diff options
Diffstat (limited to 'rules.ts')
-rw-r--r-- | rules.ts | 61 |
1 files changed, 26 insertions, 35 deletions
@@ -4262,45 +4262,42 @@ states.tax = { inactive: "Tax", prompt() { if (game.where === NOWHERE) { - view.prompt = "Tax: Select the location to tax." + view.prompt = "Tax: Select a Stronghold to Tax." for (let loc of search_tax([], get_lord_locale(game.command), game.command)) gen_action_locale(loc) } else { - view.prompt = `Tax: Attempting to tax ${data.locales[game.where].name}. ` + view.prompt = `Tax: Attempt to Tax ${data.locales[game.where].name}. ` prompt_influence_check() } }, locale(loc) { game.where = loc + // TODO: naval blockade if only reachable by sea if (loc === data.lords[game.command].seat) { - // Auto succeed without influence check at Lords seat. - deplete_locale(game.where) - - log(`Taxed automatically successful at %${game.where}.`) - add_lord_assets(game.command, COIN, get_tax_amount(game.where, game.command)) + do_tax(game.command, game.where, 1) end_tax() } - - // TODO: naval blockade }, spend1: add_influence_check_modifier_1, spend3: add_influence_check_modifier_2, check() { let results = do_influence_check() - logi(`Tax : ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) - - if (results.success) { - deplete_locale(game.where) - - log(`Taxed %${game.where}.`) - add_lord_assets(game.command, COIN, get_tax_amount(game.where, game.command)) - } else { - log(`Tax of %${game.where} failed.`) - } + end_influence_check() + if (results.success) + do_tax(game.command, game.where, 1) + else + log(`Tax %${game.where} failed.`) end_tax() }, } +function do_tax(where, who, mul) { + let amount = get_tax_amount(where, who) * mul + log(`Tax %${where} for ${mul} Coin.`) + add_lord_assets(who, COIN, amount) + deplete_locale(where) +} + // === 4.6.4 ACTION: PARLEY === function can_parley_at(loc: Locale) { @@ -10649,40 +10646,34 @@ states.tax_collectors_lord = { inactive: "Tax Collectors", prompt() { if (game.where === NOWHERE) { - view.prompt = "Tax: Select the location to tax for double." + view.prompt = "Tax Collectors: Select a Stronghold to Tax." for (let loc of search_tax([], get_lord_locale(game.who), game.who)) gen_action_locale(loc) } else { - view.prompt = `Tax: Attempting to tax ${data.locales[game.where].name}. ` + view.prompt = `Tax Collectors: Attempt to Tax ${data.locales[game.where].name}. ` prompt_influence_check() } }, locale(loc) { game.where = loc + // TODO: naval blockade if only reachable by sea if (loc === data.lords[game.who].seat) { - // Auto succeed without influence check at Lords seat. - deplete_locale(game.where) - - log(`Taxed %${game.where}.`) - add_lord_assets(game.who, COIN, get_tax_amount(game.where, game.who) * 2) + do_tax(game.where, game.who, 2) end_tax_collectors_lord() } - // TODO: naval blockade }, spend1: add_influence_check_modifier_1, spend3: add_influence_check_modifier_2, check() { let results = do_influence_check() - logi(`Tax : ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) + logi(`Tax: ${results.success ? "Successful" : "Failed"}: (${range(results.rating)}) ${results.success ? HIT[results.roll] : MISS[results.roll]}`) + end_influence_check() - if (results.success) { - deplete_locale(game.where) - log(`Taxed %${game.where}.`) - add_lord_assets(game.who, COIN, get_tax_amount(game.where, game.who) * 2) - } else { - log(`Tax of %${game.where} failed.`) + if (results.success) + do_tax(game.where, game.who, 2) + else + log(`Tax %${game.where} failed.`) - } end_tax_collectors_lord() }, } |