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-rw-r--r--rules.js10
1 files changed, 3 insertions, 7 deletions
diff --git a/rules.js b/rules.js
index 36930f8..5276671 100644
--- a/rules.js
+++ b/rules.js
@@ -23,8 +23,6 @@ const RUSSIANS = "Russians"
const P1 = TEUTONS
const P2 = RUSSIANS
-// TODO: service shift before spoils ?
-
const DIE_HIT = "01234567"
const DIE_MISS = "01234567"
@@ -7930,7 +7928,6 @@ for each battle step:
*/
function format_strike_step() {
- // TODO: format strike group and target groups too?
if (game.battle.storm)
return storm_steps[game.battle.step].name
return battle_steps[game.battle.step].name
@@ -8536,8 +8533,6 @@ states.assign_hits = {
view.group = game.battle.strikers.map(p => game.battle.array[p])
- // TODO: hits or xhits choice
-
if (game.battle.storm) {
if (is_attacker()) {
// Storm - attacker must apply hits to armored first
@@ -8654,7 +8649,8 @@ function action_assign_hits(lord, type) {
let protection = FORCE_PROTECTION[type]
let evade = FORCE_EVADE[type]
- // TODO: manual choice of hit type
+ // TODO: hits or xhits choice
+
let ap = (is_armored_force(type) && game.battle.xhits > 0) ? 2 : 0
if (type === SERGEANTS || type === MEN_AT_ARMS)
@@ -9383,7 +9379,7 @@ function find_lone_friendly_lord_at(loc) {
function goto_battle_spoils() {
set_active_victor()
- if (has_any_spoils()) {
+ if (has_any_spoils() && has_friendly_lord(game.battle.where)) {
log_h3("Spoils")
log_spoils()
game.state = "battle_spoils"