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-rw-r--r--rules.js225
1 files changed, 109 insertions, 116 deletions
diff --git a/rules.js b/rules.js
index 882f668..7e7d8e2 100644
--- a/rules.js
+++ b/rules.js
@@ -1506,8 +1506,6 @@ function disband_vassal(vassal) {
let info = data.vassals[vassal]
let lord = data.vassals[vassal].lord
- logi(`Disbanded ${info.name}.`)
-
add_lord_forces(lord, KNIGHTS, -(info.forces.knights | 0))
add_lord_forces(lord, SERGEANTS, -(info.forces.sergeants | 0))
add_lord_forces(lord, LIGHT_HORSE, -(info.forces.light_horse | 0))
@@ -1939,7 +1937,6 @@ states.setup_lords = {
},
lord(lord) {
push_undo()
- log(`L${lord} at %${get_lord_locale(lord)}`)
// FIXME: clean up these transitions
push_state("muster_lord_transport")
@@ -2090,7 +2087,6 @@ states.death_of_the_pope = {
gen_action_card(AOW_TEUTONIC_WILLIAM_OF_MODENA)
},
card(card) {
- logi(`Discarded C${card}.`)
discard_global_capability(AOW_TEUTONIC_WILLIAM_OF_MODENA)
end_immediate_event()
},
@@ -2119,6 +2115,7 @@ function action_torzhok(lord, asset) {
states.torzhok = {
prompt() {
+ // TODO: need to reveal Domash if hidden!
if (game.count > 0) {
if (game.count === 3)
view.prompt = "Torzhok: Remove up to 3 Assets from Domash or up to 3 Coin from Veche."
@@ -2301,6 +2298,7 @@ states.pope_gregory = {
},
lord: action_select_lord,
calendar(turn) {
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
end_immediate_event()
@@ -2408,6 +2406,7 @@ states.grand_prince = {
lord: action_select_lord,
service: action_select_lord,
calendar(turn) {
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
end_immediate_event()
@@ -2433,6 +2432,7 @@ states.khan_baty = {
lord: action_select_lord,
service: action_select_lord,
calendar(turn) {
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
end_immediate_event()
@@ -2465,6 +2465,7 @@ states.swedish_crusade = {
service: action_select_lord,
calendar(turn) {
game.count ^= (1 << game.who)
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
if (game.count === 0)
@@ -2489,6 +2490,7 @@ states.valdemar = {
lord: action_select_lord,
service: action_select_lord,
calendar(turn) {
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
end_immediate_event()
@@ -2519,6 +2521,7 @@ states.osilian_revolt = {
service: action_select_lord,
calendar(turn) {
set_active_enemy()
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
end_immediate_event()
@@ -2542,6 +2545,7 @@ states.batu_khan = {
lord: action_select_lord,
service: action_select_lord,
calendar(turn) {
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
end_immediate_event()
@@ -2567,6 +2571,7 @@ states.russian_dietrich_von_gruningen = {
lord: action_select_lord,
service: action_select_lord,
calendar(turn) {
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
end_immediate_event()
@@ -2828,7 +2833,6 @@ states.heinrich_sees_the_curia_2 = {
}
function take_asset(type) {
- log(`L${game.who} took ${ASSET_TYPE_NAME[type]}.`)
add_lord_assets(game.who, type, 1)
if (--game.count === 0)
resume_heinrich_sees_the_curia()
@@ -2935,6 +2939,7 @@ function prompt_shift_cylinder(list, boxes) {
}
