar.gz |
remove view arg
-rw-r--r-- | rules.js | 184 |
1 files changed, 92 insertions, 92 deletions
@@ -163,7 +163,7 @@ function remove_from_array(array, item) { array.splice(i, 1) } -function gen_action_undo(view) { +function gen_action_undo() { if (!view.actions) view.actions = {} if (game.undo && game.undo.length > 0) @@ -172,13 +172,13 @@ function gen_action_undo(view) { view.actions.undo = 0 } -function gen_action_pass(view, text) { +function gen_action_pass(text) { if (!view.actions) view.actions = {} - view.actions["pass"] = text + view.actions.pass = text } -function gen_action(view, action, argument) { +function gen_action(action, argument) { if (!view.actions) view.actions = {} if (argument !== undefined) { @@ -190,16 +190,16 @@ function gen_action(view, action, argument) { } } -function gen_action_battle(view, action, b) { - gen_action(view, action, b) +function gen_action_battle(action, b) { + gen_action(action, b) } -function gen_action_block(view, b) { - gen_action(view, "block", b) +function gen_action_block(b) { + gen_action("block", b) } -function gen_action_space(view, s) { - gen_action(view, "space", s) +function gen_action_space(s) { + gen_action("space", s) } function edge_id(A, B) { @@ -842,7 +842,7 @@ function validate_free_deployment() { } } -function format_deployment_error(view) { +function format_deployment_error() { view.prompt = "Free Deployment: " + game.setup_error.join(", ") } @@ -850,16 +850,16 @@ states.free_deployment = { prompt(current) { if (is_inactive_player(current)) return (view.prompt = "Waiting for " + game.active + " to redeploy blocks...") - gen_action_undo(view) + gen_action_undo() if (game.setup_error.length === 0) { view.prompt = "Free Deployment: You may rearrange blocks on the map." - gen_action_pass(view, "End deployment") + gen_action_pass("End deployment") } else { - format_deployment_error(view) + format_deployment_error() } for (let b = 0; b < block_count; ++b) if (block_owner(b) === game.active && is_map_space(game.location[b])) - gen_action_block(view, b) + gen_action_block(b) }, block(who) { push_undo() @@ -888,18 +888,18 @@ states.free_deployment_to = { if (game.setup_error.length === 0) { view.prompt = "Free Deployment: You may rearrange blocks on the map." } else { - format_deployment_error(view) + format_deployment_error() } - gen_action_undo(view) - gen_action_block(view, game.who) + gen_action_undo() + gen_action_block(game.who) for (let space = first_map_space; space < space_count; ++space) { if (game.setup_limit[space] > 0 && space !== game.location[game.who]) { if (!is_enemy_city(space)) { if (block_type(game.who) === "navis") { if (is_port(space)) - gen_action_space(view, space) + gen_action_space(space) } else { - gen_action_space(view, space) + gen_action_space(space) } } } @@ -953,13 +953,13 @@ states.discard_and_play_card = { if (!game.c_discard) { view.prompt = "Discard a card." for (let c of game.c_hand) - gen_action(view, "card", c) + gen_action("card", c) } else if (!game.c_card) { view.prompt = "Play a card." for (let c of game.c_hand) if (c !== APOLLO) - gen_action(view, "card", c) - gen_action(view, "undo") + gen_action("card", c) + gen_action("undo") } else { view.prompt = "Waiting for Pompeius..." } @@ -967,13 +967,13 @@ states.discard_and_play_card = { if (!game.p_discard) { view.prompt = "Discard a card." for (let c of game.p_hand) - gen_action(view, "card", c) + gen_action("card", c) } else if (!game.p_card) { view.prompt = "Play a card." for (let c of game.p_hand) if (c !