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authorTor Andersson <tor@ccxvii.net>2025-05-04 22:27:32 +0200
committerTor Andersson <tor@ccxvii.net>2025-05-04 22:27:32 +0200
commit1463f4165605d9445a8acd8fedcd7b0843fcbf12 (patch)
treeeb211bb7a5dd157a17ee07ca96a7193522c122b9 /rules.js
parent8a9df63f920180f51c89e0eccea9880758faf158 (diff)
downloadrichard-iii-1463f4165605d9445a8acd8fedcd7b0843fcbf12.tar.gz
Use abbreviated function property syntax.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js204
1 files changed, 102 insertions, 102 deletions
diff --git a/rules.js b/rules.js
index a694335..0c99a15 100644
--- a/rules.js
+++ b/rules.js
@@ -1460,7 +1460,7 @@ function resume_play_card() {
}
states.play_card = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (current === OBSERVER)
return view.prompt = "Waiting for players to play a card."
if (current === LANCASTER) {
@@ -1482,7 +1482,7 @@ states.play_card = {
}
}
},
- play: function (card, current) {
+ play(card, current) {
if (current === LANCASTER) {
remove_from_array(game.l_hand, card)
game.l_card = card
@@ -1493,7 +1493,7 @@ states.play_card = {
}
resume_play_card()
},
- undo: function (_, current) {
+ undo(_, current) {
if (current === LANCASTER) {
game.l_hand.push(game.l_card)
game.l_card = 0
@@ -1597,7 +1597,7 @@ function goto_event_card(event) {
}
states.plague_event = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Plague: Waiting for " + game.active + " to choose a city."
view.prompt = "Plague: Choose an enemy city area."
@@ -1606,7 +1606,7 @@ states.plague_event = {
if (is_enemy_area(where) && has_city(where))
gen_action(view, 'area', where)
},
- area: function (where) {
+ area(where) {
log("Plague ravaged " + has_city(where) + "!")
game.where = where
game.plague = []
@@ -1616,20 +1616,20 @@ states.plague_event = {
game.active = ENEMY[game.active]
game.state = 'apply_plague'
},
- pass: function () {
+ pass() {
end_player_turn()
}
}
states.apply_plague = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Plague: Waiting for " + game.active + " to reduce blocks in " + has_city(game.where) + "."
view.prompt = "Plague: Reduce blocks in " + has_city(game.where) + "."
for (let b of game.plague)
gen_action(view, 'block', b)
},
- block: function (b) {
+ block(b) {
reduce_block(b)
set_delete(game.plague, b)
if (game.plague.length === 0) {
@@ -1648,7 +1648,7 @@ function goto_muster_event() {
}
states.muster_event = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Muster: Waiting for " + game.active + " to muster."
view.prompt = "Muster: Choose one friendly or vacant muster area."
@@ -1660,12 +1660,12 @@ states.muster_event = {
gen_action(view, 'area', where)
}
},
- area: function (where) {
+ area(where) {
push_undo()
game.where = where
game.state = 'muster_who'
},
- end_action_phase: function () {
+ end_action_phase() {
clear_undo()
print_turn_log(game.active + " mustered:")
end_player_turn()
@@ -1674,7 +1674,7 @@ states.muster_event = {
}
states.muster_who = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Muster: Waiting for " + game.active + " to muster."
view.prompt = "Muster: Move blocks to the designated muster area."
@@ -1684,12 +1684,12 @@ states.muster_who = {
if (can_block_muster(b, game.where))
gen_action(view, 'block', b)
},
- block: function (who) {
+ block(who) {
push_undo()
game.who = who
game.state = 'muster_move_1'
},
- end_action_phase: function () {
+ end_action_phase() {
game.where = NOWHERE
clear_undo()
print_turn_log(game.active + " mustered:")
@@ -1699,7 +1699,7 @@ states.muster_who = {
}
states.muster_move_1 = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Muster: Waiting for " + game.active + " to muster."
view.prompt = "Muster: Move " + block_name(game.who) + " to the designated muster area."