function action_shift_cylinder_calendar(turn) {
+ log(`Shifted L${game.who} to ${turn}.`)
set_lord_calendar(game.who, turn)
game.who = NOBODY
end_held_event()
@@ -3059,31 +3064,30 @@ function draw_two_cards() {
function discard_card_capability(c) {
if (is_no_event_card(c) && should_remove_no_event_card()) {
- logi(`C${c} - removed`)
+ log(`${game.active} removed C${c}.`)
if (game.active === P1)
game.no1--
else
game.no2--
} else {
- logi(`C${c} - discarded`)
+ log(`${game.active} discarded C${c}.`)
}
}
function discard_card_event(c) {
if (is_no_event_card(c) && should_remove_no_event_card()) {
- log(`Removed E${c}`)
+ log(`${game.active} removed E${c}.`)
if (game.active === P1)
game.no1--
else
game.no2--
} else {
- log(`Discarded E${c}`)
+ log(`${game.active} discarded E${c}.`)
}
}
function goto_levy_arts_of_war_first() {
log_br()
- log_h3(game.active)
game.state = "levy_arts_of_war_first"
game.what = draw_two_cards()
}
@@ -3120,14 +3124,14 @@ states.levy_arts_of_war_first = {
lord(lord) {
push_undo()
let c = game.what.shift()
- logi(`C${c} - L${lord}`)
+ log(`${game.active} deployed Capability.`)
add_lord_capability(lord, c)
resume_levy_arts_of_war_first()
},
deploy() {
push_undo()
let c = game.what.shift()
- logi(`C${c}`)
+ log(`${game.active} deployed C${c}.`)
deploy_global_capability(c)
resume_levy_arts_of_war_first()
},
@@ -3154,7 +3158,6 @@ function end_levy_arts_of_war_first() {
function goto_levy_arts_of_war() {
log_br()
- log_h3(game.active)
game.what = draw_two_cards()
resume_levy_arts_of_war()
}
@@ -3189,12 +3192,12 @@ states.levy_arts_of_war = {
},
play() {
let c = game.what.shift()
- log(`Played E${c}`)
+ log(`${game.active} played E${c}.`)
goto_immediate_event(c)
},
hold() {
let c = game.what.shift()
- log(`Held.`)
+ log(`${game.active} held Event.`)
if (game.active === P1)
set_add(game.hand1, c)
else
@@ -3258,7 +3261,7 @@ states.levy_muster = {
},
lord(lord) {
push_undo()
- log_h3(`L${lord} at %${get_lord_locale(lord)}`)
+ log(`Mustered with L${lord}.`)
push_state("levy_muster_lord")
game.who = lord
game.count = data.lords[lord].lordship
@@ -3338,44 +3341,38 @@ states.levy_muster_lord = {
let die = roll_die()
let fealty = data.lords[other].fealty
if (die <= fealty) {
- logi(`L${other} rolled ${die} <= ${fealty}`)
+ log(`L${other} rolled ${die} <= ${fealty}.`)
push_state("muster_lord_at_seat")
game.who = other
} else {
- logi(`L${other} rolled ${die} > ${fealty}`)
- logii(`failed`)
+ log(`L${other} rolled ${die} > ${fealty}.`)
resume_levy_muster_lord()
}
},
vassal(vassal) {
push_undo()
- logi(vassal_name[vassal])
muster_vassal(game.who, vassal)
resume_levy_muster_lord()
},
take_ship() {
push_undo()
- logi("Ship")
add_lord_assets(game.who, SHIP, 1)
resume_levy_muster_lord()
},
take_boat() {
push_undo()
- logi("Boat")
add_lord_assets(game.who, BOAT, 1)
resume_levy_muster_lord()
},
take_cart() {
push_undo()
- logi("Cart")
add_lord_assets(game.who, CART, 1)
resume_levy_muster_lord()
},
take_sled() {
push_undo()
- logi("Sled")
add_lord_assets(game.who, SLED, 1)
resume_levy_muster_lord()
},
@@ -3401,7 +3398,8 @@ states.muster_lord_at_seat = {
},
locale(loc) {
push_undo()
