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authorTor Andersson <tor@ccxvii.net>2023-01-21 16:38:17 +0100
committerTor Andersson <tor@ccxvii.net>2023-02-18 13:02:39 +0100
commitd5c575a30802f61c674059cc8f0e628fc055347a (patch)
treefc4001f0148a6691d97f0579664998c2784cf3c9 /rules.js
parent3d473c2737f4720b2202720bff1e04f886d2cbf8 (diff)
downloadnevsky-d5c575a30802f61c674059cc8f0e628fc055347a.tar.gz
Rename actions phase to command.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js67
1 files changed, 35 insertions, 32 deletions
diff --git a/rules.js b/rules.js
index be7c609..f186797 100644
--- a/rules.js
+++ b/rules.js
@@ -2871,9 +2871,9 @@ function end_heinrich_sees_the_curia() {
end_held_event()
// No more actions if Heinrich is current command card
- if (game.state === "actions" && game.command === LORD_HEINRICH) {
+ if (game.state === "command" && game.command === LORD_HEINRICH) {
spend_all_actions()
- resume_actions()
+ resume_command()
update_supply_possible()
}
@@ -3324,13 +3324,14 @@ function resume_levy_muster_lord() {
states.levy_muster_lord = {
inactive: "Levy",
prompt() {
- view.prompt = `Levy: Muster with ${lord_name[game.who]}.`
+ if (game.count === 1)
+ view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} action.`
+ else
+ view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} actions.`
prompt_held_event_lordship()
if (game.count > 0) {
- view.prompt += ` ${game.count} Lordship left.`
-
// Roll to muster Ready Lord at Seat
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
if (lord === LORD_ALEKSANDR)
@@ -3368,8 +3369,6 @@ states.levy_muster_lord = {
// Add Capability
view.actions.capability = 1
- } else {
- view.prompt += " All done."
}
view.actions.done = 1
@@ -4125,6 +4124,7 @@ function plan_can_make_lieutenant(plan, upper, first, last) {
}
states.campaign_plan = {
+ inactive: "Plan",
prompt(current) {
let plan = current === P1 ? game.plan1 : game.plan2
let first = current === P1 ? first_p1_lord : first_p2_lord
@@ -4260,7 +4260,7 @@ function goto_command_activation() {
goto_command_activation()
} else {
log_h2(`L${game.command} at %${get_lord_locale(game.command)}`)
- goto_actions()
+ goto_command()
}
}
@@ -4288,7 +4288,7 @@ function is_first_march() {
return game.flags.first_march
}
-function goto_actions() {
+function goto_command() {
game.actions = data.lords[game.command].command
game.flags.first_action = 1
@@ -4332,12 +4332,12 @@ function goto_actions() {
}
}
- resume_actions()
+ resume_command()
update_supply_possible()
}
-function resume_actions() {
- game.state = "actions"
+function resume_command() {
+ game.state = "command"
}
function spend_action(cost) {
@@ -4357,7 +4357,7 @@ function spend_all_actions() {
game.actions = 0
}
-function end_actions() {
+function end_command() {
log_br()
game.group = 0
@@ -4387,10 +4387,13 @@ function this_lord_has_house_of_suzdal() {
return false
}
-states.actions = {
- inactive: "Actions",
+states.command = {
+ inactive: "Command",
prompt() {
- view.prompt = `${lord_name[game.command]} has ${game.actions} actions.`
+ if (game.actions === 1)
+ view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} action.`
+ else
+ view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} actions.`
view.group = game.group
@@ -4414,7 +4417,7 @@ states.actions = {
if (game.actions > 0)
view.actions.pass = 1
else
- view.actions.end_actions = 1
+ view.actions.end_command = 1
if (is_lord_besieged(game.command)) {
if (can_action_sally())
@@ -4470,9 +4473,9 @@ states.actions = {
spend_all_actions()
},
- end_actions() {
+ end_command() {
clear_undo()
- end_actions()
+ end_command()
},
stonemasons: goto_stonemasons,
@@ -4712,7 +4715,7 @@ function march_with_group_3() {
if (here === NOWHERE) {
game.march = 0
spend_all_actions()
- resume_actions()
+ resume_command()
update_supply_possible()
return
}
@@ -4730,7 +4733,7 @@ function march_with_group_3() {
game.march = 0
- resume_actions()
+ resume_command()
update_supply_possible()
}
@@ -5263,7 +5266,7 @@ function end_siege() {
set_lord_moved(lord, 1)
spend_all_actions()
- resume_actions()
+ resume_command()
update_supply_possible()
}
@@ -5933,7 +5936,7 @@ states.supply_source = {
function end_supply() {
spend_action(1)
- resume_actions()
+ resume_command()
game.supply = 1 // supply is possible!
}
@@ -6068,7 +6071,7 @@ function goto_forage() {
log(`Foraged at %${here}`)
add_lord_assets(game.command, PROV, 1)
spend_action(1)
- resume_actions()
+ resume_command()
}
// === ACTION: RAVAGE ===
@@ -6204,7 +6207,7 @@ function ravage_location(here, there) {
spend_action(2)
else
spend_action(1)
- resume_actions()
+ resume_command()
}
// === ACTION: TAX ===
@@ -6238,7 +6241,7 @@ function goto_tax() {
add_lord_assets(game.command, COIN, 1)
spend_all_actions()
- resume_actions()
+ resume_command()
if (lord_has_capability(game.command, AOW_RUSSIAN_VELIKY_KNYAZ)) {
logcap(AOW_RUSSIAN_VELIKY_KNYAZ)
@@ -6371,7 +6374,7 @@ states.sail = {
conquer_trade_route(to)
spend_all_actions()
- resume_actions()
+ resume_command()
update_supply_possible()
},
}
@@ -6434,7 +6437,7 @@ function end_stonemasons() {
add_friendly_castle(here)
remove_walls(here)
spend_all_actions()
- resume_actions()
+ resume_command()
}
// === ACTION: STONE KREMLIN (CAPABILITY) ===
@@ -6524,7 +6527,7 @@ function end_stone_kremlin() {
log(`Built Walls at %${here}.`)
add_walls(here)
spend_all_actions()
- resume_actions()
+ resume_command()
}
// === ACTION: SMERDI (CAPABILITY) ===
@@ -6545,7 +6548,7 @@ function goto_smerdi() {
game.pieces.smerdi --
add_lord_forces(game.command, SERFS, 1)
spend_action(1)
- resume_actions()
+ resume_command()
}
// === BATTLE ===
@@ -9643,11 +9646,11 @@ function goto_battle_aftermath() {
march_with_group_3()
} else if (game.battle.storm) {
game.battle = 0
- resume_actions()
+ resume_command()
} else {
remove_legate_if_endangered(game.battle.where)
game.battle = 0
- resume_actions()
+ resume_command()
}
}