diff options
-rw-r--r-- | info/readme.html | 2 | ||||
-rw-r--r-- | play.html | 6 | ||||
-rw-r--r-- | play.js | 4 | ||||
-rw-r--r-- | rules.js | 84 |
4 files changed, 87 insertions, 9 deletions
diff --git a/info/readme.html b/info/readme.html index 903beb0..c6c42af 100644 --- a/info/readme.html +++ b/info/readme.html @@ -47,7 +47,7 @@ to write down the promises and duration. Deals that have been noted this way wil on the political display. <p> -If you check the Politics/Movement/Retreat/Hussars checkboxes when creating a deal, +If you check the Politics/Movement/Combat/Retreat/Hussars checkboxes when creating a deal, the counterparty will be able to validate your actions so that you keep your promise. If they deem that you have broken your promise, your moves will be undone and you have to start over. This can be a helpful feature so you don't break your promises accidentally. @@ -184,8 +184,9 @@ <p> <label id="a_politics_label"><input type="checkbox" name="a_phase" value="1" id="a_phase_politics">Politics</label> <label><input type="checkbox" name="a_phase" value="4" id="a_phase_movement">Movement</label> + <label><input type="checkbox" name="a_phase" value="16" id="a_phase_combat">Combat</label> <label><input type="checkbox" name="a_phase" value="8" id="a_phase_retreat">Retreat</label> - <label id="a_hussars_label"><input type="checkbox" name="a_phase" value="2" id="a_phase_hussars">Hussars</label> + <label id="a_hussars_label"><br><input type="checkbox" name="a_phase" value="2" id="a_phase_hussars">Hussars</label> <p> <textarea name="a_promise" placeholder="Promise..." rows=3 cols=40></textarea> @@ -218,8 +219,9 @@ <p> <label id="b_politics_label"><input type="checkbox" name="b_phase" value="1" id="b_phase_politics">Politics</label> <label><input type="checkbox" name="b_phase" value="4" id="b_phase_movement">Movement</label> + <label><input type="checkbox" name="b_phase" value="16" id="b_phase_combat">Combat</label> <label><input type="checkbox" name="b_phase" value="8" id="b_phase_retreat">Retreat</label> - <label id="b_hussars_label"><input type="checkbox" name="b_phase" value="2" id="b_phase_hussars">Hussars</label> + <label id="b_hussars_label"><br><input type="checkbox" name="b_phase" value="2" id="b_phase_hussars">Hussars</label> <p> <textarea name="b_promise" placeholder="Promise..." rows=3 cols=40></textarea> @@ -125,6 +125,7 @@ const V_POLITICS = 1 const V_HUSSARS = 2 const V_MOVEMENT = 4 const V_RETREAT = 8 +const V_COMBAT = 16 const SPADES = 0 const CLUBS = 1 @@ -1837,6 +1838,7 @@ function phase_list(phase) { if (phase & V_POLITICS) list.push("politics") if (phase & V_HUSSARS) list.push("hussars") if (phase & V_MOVEMENT) list.push("movement") + if (phase & V_COMBAT) list.push("combat") if (phase & V_RETREAT) list.push("retreat") return list.join(" ") } @@ -1926,6 +1928,8 @@ function propose_deal() { window.b_phase_movement.checked = false window.a_phase_retreat.checked = false window.b_phase_retreat.checked = false + window.a_phase_combat.checked = false + window.b_phase_combat.checked = false form.a_power.value = view.power switch (view.power) { @@ -116,6 +116,7 @@ const V_POLITICS = 1 const V_HUSSARS = 2 const V_MOVEMENT = 4 const V_RETREAT = 8 +const V_COMBAT = 16 const SPADES = 0 const CLUBS = 1 @@ -3873,6 +3874,8 @@ function goto_resolve_combat() { set_active_defender() game.state = "combat_defend" } + + save_checkpoint() } function end_resolve_combat() { @@ -3952,6 +3955,18 @@ function resume_combat_defend() { game.state = "combat_defend" } +function resume_combat_attack_v() { + set_active_attacker() + game.state = "combat_attack" + save_checkpoint() +} + +function resume_combat_defend_v() { + set_active_defender() + game.state = "combat_defend" + save_checkpoint() +} + function gen_play_card(suit) { let score = Math.abs(game.count) let has_suit = false @@ -4022,7 +4037,7 @@ states.combat_attack = { play_combat_card(c, +1, resume_combat_attack, "combat_attack_reserve") }, pass() { - end_resolve_combat() + goto_validate_combat(end_resolve_combat) }, } @@ -4036,7 +4051,7 @@ states.combat_defend = { play_combat_card(c, -1, resume_combat_defend, "combat_defend_reserve") }, pass() { - end_resolve_combat() + goto_validate_combat(end_resolve_combat) }, } @@ -4073,8 +4088,7 @@ states.combat_attack_swap = { view.actions.next = 1 }, next() { - set_active_defender() - game.state = "combat_defend" + goto_validate_combat(resume_combat_defend_v) }, } @@ -4085,8 +4099,7 @@ states.combat_defend_swap = { view.actions.next = 1 }, next() { - set_active_attacker() - game.state = "combat_attack" + goto_validate_combat(resume_combat_attack_v) }, } @@ -6986,6 +6999,65 @@ states.validate_movement_fail = { }, } +/* VALIDATE: COMBAT */ + +const validate_combat_next = { + end_resolve_combat, + resume_combat_defend_v, + resume_combat_attack_v, +} + +function goto_validate_combat(next) { + game.validate_next = next.name + goto_validate_promise(V_COMBAT, resume_validate_combat) +} + +function resume_validate_combat() { + resume_validate_promise("validate_combat", end_validate_combat) +} + +function end_validate_combat() { + let next = validate_combat_next[game.validate_next] + delete game.validate_next + clear_checkpoint() + next() +} + +states.validate_combat = { + dont_snap: true, + inactive: "confirm that promises were kept", + prompt() { + let other = game.restart.power + prompt("Did " + power_name[other] + " keep their combat promise?") + view.actions.keep = 1 + view.actions.break = 1 + view.actions.undo = 0 + }, + keep() { + resume_validate_combat() + }, + break() { + let other = game.power + restore_checkpoint() + game.proposal = { other, state: game.state } + game.state = "validate_combat_fail" + }, +} + +states.validate_combat_fail = { + dont_snap: true, + inactive: "combat", + prompt() { + prompt("Combat promise to " + power_name[game.proposal.other] + " was not kept.") + view.actions.resume = 1 + view.actions.undo = 0 + }, + resume() { + game.state = game.proposal.state + delete game.proposal + }, +} + /* VALIDATE: RETREAT */ function goto_validate_retreat() { |