- logii(`at %${loc}`)
+
+ log(`Mustered L${game.who} at %${loc}.`)
// FIXME: clean up these transitions
set_lord_moved(game.who, 1)
@@ -3439,28 +3437,24 @@ states.muster_lord_transport = {
},
take_ship() {
push_undo()
- logii("Ship")
add_lord_assets(game.who, SHIP, 1)
--game.count
resume_muster_lord_transport()
},
take_boat() {
push_undo()
- logii("Boat")
add_lord_assets(game.who, BOAT, 1)
--game.count
resume_muster_lord_transport()
},
take_cart() {
push_undo()
- logii("Cart")
add_lord_assets(game.who, CART, 1)
--game.count
resume_muster_lord_transport()
},
take_sled() {
push_undo()
- logii("Sled")
add_lord_assets(game.who, SLED, 1)
--game.count
resume_muster_lord_transport()
@@ -3548,7 +3542,6 @@ states.muster_capability = {
}
},
card(c) {
- logi(`Capability C${c}`)
if (data.cards[c].this_lord) {
if (can_add_lord_capability(game.who, c)) {
add_lord_capability(game.who, c)
@@ -3573,7 +3566,6 @@ states.muster_capability_discard = {
},
card(c) {
push_undo()
- logi(`Discarded C${c}.`)
discard_lord_capability(game.who, c)
add_lord_capability(game.who, game.what)
game.what = NOTHING
@@ -3619,7 +3611,6 @@ function goto_teutonic_call_to_arms() {
else
game.state = "papal_legate_active"
} else {
- log("Skipped.")
end_papal_legate()
}
}
@@ -3693,8 +3684,7 @@ states.papal_legate_active = {
game.state = "papal_legate_done"
if (is_lord_ready(lord)) {
- log(`Mustered L${lord}`)
- logii(`at %${here}`)
+ log(`Mustered L${lord} at %${here}.`)
// FIXME: clean up these transitions
muster_lord(lord, here)
@@ -3710,7 +3700,7 @@ states.papal_legate_active = {
}
else {
- log_h3(`L${lord} at %${get_lord_locale(lord)}`)
+ log(`Mustered with L${lord}.`)
push_state("levy_muster_lord")
game.who = lord
game.count = data.lords[lord].lordship
@@ -3812,6 +3802,7 @@ function goto_russian_call_to_arms() {
function goto_black_sea_trade() {
if (has_global_capability(AOW_RUSSIAN_BLACK_SEA_TRADE)) {
if (!has_conquered_marker(LOC_NOVGOROD) && !has_conquered_marker(LOC_LOVAT)) {
+ log("Black Sea Trade.")
if (game.pieces.veche_coin < 8) {
game.state = "black_sea_trade"
return
@@ -3827,7 +3818,7 @@ states.black_sea_trade = {
view.actions.veche = 1
},
veche() {
- log("Black Sea Trade added 1 coin to Veche.")
+ log("Added 1 Coin to Veche.")
game.pieces.veche_coin += 1
goto_baltic_sea_trade()
},
@@ -3836,12 +3827,20 @@ states.black_sea_trade = {
function goto_baltic_sea_trade() {
if (!is_winter() && has_global_capability(AOW_RUSSIAN_BALTIC_SEA_TRADE)) {
if (!has_conquered_marker(LOC_NOVGOROD) && !has_conquered_marker(LOC_NEVA)) {
- if (count_all_teutonic_ships() <= count_all_russian_ships()) {
+ let t = count_all_teutonic_ships()
+ let r = count_all_russian_ships()
+ log("Baltic Sea Trade:")
+ logi(`${t}x Teutonic Ships`)
+ logi(`${r}x Russian Ships`)
+ if (t <= r) {
if (game.pieces.veche_coin < 8) {
game.state = "baltic_sea_trade"
return
}
}
+ } else {
+ log("Baltic Sea Trade:")
+ logi("Novgorod and/or Neva Conquered.")
}
}
goto_novgorod_veche()
@@ -3854,10 +3853,10 @@ states.baltic_sea_trade = {
},
veche() {
if (game.pieces.veche_coin === 7) {
- log("Baltic Sea Trade added 1 coin to Veche.")
