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-rw-r--r--rules.js24
1 files changed, 8 insertions, 16 deletions
diff --git a/rules.js b/rules.js
index 9c1384e..5f1b48d 100644
--- a/rules.js
+++ b/rules.js
@@ -6,11 +6,7 @@
// WONTFIX: choose crossbow/normal hit application order
// Check all push/clear_undo
-// Remove push_state/pop_state stuff - use explicit substates with common functions instead
// Optimize lift_sieges (only check specific locales based on where the check is)
-// Use game.levy or game.command instead of game.who for levy (like game.command for campaign)
-// Clean up game.who (use only in muster / events, not for command)
-// drop game.who from push_state
const data = require("./data.js")
@@ -2045,7 +2041,7 @@ function goto_immediate_event(c) {
return goto_russian_event_tempest()
default:
- log("TODO")
+ log("NOT IMPLEMENTED")
return end_immediate_event()
}
}
@@ -4727,7 +4723,7 @@ states.march_laden = {
let prov = count_group_assets(PROV)
let loot = count_group_assets(LOOT)
- view.prompt = `March with ${loot} Loot, ${prov} Provender, and ${transport} Transport.`
+ view.prompt = `March: Hindered with ${loot} Loot, ${prov} Provender, and ${transport} Transport.`
view.group = game.group
if (prov <= transport * 2) {
@@ -4922,7 +4918,7 @@ function resume_avoid_battle() {
states.avoid_battle = {
inactive: "Avoid Battle",
prompt() {
- view.prompt = `March: You may Avoid Battle.`
+ view.prompt = "March: Select Lords and destination to Avoid Battle."
view.group = game.group
let here = game.march.to
@@ -4977,7 +4973,7 @@ states.avoid_battle = {
states.avoid_battle_way = {
inactive: "Avoid Battle",
prompt() {
- view.prompt = `Avoid Battle: Select Way.`
+ view.prompt = `Avoid Battle: Select Way to destination.`
view.group = game.group
let from = game.march.to
let to = game.march.avoid_to
@@ -5012,7 +5008,7 @@ states.avoid_battle_laden = {
let prov = count_group_assets(PROV)
let loot = count_group_assets(LOOT)
- view.prompt = `Avoid Battle with ${prov} Provender and ${transport} Transport.`
+ view.prompt = `Avoid Battle: Hindered with ${prov} Provender and ${transport} Transport.`
view.group = game.group
if (loot > 0) {
@@ -5093,7 +5089,7 @@ function goto_march_withdraw() {
states.march_withdraw = {
inactive: "Withdraw",
prompt() {
- view.prompt = `March: You may Withdraw Lords into Stronghold.`
+ view.prompt = "March: Select Lords to Withdraw into Stronghold."
let here = get_lord_locale(game.command)
let capacity = stronghold_capacity(here)
@@ -8944,8 +8940,6 @@ function action_assign_hits(lord, type) {
let protection = FORCE_PROTECTION[type]
let evade = FORCE_EVADE[type]
- // TODO: hits or xhits choice
-
if (game.who !== lord) {
game.who = lord
if (lord === GARRISON)
@@ -8994,7 +8988,6 @@ function action_assign_hits(lord, type) {
game.battle.hits--
if (!lord_has_unrouted_units(lord))
- // TODO: log list of new targets... after assign left/right
rout_lord(lord)
goto_assign_hits()
@@ -9197,7 +9190,7 @@ states.battle_withdraw = {
let here = game.battle.where
let capacity = stronghold_capacity(here)
- view.prompt = "Battle: You may Withdraw losing Lords into Stronghold."
+ view.prompt = "Battle: Select Lords to Withdraw into Stronghold."
// NOTE: Sallying lords are still flagged "besieged" and are thus already withdrawn!
@@ -9250,7 +9243,6 @@ function count_retreat_assets(type) {
return n
}
-// TODO: manually lose all assets!?
function transfer_assets_except_ships(lord) {
add_spoils(PROV, get_lord_assets(lord, PROV))
add_spoils(COIN, get_lord_assets(lord, COIN))
@@ -9402,7 +9394,7 @@ states.retreat_laden = {
let prov = count_retreat_assets(PROV)
let loot = count_retreat_assets(LOOT)
- view.prompt = `Retreat with ${prov} Provender and ${transport} Transport.`
+ view.prompt = `Retreat: Hindered with ${prov} Provender and ${transport} Transport.`
view.group = game.battle.retreated
if (loot > 0) {