diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 225 |
1 files changed, 109 insertions, 116 deletions
@@ -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) } } |