@@ -1711,7 +1711,7 @@ states.muster_move_1 = {
gen_action(view, 'area', to)
}
},
- area: function (to) {
+ area(to) {
let from = game.location[game.who]
log_move_start(from)
log_move_continue(to)
@@ -1730,14 +1730,14 @@ states.muster_move_1 = {
}
states.muster_move_2 = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Muster: Waiting for " + game.active + " to muster."
view.prompt = "Muster: Move " + block_name(game.who) + " to the designated muster area."
gen_action_undo(view)
gen_action(view, 'area', game.where)
},
- area: function (to) {
+ area(to) {
log_move_continue(to)
log_move_end()
move_block(game.who, game.location[game.who], to)
@@ -1786,7 +1786,7 @@ function goto_action_phase(moves) {
}
states.action_phase = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current)) {
if (game.active === game.piracy)
return view.prompt = "Piracy: Waiting for " + game.active + "."
@@ -1838,7 +1838,7 @@ states.action_phase = {
}
}
},
- block: function (who) {
+ block(who) {
push_undo()
game.who = who
game.origin = game.location[who]
@@ -1850,7 +1850,7 @@ states.action_phase = {
game.state = 'move_to'
}
},
- end_action_phase: function () {
+ end_action_phase() {
if (game.moves > 0 && game.turn_log.length === 0 && game.recruit_log.length === 0)
logp("did nothing.")
@@ -1872,7 +1872,7 @@ states.action_phase = {
}
states.recruit_where = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Action Phase: Waiting for " + game.active + "."
view.prompt = "Recruit " + block_name(game.who) + " where?"
@@ -1882,7 +1882,7 @@ states.recruit_where = {
if (can_recruit_to(game.who, to))
gen_action(view, 'area', to)
},
- area: function (to) {
+ area(to) {
game.recruit_log.push(["#" + to])
--game.moves
game.location[game.who] = to
@@ -1894,7 +1894,7 @@ states.recruit_where = {
}
states.move_to = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Action Phase: Waiting for " + game.active + "."
view.prompt = "Move " + block_name(game.who) + "."
@@ -1925,13 +1925,13 @@ states.move_to = {
}
}
},
- block: function () {
+ block() {
if (game.distance === 0)
pop_undo()
else
end_move()
},
- area: function (to) {
+ area(to) {
let from = game.location[game.who]
if (to === from) {
end_move()
@@ -1956,7 +1956,7 @@ states.move_to = {
}
states.sea_move_to = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Action Phase: Waiting for " + game.active + "."
if (game.active === game.piracy) {
@@ -1983,7 +1983,7 @@ states.sea_move_to = {
}
}
},
- area: function (to) {
+ area(to) {
// XXX use_border(game.location[game.who], to) // if displaying sea moves
game.location[game.who] = to
@@ -2052,7 +2052,7 @@ function goto_battle_phase() {
}
states.battle_phase = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to choose a battle."
view.prompt = "Choose the next battle to fight!"
@@ -2060,7 +2060,7 @@ states.battle_phase = {
if (is_area_on_map(where) && is_contested_area(where))
gen_action(view, 'area', where)
},
- area: function (where) {
+ area(where) {
start_battle(where)
},
}
@@ -2106,7 +2106,7 @@ function end_battle() {
states.treason_event = {
show_battle: true,
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Treason: Waiting for " + game.active + " to choose a target."
view.prompt = "Treason: Choose a target or pass."
@@ -2125,19 +2125,19 @@ states.treason_event = {
}
}
},
- battle_treachery: function (target) {
+ battle_treachery(target) {
delete game.treason
attempt_treachery(NOBODY, target)
game.state = 'battle_round'
start_battle_round()
},
- block: function (target) {
+ block(target) {
delete game.treason
attempt_treachery(NOBODY, target)
game.state = 'battle_round'
start_battle_round()
},
- pass: function () {
+ pass() {
game.state = 'battle_round'
start_battle_round()
}
@@ -2435,7 +2435,7 @@ function can_heir_charge() {
states.battle_round = {
show_battle: true,
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to choose a combat action."
view.prompt = "Battle: Choose a combat action with an army."