+ log("Added 1 Coin to Veche.")
game.pieces.veche_coin += 1
} else {
- log("Baltic Sea Trade added 2 coins to Veche.")
+ log("Added 2 Coin to Veche.")
game.pieces.veche_coin += 2
}
goto_novgorod_veche()
@@ -3897,31 +3896,32 @@ states.novgorod_veche = {
push_undo()
game.state = "novgorod_veche_done"
+ if (is_lord_ready(LORD_ALEKSANDR)) {
+ let turn = current_turn() + 1
+ log(`Delayed L${LORD_ALEKSANDR} to ${turn}.`)
+ set_lord_calendar(LORD_ALEKSANDR, turn)
+ }
+ if (is_lord_ready(LORD_ANDREY)) {
+ let turn = current_turn() + 1
+ log(`Delayed L${LORD_ANDREY} to ${turn}.`)
+ set_lord_calendar(LORD_ANDREY, turn)
+ }
+
if (game.scenario === "Watland") {
- log("Decline of Andrey: Added 2VP to Veche.")
+ log("Added 2 VP to Veche.")
add_veche_vp(2)
} else {
- log("Added 1VP to Veche.")
+ log("Added 1 VP to Veche.")
add_veche_vp(1)
}
-
- if (is_lord_ready(LORD_ALEKSANDR)) {
- log(`Delayed L${LORD_ALEKSANDR}.`)
- set_lord_calendar(LORD_ALEKSANDR, current_turn() + 1)
- }
- if (is_lord_ready(LORD_ANDREY)) {
- log(`Delayed L${LORD_ANDREY}.`)
- set_lord_calendar(LORD_ANDREY, current_turn() + 1)
- }
},
lord(lord) {
push_undo()
- log("Removed 1VP from Veche.")
+ log("Removed 1 VP from Veche.")
add_veche_vp(-1)
game.state = "novgorod_veche_done"
if (is_lord_ready(lord)) {
- log(`Mustered L${lord}`)
push_state("muster_lord_at_seat")
game.who = lord
}
@@ -3933,7 +3933,7 @@ states.novgorod_veche = {
}
else {
- log_h3(`L${lord} at %${get_lord_locale(lord)}`)
+ log(`Mustered with L${lord}.`)
push_state("levy_muster_lord")
game.who = lord
game.count = data.lords[lord].lordship
@@ -4163,7 +4163,7 @@ function end_campaign_plan() {
for (let i = 0; i < game.pieces.lieutenants.length; i += 2) {
let upper = game.pieces.lieutenants[i]
let lower = game.pieces.lieutenants[i + 1]
- log(`>L${upper} over L${lower}`)
+ logi(`L${upper} over L${lower}`)
}
}
@@ -4243,22 +4243,35 @@ function goto_actions() {
set_add(game.group, lower)
if (game.active === TEUTONS) {
- if (has_global_capability(AOW_TEUTONIC_ORDENSBURGEN))
- if (is_commandery(get_lord_locale(game.command)))
+ if (has_global_capability(AOW_TEUTONIC_ORDENSBURGEN)) {
+ if (is_commandery(get_lord_locale(game.command))) {
+ log("Ordensburgen.")
++game.actions
- if (game.command === LORD_HEINRICH || game.command === LORD_KNUD_ABEL)
- if (has_global_capability(AOW_TEUTONIC_TREATY_OF_STENSBY))
+ }
+ }
+ if (game.command === LORD_HEINRICH || game.command === LORD_KNUD_ABEL) {
+ if (has_global_capability(AOW_TEUTONIC_TREATY_OF_STENSBY)) {
+ log("Treaty of Stensby.")