== APOLLO) - gen_action(view, "card", c) - gen_action(view, "undo") + gen_action("card", c) + gen_action("undo") } else { view.prompt = "Waiting for Caesar..." } @@ -1078,7 +1078,7 @@ states.play_card = { view.prior_c_card = game.prior_c_card view.prompt = "Play a card." for (let c of game.c_hand) - gen_action(view, "card", c) + gen_action("card", c) } } if (current === POMPEIUS) { @@ -1089,7 +1089,7 @@ states.play_card = { view.prior_p_card = game.prior_p_card view.prompt = "Play a card." for (let c of game.p_hand) - gen_action(view, "card", c) + gen_action("card", c) } } }, @@ -1260,10 +1260,10 @@ states.jupiter = { if (is_friendly_city(s)) { for (let to of SPACES[s].exits) if (is_enemy_city(to) || is_contested_city(to)) - gen_action_space(view, to) + gen_action_space(to) } } - gen_action_pass(view, "Pass") + gen_action_pass("Pass") }, space(where) { /* pick a random block */ @@ -1287,7 +1287,7 @@ states.jupiter_to = { let from = game.location[game.who] for (let to of SPACES[from].exits) if (is_friendly_city(to)) - gen_action_space(view, to) + gen_action_space(to) }, space(to) { log(block_name(game.who) + " joined " + game.active + ":") @@ -1305,7 +1305,7 @@ states.vulcan = { view.prompt = "Vulcan: Choose an enemy city to suffer a volcanic eruption." for (let s = first_map_space; s < space_count; ++s) if (is_enemy_city(s)) - gen_action_space(view, s) + gen_action_space(s) }, space(city) { log("Vulcan struck #" + city + "!") @@ -1330,7 +1330,7 @@ states.apply_vulcan = { return (view.prompt = "Waiting for " + game.active + "...") view.prompt = "Apply Vulcan hits in " + space_name(game.where) + "." for (let i = 0; i < game.vulcan.length; ++i) - gen_action_block(view, game.vulcan[i]) + gen_action_block(game.vulcan[i]) }, block(who) { reduce_block(who) @@ -1370,7 +1370,7 @@ states.mars_and_neptune = { return (view.prompt = god + ": Waiting for " + game.active + ".") view.prompt = god + "Select battle for surprise attack." for (let space of game.surprise_list) - gen_action_space(view, space) + gen_action_space(space) }, space(where) { game.surprise = where @@ -1431,7 +1431,7 @@ states.move_who = { let from = game.location[b] if (game.activated.includes(from)) if (can_block_move(b)) - gen_action_block(view, b) + gen_action_block(b) } } else { let have_amphibious = false @@ -1444,13 +1444,13 @@ states.move_who = { if (can_block_move(b)) can_move = true if (can_move) - gen_action_block(view, b) + gen_action_block(b) } if (!have_amphibious) game.amphibious_available = false } - gen_action_pass(view, "End movement phase") - gen_action_undo(view) + gen_action_pass("End movement phase") + gen_action_undo() }, block(who) { push_undo() @@ -1480,10 +1480,10 @@ states.move_where = { if (can_block_move_to(game.who, to)) can_move_to = true if (can_move_to) - gen_action_space(view, to) + gen_action_space(to) } - gen_action_block(view, game.who) // for canceling move - gen_action_undo(view) + gen_action_block(game.who) // for canceling move + gen_action_undo() }, space(to) { let from = game.location[game.who] @@ -1533,9 +1533,9 @@ states.move_where_2 = { let from = game.location[game.who] for (let to of SPACES[from].exits) if (to !== game.last_from && can_block_continue_to(game.who, to)) - gen_action_space(view, to) - gen_action_space(view, from) // For ending move early. - gen_action_undo(view) + gen_action_space(to) + gen_action_space(from) // For ending move early. + gen_action_undo() }, space(to) { let from = game.location[game.who] @@ -1559,8 +1559,8 @@ states.amphibious_move_to = { let from = game.location[game.who] for (let to of SPACES[from].exits) if (to !