@@ -2477,24 +2477,24 @@ states.battle_round = {
gen_action(view, 'battle_treachery', B_WARWICK_Y)
}
},
- battle_fire: function (who) {
+ battle_fire(who) {
fire_with_block(who)
},
- battle_retreat: function (who) {
+ battle_retreat(who) {
retreat_with_block(who)
},
- battle_pass: function (who) {
+ battle_pass(who) {
pass_with_block(who)
},
- battle_charge: function (who) {
+ battle_charge(who) {
game.who = who
game.state = 'battle_charge'
},
- battle_treachery: function (who) {
+ battle_treachery(who) {
game.who = who
game.state = 'battle_treachery'
},
- block: function (who) {
+ block(who) {
if (can_block_fire(who))
fire_with_block(who)
else if (can_retreat_with_block(who))
@@ -2509,7 +2509,7 @@ states.battle_round = {
states.battle_charge = {
show_battle: true,
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Heir Charge: Waiting for " + game.active + " to choose a target."
view.prompt = "Heir Charge: Choose a target."
@@ -2528,20 +2528,20 @@ states.battle_charge = {
}
}
},
- battle_charge: function (target) {
+ battle_charge(target) {
charge_with_block(game.who, target)
},
- block: function (target) {
+ block(target) {
charge_with_block(game.who, target)
},
- undo: function () {
+ undo() {
resume_battle()
}
}
states.battle_treachery = {
show_battle: true,
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Treachery: Waiting for " + game.active + " to choose a target."
view.prompt = "Treachery: Choose a target."
@@ -2560,15 +2560,15 @@ states.battle_treachery = {
}
}
},
- battle_treachery: function (target) {
+ battle_treachery(target) {
attempt_treachery(game.who, target)
resume_battle()
},
- block: function (target) {
+ block(target) {
attempt_treachery(game.who, target)
resume_battle()
},
- undo: function () {
+ undo() {
resume_battle()
}
}
@@ -2620,7 +2620,7 @@ function list_victims(p) {
states.battle_hits = {
show_battle: true,
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to assign hits."
view.prompt = "Assign " + game.hits + (game.hits !== 1 ? " hits" : " hit") + " to your armies."
@@ -2629,16 +2629,16 @@ states.battle_hits = {
gen_action(view, 'block', b)
}
},
- battle_hit: function (who) {
+ battle_hit(who) {
apply_hit(who)
},
- block: function (who) {
+ block(who) {
apply_hit(who)
},
}
states.retreat_in_battle = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to retreat."
gen_action(view, 'undo')
@@ -2655,7 +2655,7 @@ states.retreat_in_battle = {
gen_action(view, 'area', to)
}
},
- area: function (to) {
+ area(to) {
if (is_sea_area(to)) {
game.location[game.who] = to
game.state = 'sea_retreat_to'
@@ -2668,21 +2668,21 @@ states.retreat_in_battle = {
resume_battle()
}
},
- eliminate: function () {
+ eliminate() {
game.flash = ""
eliminate_block(game.who)
resume_battle()
},
- block: function () {
+ block() {
resume_battle()
},
- undo: function () {
+ undo() {
resume_battle()
}
}
states.sea_retreat_to = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to retreat."
view.prompt = "Retreat: Move the army to a friendly or vacant area in the same sea zone."
@@ -2693,7 +2693,7 @@ states.sea_retreat_to = {
if (is_friendly_or_vacant_area(to))
gen_action(view, 'area', to)
},
- area: function (to) {
+ area(to) {
let sea = game.location[game.who]
game.turn_log.push([game.active, "#" + sea, "#" + to])
game.flash = block_name(game.who) + " retreated."
@@ -2701,12 +2701,12 @@ states.sea_retreat_to = {
game.location[game.who] = to
resume_battle()
},
- eliminate: function () {
+ eliminate() {
game.flash = ""
eliminate_block(game.who)
resume_battle()
},
- undo: function () {
+ undo() {
game.location[game.who] = game.where
resume_battle()
}
@@ -2723,7 +2723,7 @@ function goto_regroup() {
}
states.regroup = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to regroup."
view.prompt = "Regroup: Choose an army to move."
