diff options
author | Tor Andersson <tor@ccxvii.net> | 2023-02-01 13:31:27 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 13:02:39 +0100 |
commit | ee193334e466bb4b62bcec03e7cc5b0a7b264876 (patch) | |
tree | 9e2bae39214a82fc6ebc6662e4fa5078d60f1ebb | |
parent | b058096beacad4514ee9196e5cde4f76893051a5 (diff) | |
download | nevsky-ee193334e466bb4b62bcec03e7cc5b0a7b264876.tar.gz |
Tweak prompts.
-rw-r--r-- | rules.js | 24 |
1 files changed, 8 insertions, 16 deletions
@@ -6,11 +6,7 @@ // WONTFIX: choose crossbow/normal hit application order // Check all push/clear_undo -// Remove push_state/pop_state stuff - use explicit substates with common functions instead // Optimize lift_sieges (only check specific locales based on where the check is) -// Use game.levy or game.command instead of game.who for levy (like game.command for campaign) -// Clean up game.who (use only in muster / events, not for command) -// drop game.who from push_state const data = require("./data.js") @@ -2045,7 +2041,7 @@ function goto_immediate_event(c) { return goto_russian_event_tempest() default: - log("TODO") + log("NOT IMPLEMENTED") return end_immediate_event() } } @@ -4727,7 +4723,7 @@ states.march_laden = { let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) - view.prompt = `March with ${loot} Loot, ${prov} Provender, and ${transport} Transport.` + view.prompt = `March: Hindered with ${loot} Loot, ${prov} Provender, and ${transport} Transport.` view.group = game.group if (prov <= transport * 2) { @@ -4922,7 +4918,7 @@ function resume_avoid_battle() { states.avoid_battle = { inactive: "Avoid Battle", prompt() { - view.prompt = `March: You may Avoid Battle.` + view.prompt = "March: Select Lords and destination to Avoid Battle." view.group = game.group let here = game.march.to @@ -4977,7 +4973,7 @@ states.avoid_battle = { states.avoid_battle_way = { inactive: "Avoid Battle", prompt() { - view.prompt = `Avoid Battle: Select Way.` + view.prompt = `Avoid Battle: Select Way to destination.` view.group = game.group let from = game.march.to let to = game.march.avoid_to @@ -5012,7 +5008,7 @@ states.avoid_battle_laden = { let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) - view.prompt = `Avoid Battle with ${prov} Provender and ${transport} Transport.` + view.prompt = `Avoid Battle: Hindered with ${prov} Provender and ${transport} Transport.` view.group = game.group if (loot > 0) { @@ -5093,7 +5089,7 @@ function goto_march_withdraw() { states.march_withdraw = { inactive: "Withdraw", prompt() { - view.prompt = `March: You may Withdraw Lords into Stronghold.` + view.prompt = "March: Select Lords to Withdraw into Stronghold." let here = get_lord_locale(game.command) let capacity = stronghold_capacity(here) @@ -8944,8 +8940,6 @@ function action_assign_hits(lord, type) { let protection = FORCE_PROTECTION[type] let evade = FORCE_EVADE[type] - // TODO: hits or xhits choice - if (game.who !== lord) { game.who = lord if (lord === GARRISON) @@ -8994,7 +8988,6 @@ function action_assign_hits(lord, type) { game.battle.hits-- if (!lord_has_unrouted_units(lord)) - // TODO: log list of new targets... after assign left/right rout_lord(lord) goto_assign_hits() @@ -9197,7 +9190,7 @@ states.battle_withdraw = { let here = game.battle.where let capacity = stronghold_capacity(here) - view.prompt = "Battle: You may Withdraw losing Lords into Stronghold." + view.prompt = "Battle: Select Lords to Withdraw into Stronghold." // NOTE: Sallying lords are still flagged "besieged" and are thus already withdrawn! @@ -9250,7 +9243,6 @@ function count_retreat_assets(type) { return n } -// TODO: manually lose all assets!? function transfer_assets_except_ships(lord) { add_spoils(PROV, get_lord_assets(lord, PROV)) add_spoils(COIN, get_lord_assets(lord, COIN)) @@ -9402,7 +9394,7 @@ states.retreat_laden = { let prov = count_retreat_assets(PROV) let loot = count_retreat_assets(LOOT) - view.prompt = `Retreat with ${prov} Provender and ${transport} Transport.` + view.prompt = `Retreat: Hindered with ${prov} Provender and ${transport} Transport.` view.group = game.battle.retreated if (loot > 0) { |