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-rw-r--r--rules.js60
1 files changed, 33 insertions, 27 deletions
diff --git a/rules.js b/rules.js
index e1659f2..8ed1fa8 100644
--- a/rules.js
+++ b/rules.js
@@ -242,6 +242,11 @@ function log_selected() {
log(game.selected.map(p => "P" + p).join(" and "))
}
+function log_move_path() {
+ if (game.move_path.length > 1)
+ log("@" + game.selected.join(",") + ";" + game.move_path.join(","))
+}
+
/* OBJECTIVES */
const all_objectives = []
@@ -519,11 +524,6 @@ function eliminate_general(p) {
set_in_supply(p)
}
-function eliminate_train(p) {
- log("P" + p + " eliminated.")
- game.pos[p] = ELIMINATED
-}
-
/* SEQUENCE OF PLAY */
const POWER_FROM_ACTION_STEP = [
@@ -839,10 +839,9 @@ states.movement = {
else
prompt("Move your generals and supply trains.")
- if (done_trains && done_generals)
- view.actions.end_movement = 1
+ if (game.moved.length === 0)
+ view.actions.confirm_end_movement = 1
else
- // TODO view.actions.confirm_end_movement = 1
view.actions.end_movement = 1
},
piece(p) {
@@ -866,6 +865,7 @@ states.movement = {
else
game.main = 0
+ game.move_path = [ here ]
if (is_supply_train(p))
game.state = "move_supply_train"
else
@@ -951,7 +951,7 @@ function move_general_to(to) {
if (is_protected_from_conquest(from)) {
set_add(game.retro, from)
} else {
- game.move_conq.push(from)
+ set_add(game.move_conq, from)
set_add(game.conquest, from)
}
}
@@ -961,7 +961,7 @@ function move_general_to(to) {
if (is_protected_from_reconquest(from)) {
set_add(game.retro, from)
} else {
- game.move_reconq.push(from)
+ set_add(game.move_reconq, from)
set_delete(game.conquest, from)
}
}
@@ -969,8 +969,10 @@ function move_general_to(to) {
// eliminate supply train
for (let p of all_enemy_trains[pow]) {
if (game.pos[p] === to) {
- eliminate_train(p)
- stop = true
+ if (!game.move_elim)
+ game.move_elim = []
+ set_add(game.move_elim, p)
+ game.pos[p] = ELIMINATED
}
}
@@ -1019,12 +1021,7 @@ states.move_supply_train = {
let who = game.selected[0]
let from = game.pos[who]
- if (game.count === 0) {
- log_selected()
- log(">from S" + from)
- }
-
- log(">to S" + to)
+ game.move_path.push(to)
if (!set_has(data.cities.main_roads[from], to))
game.main = 0
@@ -1111,12 +1108,7 @@ states.move_general = {
let who = game.selected[0]
let from = game.pos[who]
- if (game.count === 0) {
- log_selected()
- log(">from S" + from)
- }
-
- log(">to S" + to)
+ game.move_path.push(to)
if (!set_has(data.cities.main_roads[from], to))
game.main = 0
@@ -1169,6 +1161,15 @@ states.move_give = {
}
function end_move_piece() {
+ log_selected_move_path()
+
+ if (game.move_elim) {
+ for (let p of game.move_elim)
+ log("P" + p + " eliminated.")
+ delete game.move_elim
+ }
+
+ delete game.move_path
game.selected = null
game.state = "movement"
}
@@ -1408,10 +1409,12 @@ function end_recruit() {
if (game.recruit) {
if (game.recruit.used.length > 0) {
log_br()
- log("Recruited")
- log(">" + game.recruit.used.map(format_card).join(", "))
+ if (game.recruit.troops > 0)
+ log("Recruited " + game.recruit.troops + " troops with " + game.recruit.used.map(format_card).join(", ") + ".")
+ else
+ log("Recruited with " + game.recruit.used.map(format_card).join(", ") + ".")
map_for_each(game.recruit.pieces, (p,s) => {
- log(">P" + p + " at S" + s)
+ log("Re-entered P" + p + " at S" + s)
})
if (game.recruit.troops)
log(">" + game.recruit.troops + " troops")
@@ -2585,6 +2588,9 @@ function mask_hand(player) {
view_hand[pow] = game.hand[pow]
else
view_hand[pow] = game.hand[pow].map(c => c & ~127)
+ //view_hand[pow] = game.hand[pow].length
+ //view_hand[pow] = Math.ceil(game.hand[pow].length / 3) * 3
+ //view_hand[pow] = Math.ceil(game.hand[pow].length / 5)
}
return view_hand
}