diff options
-rw-r--r-- | rules.ts | 41 |
1 files changed, 18 insertions, 23 deletions
@@ -24,9 +24,7 @@ influence checks and capabilities (don't check game.state === "parley" etc) clean up end_feed transition between command/disembark - parley - needs push_state? probably. parley - levy and campaign separate states? - pillage - needs push_state? feed - needs push_state? */ @@ -2247,19 +2245,19 @@ states.pay_troops = { lord(lord) { push_undo() game.who = lord - game.state = "pay_lord_shared" + game.state = "pay_troops_shared" }, pillage() { push_undo() reset_unpaid_lords() - goto_pillage_coin() + goto_pillage() }, end_pay() { end_pay_troops() }, } -states.pay_lord_shared = { +states.pay_troops_shared = { inactive: "Pay", prompt() { view.prompt = `Pay: You must Feed ${lord_name[game.who]} with Shared Coin.` @@ -2275,11 +2273,11 @@ states.pay_lord_shared = { push_undo() add_lord_assets(lord, COIN, -1) pay_lord(game.who) - resume_pay_lord_shared() + resume_pay_troops_shared() }, } -function resume_pay_lord_shared() { +function resume_pay_troops_shared() { if (!is_lord_unfed(game.who) || !can_pay_from_shared(game.who)) { game.who = NOBODY game.state = "pay_troops" @@ -2297,14 +2295,8 @@ function end_pay_troops() { // === 3.2.1 PAY TROOPS (PILLAGE) === -function goto_pillage_food() { - push_state("pillage") - game.what = "unfed" -} - -function goto_pillage_coin() { - push_state("pillage") - game.what = "unpaid" +function goto_pillage() { + game.state = "pillage" } function can_pillage(loc: Locale) { @@ -2314,7 +2306,10 @@ function can_pillage(loc: Locale) { states.pillage = { inactive: "Pillage", prompt() { - view.prompt = `Pillage: Pillage the locales where your ${game.what} lords are.` + if (is_levy_phase()) + view.prompt = `Pillage: Pillage the locales where your unpaid lords are.` + else + view.prompt = `Pillage: Pillage the locales where your unfed lords are.` let done = true for (let x of all_friendly_lords()) { @@ -2348,7 +2343,10 @@ states.pillage = { disband_lord(lord) }, done() { - pop_state() + if (is_levy_phase()) + game.state = "pay_troops" + else + game.state = "feed" }, } @@ -3140,10 +3138,8 @@ states.levy_vassal = { let cost = get_levy_vassal_influence_cost() if (roll_influence_check(game.command, bonus, cost, vassal_influence(game.vassal))) { muster_vassal(game.vassal, game.command) - pop_state() goto_the_kings_name("Levy Vassal") } else { - pop_state() resume_muster_lord() } }, @@ -4394,7 +4390,7 @@ function goto_parley_levy() { let lord = game.command let here = get_lord_locale(lord) - push_state("parley") + game.state = "parley" game.parley = search_parley_levy([], here, lord) @@ -4408,7 +4404,7 @@ function goto_parley_campaign() { let lord = game.command let here = get_lord_locale(lord) - push_state("parley") + game.state = "parley" // Campaign phase, and current location is no cost (except some events), and always successful. if (can_parley_at(here)) { @@ -4426,7 +4422,6 @@ function goto_parley_campaign() { } function end_parley(success: boolean) { - pop_state() game.where = NOWHERE delete game.parley @@ -7663,7 +7658,7 @@ states.feed = { pillage() { push_undo() set_lord_feed_requirements() - goto_pillage_food() + goto_pillage() }, end_feed() { push_undo() |