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-rw-r--r--rules.js22
1 files changed, 11 insertions, 11 deletions
diff --git a/rules.js b/rules.js
index 718f593..bbfda27 100644
--- a/rules.js
+++ b/rules.js
@@ -535,7 +535,7 @@ function count_used_troops() {
function count_unused_troops_on_map() {
let n = 0
for (let p of all_power_generals[game.power])
- if (game.pos[p] < ELIMINATED)
+ if (is_map_space(game.pos[p]))
n += 8 - game.troops[p]
return n
}
@@ -635,7 +635,7 @@ function retire_general(p) {
game.troops[p] = 0
set_in_supply(p)
- if (s < ELIMINATED) {
+ if (is_map_space(s)) {
for (let p of all_power_generals[game.power]) {
if (game.pos[p] === s) {
let x = Math.min(n, 8 - game.troops[p])
@@ -1060,7 +1060,7 @@ states.movement = {
let done_trains = true
for (let p of all_controlled_generals(game.power)) {
- if (!set_has(game.moved, p) && game.pos[p] < ELIMINATED) {
+ if (!set_has(game.moved, p) && is_map_space(game.pos[p])) {
if (can_general_move_anywhere(p)) {
gen_action_piece(p)
done_generals = false
@@ -1069,7 +1069,7 @@ states.movement = {
}
for (let p of all_controlled_trains(game.power)) {
- if (!set_has(game.moved, p) && game.pos[p] < ELIMINATED) {
+ if (!set_has(game.moved, p) && is_map_space(game.pos[p])) {
if (can_train_move_anywhere(p)) {
gen_action_piece(p)
done_trains = false
@@ -1424,7 +1424,7 @@ function end_move_piece() {
/* RECRUITMENT */
function troop_cost() {
- if (game.recruit.re_enter < ELIMINATED)
+ if (is_map_space(game.recruit.re_enter))
return 8
return 6
}
@@ -1532,7 +1532,7 @@ states.re_enter_choose_city = {
function has_re_entry_space(p) {
let can_re_enter_at = is_general(p) ? can_re_enter_general : can_re_enter_supply_train
- if (game.recruit.re_enter < ELIMINATED)
+ if (is_map_space(game.recruit.re_enter))
return can_re_enter_at(game.recruit.re_enter)
for (let s of all_power_depots[game.power])
if (can_re_enter_at(s))
@@ -1687,7 +1687,7 @@ states.re_enter = {
let p = game.selected[0]
let can_re_enter_at = is_general(p) ? can_re_enter_general : can_re_enter_supply_train
- if (game.recruit.re_enter < ELIMINATED) {
+ if (is_map_space(game.recruit.re_enter)) {
if (can_re_enter_at(game.recruit.re_enter))
gen_action_space(game.recruit.re_enter)
} else {
@@ -1716,11 +1716,11 @@ function goto_combat() {
let to = []
for (let p of all_controlled_generals(game.power))
- if (game.pos[p] < ELIMINATED)
+ if (is_map_space(game.pos[p]))
set_add(from, game.pos[p])
for (let p of all_enemy_generals(game.power))
- if (game.pos[p] < ELIMINATED)
+ if (is_map_space(game.pos[p]))
set_add(to, game.pos[p])
game.combat = []
@@ -2629,7 +2629,7 @@ const setup_piece_position = [
// P
find_city("Grünberg"),
- ELIMINATED, // TODO: find_city("Silesia V"),
+ find_city("Silesia Victory"),
// S
find_city("Meißen"),
@@ -2733,7 +2733,7 @@ states.setup = {
} else {
let n_stacks = 0
for (let p of all_power_generals[game.power]) {
- if (game.pos[p] < ELIMINATED && !set_has(game.moved, p)) {
+ if (is_map_space(game.pos[p]) && !set_has(game.moved, p)) {
gen_action_piece(p)
n_stacks ++
}