++game.actions
+ }
+ }
}
if (game.active === RUSSIANS) {
- if (has_global_capability(AOW_RUSSIAN_ARCHBISHOPRIC))
- if (get_lord_locale(game.command) === LOC_NOVGOROD)
+ if (has_global_capability(AOW_RUSSIAN_ARCHBISHOPRIC)) {
+ if (get_lord_locale(game.command) === LOC_NOVGOROD) {
+ log("Archbishopric.")
++game.actions
- if (this_lord_has_russian_druzhina())
+ }
+ }
+ if (this_lord_has_russian_druzhina()) {
+ log("Druzhina.")
++game.actions
- if (this_lord_has_house_of_suzdal())
+ }
+ if (this_lord_has_house_of_suzdal()) {
+ log("House of Suzdal.")
++game.actions
+ }
}
resume_actions()
@@ -4386,7 +4399,7 @@ states.actions = {
use_legate() {
push_undo()
- log(`Used Legate for +1 Command.`)
+ log(`Legate +1 Command.`)
game.pieces.legate = LEGATE_ARRIVED
game.pieces.legate_selected = 0
++game.actions
@@ -4600,7 +4613,7 @@ function march_with_group_2() {
spend_march_action(1)
if (data.ways[way].name)
- log(`Marched via W${way} to %${to}.`)
+ log(`Marched to %${to} via W${way}.`)
else
log(`Marched to %${to}.`)
@@ -4679,13 +4692,11 @@ function stronghold_capacity(loc) {
}
function spoil_prov(lord) {
- log("Discarded Provender.")
add_lord_assets(lord, PROV, -1)
add_spoils(PROV, 1)
}
function spoil_loot(lord) {
- log("Discarded Loot.")
add_lord_assets(lord, LOOT, -1)
add_spoils(LOOT, 1)
}
@@ -5132,7 +5143,7 @@ function surrender_stronghold(here) {
if (here === LOC_NOVGOROD) {
if (game.pieces.veche_coin > 0) {
- log(`Removed ${game.pieces.veche_coin} coin from Veche.`)
+ log(`Removed ${game.pieces.veche_coin} Coin from Veche.`)
game.pieces.veche_coin = 0
}
}
@@ -5341,6 +5352,7 @@ states.supply_lodya = {
function end_supply_lodya() {
push_undo()
log_lodya()
+ log(`Supplied from`)
init_supply()
resume_supply()
game.state = "supply_source"
@@ -5770,9 +5782,11 @@ function can_supply() {
function goto_supply() {
push_undo()
+
if (init_lodya_supply()) {
game.state = "supply_lodya"
} else {
+ log(`Supplied from`)
init_supply()
resume_supply()
game.state = "supply_source"
@@ -5823,15 +5837,15 @@ states.supply_source = {
},
locale(source) {
if (game.supply.seats.includes(source)) {
- log(`Supplied from seat at %${source}.`)
+ logi(`Seat at %${source}`)
if (is_famine_in_play()) {
- log("Famine.")
+ logi("Famine!")
game.flags.famine = 1
}
game.supply.available--
array_remove_item(game.supply.seats, source)
} else {
- log(`Supplied from seaport at %${source}.`)
+ logi(`Seaport at %${source}`)
game.supply.ships--
}
@@ -6087,7 +6101,10 @@ states.ravage = {
}
function ravage_location(here, there) {
- log(`Ravaged at %${there}.`)
+ if (here !== there)
+ log(`Ravaged %${there} with Raiders.`)
+ else
+ log(`Ravaged %${there}.`)
add_ravaged_marker(there)
add_lord_assets(game.command, PROV, 1)
@@ -6142,8 +6159,7 @@ function goto_tax() {
resume_actions()
if (lord_has_capability(game.command, AOW_RUSSIAN_VELIKY_KNYAZ)) {
- logi("Veliky Knyaz")
- logii("Restored mustered forces.")