== game.last_from && can_amphibious_move_to(game.who, from, to)) - gen_action_space(view, to) - gen_action_undo(view) + gen_action_space(to) + gen_action_undo() }, space(to) { let from = game.location[game.who] @@ -1588,8 +1588,8 @@ states.mercury_move_1 = { let from = game.location[game.who] for (let to of SPACES[from].exits) if (can_block_move_to(game.who, to)) - gen_action_space(view, to) - gen_action_undo(view) + gen_action_space(to) + gen_action_undo() }, space(to) { let from = game.location[game.who] @@ -1619,9 +1619,9 @@ states.mercury_move_2 = { let from = game.location[game.who] for (let to of SPACES[from].exits) if (to !== game.last_from && can_block_move_to(game.who, to)) - gen_action_space(view, to) - gen_action_space(view, from) // For ending move early. - gen_action_undo(view) + gen_action_space(to) + gen_action_space(from) // For ending move early. + gen_action_undo() }, space(to) { let from = game.location[game.who] @@ -1654,9 +1654,9 @@ states.mercury_move_3 = { let from = game.location[game.who] for (let to of SPACES[from].exits) if (to !== game.last_from && can_block_continue_to(game.who, to)) - gen_action_space(view, to) - gen_action_space(view, from) // For ending move early. - gen_action_undo(view) + gen_action_space(to) + gen_action_space(from) // For ending move early. + gen_action_undo() }, space(to) { let from = game.location[game.who] @@ -1696,14 +1696,14 @@ states.levy = { if (game.levies > 0) { for (let b = 0; b < block_count; ++b) { if (can_levy(b)) { - gen_action_block(view, b) + gen_action_block(b) is_levy_possible = true } } } if (!is_levy_possible) - gen_action_pass(view, "End levy phase") - gen_action_undo(view) + gen_action_pass("End levy phase") + gen_action_undo() }, block(who) { push_undo() @@ -1738,9 +1738,9 @@ states.levy_where = { view.prompt = "Choose a friendly city to levy " + block_name(game.who) + " in." for (let s = first_map_space; s < space_count; ++s) if (can_levy_to(game.who, s)) - gen_action_space(view, s) - gen_action_block(view, game.who) // for canceling levy - gen_action_undo(view) + gen_action_space(s) + gen_action_block(game.who) // for canceling levy + gen_action_undo() }, space(to) { log_levy(to) @@ -1784,7 +1784,7 @@ states.pick_battle = { view.prompt = "Choose the next battle to fight!" for (let s = first_map_space; s < space_count; ++s) if (is_contested_city(s) || is_contested_sea(s)) - gen_action_space(view, s) + gen_action_space(s) }, space(where) { game.where = where @@ -1883,8 +1883,8 @@ states.disrupt_reserves = { return (view.prompt = "Waiting for " + game.active + " to apply disruption hits...") view.prompt = "Apply disruption hits to reserves." for (let b of game.disrupted) { - gen_action_battle(view, "battle_hit", b) - gen_action_block(view, b) + gen_action_battle("battle_hit", b) + gen_action_block(b) } }, block: disrupt_block, @@ -2158,15 +2158,15 @@ states.battle_round = { view.prompt = "Retreat with an army." for (let b of game.battle_list) { if (can_fire) - gen_action_battle(view, "battle_fire", b) + gen_action_battle("battle_fire", b) if (must_retreat || (can_retreat && can_retreat_with_block(b))) - gen_action_battle(view, "battle_retreat", b) + gen_action_battle("battle_retreat", b) if (can_pass) - gen_action_battle(view, "battle_pass", b) - gen_action_block(view, b) + gen_action_battle("battle_pass", b) + gen_action_block(b) } if (game.hits > 0) - gen_action(view, "assign") + gen_action("assign") }, assign() { game.active = enemy(game.active) @@ -2263,8 +2263,8 @@ states.battle_hits = { return (view.prompt = "Waiting for " + game.active + " to apply hits...") view.prompt = "Assign " + game.hits + (game.hits !