diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 81 |
1 files changed, 38 insertions, 43 deletions
@@ -5163,7 +5163,7 @@ states.array_attacker = { if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { - gen_action_battle_lord(lord) + gen_action_lord(lord) done = false } } @@ -5173,7 +5173,7 @@ states.array_attacker = { if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord) && is_lord_unbesieged(lord)) { - gen_action_battle_lord(lord) + gen_action_lord(lord) done = false } } @@ -5183,7 +5183,7 @@ states.array_attacker = { if (array[SA1] === NOBODY || array[SA2] === NOBODY || array[SA3] === NOBODY) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord) && is_lord_besieged(lord)) { - gen_action_battle_lord(lord) + gen_action_lord(lord) done = false } } @@ -5215,7 +5215,7 @@ states.array_attacker = { } }, array: action_array_place, - battle_lord(lord) { + lord(lord) { game.who = lord }, end_array() { @@ -5267,7 +5267,7 @@ states.array_defender = { if (empty_front || empty_rear) { for (let lord of game.battle.reserves) { if (lord !== game.who && is_friendly_lord(lord)) { - gen_action_battle_lord(lord) + gen_action_lord(lord) done = false } } @@ -5284,7 +5284,7 @@ states.array_defender = { } }, array: action_array_place, - battle_lord(lord) { + lord(lord) { game.who = lord }, end_array() { @@ -5320,9 +5320,9 @@ states.array_defender_storm = { for (let lord of game.battle.reserves) if (is_friendly_lord(lord)) - gen_action_battle_lord(lord) + gen_action_lord(lord) }, - battle_lord(lord) { + lord(lord) { set_delete(game.battle.reserves, lord) game.battle.array[D2] = lord end_array_defender() @@ -5518,16 +5518,16 @@ states.bridge = { let array = game.battle.array if (game.active === game.battle.attacker) { if (array[D2] !== NOBODY) - gen_action_battle_lord(array[D2]) + gen_action_lord(array[D2]) if (array[RD2] !== NOBODY) - gen_action_battle_lord(array[RD2]) + gen_action_lord(array[RD2]) } else { // Cannot play on Relief Sallying lord if (array[A2] !== NOBODY) - gen_action_battle_lord(array[A2]) + gen_action_lord(array[A2]) } }, - battle_lord(lord) { + lord(lord) { log(`Played E${game.what} on L${lord}.`) if (!game.battle.bridge) game.battle.bridge = [] @@ -5543,14 +5543,14 @@ states.field_organ = { if (game.active === game.battle.attacker) { for (let pos of STEP_ARRAY[1]) if (array[pos] !== NOBODY) - gen_action_battle_lord(array[pos]) + gen_action_lord(array[pos]) } else { for (let pos of STEP_ARRAY[0]) if (array[pos] !== NOBODY) - gen_action_battle_lord(array[pos]) + gen_action_lord(array[pos]) } }, - battle_lord(lord) { + lord(lord) { log(`Played E${game.what} on L${lord}.`) game.battle.field_organ = lord resume_battle_events() @@ -5724,7 +5724,7 @@ states.reposition_advance = { for (let lord of game.battle.reserves) if (is_friendly_lord(lord) && lord !== game.who) - gen_action_battle_lord(lord) + gen_action_lord(lord) if (game.who !== NOBODY) { if (game.active === game.battle.attacker) { @@ -5743,7 +5743,7 @@ states.reposition_advance = { } } }, - battle_lord(lord) { + lord(lord) { game.who = lord }, array(pos) { @@ -5776,21 +5776,21 @@ states.reposition_center = { if (game.active === game.battle.attacker) { if (array[A2] === NOBODY) { - if (array[A1] !== NOBODY) gen_action_battle_lord(game.battle.array[A1]) - if (array[A3] !== NOBODY) gen_action_battle_lord(game.battle.array[A3]) + if (array[A1] !== NOBODY) gen_action_lord(game.battle.array[A1]) + if (array[A3] !