+ log("Veliky Knyaz.")
restore_mustered_forces(game.command)
push_state("veliky_knyaz")
game.who = game.command
@@ -6156,12 +6172,10 @@ states.veliky_knyaz = states.muster_lord_transport
// === ACTION: SAIL ===
function drop_prov(lord) {
- log("Discarded Provender.")
add_lord_assets(lord, PROV, -1)
}
function drop_loot(lord) {
- log("Discarded Loot.")
add_lord_assets(lord, LOOT, -1)
}
@@ -6442,7 +6456,7 @@ function can_action_smerdi() {
function goto_smerdi() {
push_undo()
- log("Mustered Serfs.")
+ log("Smerdi.")
game.pieces.smerdi --
add_lord_forces(game.command, SERFS, 1)
spend_action(1)
@@ -7995,10 +8009,10 @@ function goto_strike() {
}
if (is_marsh_in_play())
- log("Marsh")
+ log("Marsh.")
if (is_archery_step() && is_hill_in_play())
- log("Hill")
+ log("Hill.")
// Generate hits
if (!game.battle.storm) {
@@ -8036,7 +8050,7 @@ function goto_strike() {
}
if (did_concede())
- log("Pursuit halved hits.")
+ log("Pursuit.")
// Strike left or right or defender
if (is_attacker_step())
@@ -8062,7 +8076,7 @@ function goto_strike() {
goto_strike_total_hits()
} else {
if (has_no_strikers_and_strike_targets())
- log("No targets.")
+ log("No hits or targets.")
resume_strike()
}
}
@@ -8117,7 +8131,7 @@ function prompt_left_right() {
}
function action_left_right(lord) {
- log(`Targeted L${lord}`)
+ log(`Targeted L${lord}.`)
let pos = get_lord_array_position(lord)
if (game.battle.fc < 0)
game.battle.fc = pos
@@ -8365,7 +8379,7 @@ function goto_assign_hits() {
return end_assign_hits()
if (has_no_strike_targets()) {
- log("Lost " + format_hits())
+ log("Lost " + format_hits() + ".")
return end_assign_hits()
}
@@ -8551,7 +8565,7 @@ function is_striking(pos) {
}
function rout_lord(lord) {
- log(`L${lord} routed!`)
+ log(`L${lord} routed.`)
let pos = get_lord_array_position(lord)
@@ -8729,10 +8743,10 @@ function end_battle() {
// spoils
log_br()
- log(`${game.battle.loser} lost battle.`)
+ log(`${game.battle.loser} lost.`)
if ((game.battle.sally || game.battle.relief) && game.battle.attacker === game.battle.loser) {
- log("Raid removed siege markers.")
+ log("Raid removed Siege markers.")
remove_all_but_one_siege_markers(game.battle.where)
}
@@ -9441,6 +9455,8 @@ function can_use_hillforts() {
}
function goto_feed() {
+ log_br()
+
// Count how much food each lord needs
for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
if (get_lord_moved(lord)) {
@@ -9472,7 +9488,7 @@ states.hillforts = {
},
lord(lord) {
push_undo()
- log(`Hillforts fed L${lord}.`)
+ log(`Hillforts.`)
feed_lord_skip(lord)
if (has_friendly_lord_who_must_feed())
game.state = "feed"
@@ -9535,13 +9551,11 @@ states.feed = {
},
prov(lord) {
push_undo()
- log(`Fed L${lord}.`)
add_lord_assets(lord, PROV, -1)
feed_lord(lord)
},
loot(lord) {
push_undo()
- log(`Fed L${lord} with Loot.`)
add_lord_assets(lord, LOOT, -1)
feed_lord(lord)
},
@@ -9552,7 +9566,6 @@ states.feed = {
},
service_bad(lord) {
push_undo()
- log(`Unfed L${lord}.`)
add_lord_service(lord, -1)
set_lord_unfed(lord, 0)
},
@@ -9584,14 +9597,12 @@ states.feed_lord_shared = {
