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-rw-r--r--rules.ts41
1 files changed, 18 insertions, 23 deletions
diff --git a/rules.ts b/rules.ts
index 520332f..978b1c9 100644
--- a/rules.ts
+++ b/rules.ts
@@ -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()