== 1 ? " hits" : " hit") + " to your armies." for (let b of game.battle_list) { - gen_action_battle(view, "battle_hit", b) - gen_action_block(view, b) + gen_action_battle("battle_hit", b) + gen_action_block(b) } }, block(who) { @@ -2285,14 +2285,14 @@ states.retreat = { for (let to of SPACES[from].exits) { if (block_owner(game.who) === get_attacker(from)) { if (can_attacker_retreat_to(game.who, from, to)) - gen_action_space(view, to) + gen_action_space(to) } else { if (can_defender_retreat_to(game.who, from, to)) - gen_action_space(view, to) + gen_action_space(to) } } - gen_action(view, "undo") - gen_action_block(view, game.who) + gen_action("undo") + gen_action_block(game.who) }, space(to) { let from = game.location[game.who] @@ -2327,9 +2327,9 @@ states.sea_retreat = { let from = game.location[game.who] for (let to of SPACES[from].exits) { if (is_friendly_city(to)) - gen_action_space(view, to) + gen_action_space(to) } - gen_action(view, "undo") + gen_action("undo") }, space(to) { clear_undo() @@ -2362,11 +2362,11 @@ states.regroup = { for (let b = 0; b < block_count; ++b) { if (game.location[b] === game.where) { if (can_regroup(b)) - gen_action_block(view, b) + gen_action_block(b) } } - gen_action_pass(view, "End regroup") - gen_action_undo(view) + gen_action_pass("End regroup") + gen_action_undo() }, block(who) { push_undo() @@ -2390,10 +2390,10 @@ states.regroup_to = { let from = game.location[game.who] for (let to of SPACES[from].exits) { if (can_regroup_to(game.who, from, to)) - gen_action_space(view, to) + gen_action_space(to) } - gen_action_block(view, game.who) // for canceling move - gen_action_undo(view) + gen_action_block(game.who) // for canceling move + gen_action_undo() }, space(to) { let from = game.location[game.who] @@ -2504,7 +2504,7 @@ states.navis_to_port = { if (block_owner(b) === game.active && BLOCKS[b].type === "navis") { if (SPACES[game.location[b]].type === "sea") { if (can_navis_move_to_port(b)) { - gen_action_block(view, b) + gen_action_block(b) ++count } } @@ -2513,8 +2513,8 @@ states.navis_to_port = { if (count > 0) view.prompt += " " + count + " left." if (count === 0) - gen_action_pass(view, "End navis to port") - gen_action_undo(view) + gen_action_pass("End navis to port") + gen_action_undo() }, block(who) { push_undo() @@ -2536,10 +2536,10 @@ states.navis_to_port_where = { let from = game.location[game.who] for (let to of SPACES[from].exits) { if (is_friendly_city(to)) - gen_action_space(view, to) + gen_action_space(to) } - gen_action_block(view, game.who) // for canceling move - gen_action_undo(view) + gen_action_block(game.who) // for canceling move + gen_action_undo() }, space(to) { let from = game.location[game.who] @@ -2568,7 +2568,7 @@ states.disband = { if (block_owner(b) === game.active && is_map_space(game.location[b]) && b !== B_CLEOPATRA) { if (is_over_supply_limit(game.location[b])) { okay_to_end = false - gen_action_block(view, b) + gen_action_block(b) } } } @@ -2580,11 +2580,11 @@ states.disband = { for (let b = 0; b < block_count; ++b) { if (is_map_space(game.location[b])) if (block_owner(b) === game.active && b !== B_CLEOPATRA) - gen_action_block(view, b) + gen_action_block(b) } - gen_action_pass(view, "End disbanding") + gen_action_pass("End disbanding") } - gen_action_undo(view) + gen_action_undo() }, block(who) { push_undo() |