== NOBODY) gen_action_lord(game.battle.array[A3]) } if (array[SA2] === NOBODY) { - if (array[SA1] !== NOBODY) gen_action_battle_lord(game.battle.array[SA1]) - if (array[SA3] !== NOBODY) gen_action_battle_lord(game.battle.array[SA3]) + if (array[SA1] !== NOBODY) gen_action_lord(game.battle.array[SA1]) + if (array[SA3] !== NOBODY) gen_action_lord(game.battle.array[SA3]) } } else { if (array[D2] === NOBODY) { - if (array[D1] !== NOBODY) gen_action_battle_lord(game.battle.array[D1]) - if (array[D3] !== NOBODY) gen_action_battle_lord(game.battle.array[D3]) + if (array[D1] !== NOBODY) gen_action_lord(game.battle.array[D1]) + if (array[D3] !== NOBODY) gen_action_lord(game.battle.array[D3]) } if (array[RD2] === NOBODY) { - if (array[RD1] !== NOBODY) gen_action_battle_lord(game.battle.array[RD1]) - if (array[RD3] !== NOBODY) gen_action_battle_lord(game.battle.array[RD3]) + if (array[RD1] !== NOBODY) gen_action_lord(game.battle.array[RD1]) + if (array[RD3] !== NOBODY) gen_action_lord(game.battle.array[RD3]) } } @@ -5802,7 +5802,7 @@ states.reposition_center = { if (from === RD1 || from === RD3) gen_action_array(RD2) } }, - battle_lord(lord) { + lord(lord) { game.who = lord }, array(pos) { @@ -5840,9 +5840,9 @@ states.reposition_storm = { view.prompt = "Reposition: You may switch positions between Front and any Reserve Lord." for (let lord of game.battle.reserves) if (is_friendly_lord(lord) && lord !== game.who) - gen_action_battle_lord(lord) + gen_action_lord(lord) }, - battle_lord(lord) { + lord(lord) { log(`Swapped in L${lord}.`) set_delete(game.battle.reserves, lord) if (game.active === game.battle.attacker) { @@ -6323,9 +6323,9 @@ function prompt_strike_choice(X1, X2, X3, Y2) { if (game.battle.array[X2] === NOBODY && game.battle.array[Y2] !== NOBODY) { view.who = game.battle.array[Y2] if (game.battle.array[X1] !== NOBODY) - gen_action_battle_lord(game.battle.array[X1]) + gen_action_lord(game.battle.array[X1]) if (game.battle.array[X3] !== NOBODY) - gen_action_battle_lord(game.battle.array[X3]) + gen_action_lord(game.battle.array[X3]) } } @@ -6347,11 +6347,11 @@ states.strike_choice = { if (has_sa_strike()) { view.group = [ array[SA1], array[SA2], array[SA3] ] if (array[D1] !== NOBODY) - gen_action_battle_lord(array[D1]) + gen_action_lord(array[D1]) if (array[D2] !== NOBODY) - gen_action_battle_lord(array[D2]) + gen_action_lord(array[D2]) if (array[D3] !== NOBODY) - gen_action_battle_lord(array[D3]) + gen_action_lord(array[D3]) } } else { if (game.battle.rc === -1) { @@ -6362,10 +6362,9 @@ states.strike_choice = { } } }, - battle_lord(lord) { - this.array(get_lord_array_position(lord)) - }, - array(pos) { + lord(lord) { + let pos = get_lord_array_position(lord) + console.log("STRIKE CHOICE", pos) if (pos === A1 || pos === D1) @@ -6406,11 +6405,11 @@ states.select_strike_group = { for (let p of sg) { let lord = game.battle.array[p] if (game.battle.ah1[p] + game.battle.ah2[p] > 0) - gen_action_battle_lord(lord) + gen_action_lord(lord) } } }, - battle_lord(lord) { + lord(lord) { for (let i = 0; i < game.battle.groups.length; ++i) { for (let p of game.battle.groups[i][0]) if (game.battle.array[p] === lord) @@ -8543,10 +8542,6 @@ function gen_action_lord(lord) { gen_action("lord", lord) } -function gen_action_battle_lord(lord) { - gen_action("battle_lord", lord) -} - function gen_action_array(pos) { gen_action("array", pos) } |