},
prov(lord) {
push_undo()
- log(`Fed L${game.who} from L${lord}.`)
add_lord_assets(lord, PROV, -1)
feed_lord(game.who)
resume_feed_lord_shared()
},
loot(lord) {
push_undo()
- log(`Fed L${game.who} with Loot from L${lord}.`)
add_lord_assets(lord, LOOT, -1)
feed_lord(game.who)
resume_feed_lord_shared()
@@ -9684,27 +9695,21 @@ states.pay = {
service: action_select_lord,
loot(lord) {
push_undo_without_who()
- if (game.who === lord)
- log(`Paid L${game.who} with Loot.`)
- else
- log(`Paid L${game.who} with Loot from L${lord}.`)
+ log(`Paid L${game.who}.`)
add_lord_assets(lord, LOOT, -1)
add_lord_service(game.who, 1)
resume_pay()
},
coin(lord) {
push_undo_without_who()
- if (game.who === lord)
- log(`Paid L${game.who} with Coin.`)
- else
- log(`Paid L${game.who} with Coin from L${lord}.`)
+ log(`Paid L${game.who}.`)
add_lord_assets(lord, COIN, -1)
add_lord_service(game.who, 1)
resume_pay()
},
veche_coin() {
push_undo_without_who()
- log(`Paid L${game.who} with Coin from Veche.`)
+ log(`Paid L${game.who} from Veche.`)
game.pieces.veche_coin--
add_lord_service(game.who, 1)
resume_pay()
@@ -9874,7 +9879,7 @@ function goto_ransom(lord) {
push_state("ransom")
game.who = lord
game.count = data.lords[lord].service
- log(`Ransomed L${lord}`)
+ log(`Ransomed L${lord}.`)
}
function end_ransom() {
@@ -9911,7 +9916,6 @@ states.ransom = {
}
},
lord(lord) {
- logi(`Coin to L${lord}.`)
add_lord_assets(lord, COIN, game.count)
end_ransom()
},
@@ -9936,10 +9940,11 @@ function count_enemy_ravaged() {
function goto_growth() {
game.count = count_enemy_ravaged() >> 1
+ log_br()
if (game.active === TEUTONS)
- log_h3("Teutonic Growth")
+ log("Teutonic Growth")
else
- log_h3("Russian Growth")
+ log("Russian Growth")
if (game.count === 0) {
logi("Nothing")
end_growth()
@@ -10013,7 +10018,6 @@ function goto_end_campaign() {
set_active(P1)
if (current_turn() === 8 || current_turn() === 16) {
- log_h2("Growth")
goto_growth()
} else {
goto_game_end()
@@ -10066,16 +10070,8 @@ function goto_game_end() {
function goto_plow_and_reap() {
let turn = current_turn()
if (turn === 2 || turn === 10 || turn === 6 || turn === 14) {
- if (game.active === TEUTONS)
- log_h2("Teutonic Plow, Reap, and Wastage")
- else
- log_h2("Russian Plow, Reap, and Wastage")
game.state = "plow_and_reap"
} else {
- if (game.active === TEUTONS)
- log_h2("Teutonic Wastage")
- else
- log_h2("Russian Wastage")
end_plow_and_reap()
}
}
@@ -10190,7 +10186,6 @@ function prompt_wastage(lord) {
function action_wastage(lord, type) {
push_undo()
- log(`L${lord} discarded ${ASSET_TYPE_NAME[type]}.`)
set_lord_moved(lord, 0)
add_lord_assets(lord, type, -1)
}
@@ -10221,7 +10216,6 @@ states.wastage = {
card(c) {
push_undo()
let lord = find_lord_capability(c)
- log(`L${lord} wasted C${c}.`)
set_lord_moved(lord, 0)
discard_lord_capability(lord, c)
},
@@ -10294,7 +10288,6 @@ states.reset = {
} else {
let lord = find_lord_capability(c)
if (lord !== NOBODY) {
- log(`L${lord} discarded C${c}.`)
discard_lord_capability(lord, c)
}
}