@@ -2740,12 +2740,12 @@ states.regroup = {
}
}
},
- block: function (who) {
+ block(who) {
push_undo()
game.who = who
game.state = 'regroup_to'
},
- end_regroup: function () {
+ end_regroup() {
game.where = NOWHERE
clear_undo()
print_turn_log(game.active + " regrouped:")
@@ -2755,7 +2755,7 @@ states.regroup = {
}
states.regroup_to = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (game.active === game.piracy && set_has(game.is_pirate, game.who)) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to regroup."
@@ -2776,7 +2776,7 @@ states.regroup_to = {
gen_action(view, 'area', to)
}
},
- area: function (to) {
+ area(to) {
if (is_sea_area(to)) {
log_move_start(game.where)
log_move_continue(to)
@@ -2794,7 +2794,7 @@ states.regroup_to = {
}
states.sea_regroup_to = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to regroup."
view.prompt = "Regroup: Move the army to a friendly or vacant area in the same sea zone."
@@ -2804,7 +2804,7 @@ states.sea_regroup_to = {
if (is_friendly_or_vacant_area(to))
gen_action(view, 'area', to)
},
- area: function (to) {
+ area(to) {
log_move_continue(to)
log_move_end()
game.location[game.who] = to
@@ -2842,14 +2842,14 @@ function goto_execute_clarence() {
}
states.execute_clarence = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to execute Clarence."
view.prompt = "Supply Phase: Execute enemy heir Clarence?"
gen_action(view, 'execute_clarence')
gen_action(view, 'pass')
},
- execute_clarence: function () {
+ execute_clarence() {
logp("executed Clarence.")
eliminate_block(B_CLARENCE_L)
game.who = NOBODY
@@ -2857,7 +2857,7 @@ states.execute_clarence = {
return goto_game_over()
goto_execute_exeter()
},
- pass: function () {
+ pass() {
game.who = NOBODY
goto_execute_exeter()
}
@@ -2874,14 +2874,14 @@ function goto_execute_exeter() {
}
states.execute_exeter = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to execute Exeter."
view.prompt = "Supply Phase: Execute enemy heir Exeter?"
gen_action(view, 'execute_exeter')
gen_action(view, 'pass')
},
- execute_exeter: function () {
+ execute_exeter() {
logp("executed Exeter.")
eliminate_block(B_EXETER_Y)
game.who = NOBODY
@@ -2889,7 +2889,7 @@ states.execute_exeter = {
return goto_game_over()
goto_enter_pretender_heir()
},
- pass: function () {
+ pass() {
game.who = NOBODY
goto_enter_pretender_heir()
}
@@ -2907,7 +2907,7 @@ function goto_enter_pretender_heir() {
}
states.enter_pretender_heir = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to enter pretender heirs."
view.prompt = "Death of an Heir: Enter " + block_name(game.who) + " in an exile area."
@@ -2915,7 +2915,7 @@ states.enter_pretender_heir = {
if (is_pretender_exile_area(where))
gen_action(view, 'area', where)
},
- area: function (to) {
+ area(to) {
logbr()
log(block_name(game.who) + " came of age in #" + to + ".")
--game.killed_heirs[game.active]
@@ -2940,7 +2940,7 @@ function goto_supply_limits_pretender() {
}
states.supply_limits_pretender = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to check supply limits."
view.prompt = "Supply Phase: Reduce blocks in over-stacked areas."
@@ -2950,14 +2950,14 @@ states.supply_limits_pretender = {
for (let b of game.supply)
gen_action(view, 'block', b)
},
- block: function (who) {
+ block(who) {
push_undo()
game.turn_log.push(["#" + game.location[who]])
set_add(game.reduced, who)
reduce_block(who)
check_supply_penalty()
},
- end_supply_phase: function () {
+ end_supply_phase() {
delete game.supply
delete game.reduced
clear_undo()
@@ -2981,7 +2981,7 @@ function goto_enter_royal_heir() {
}
states.enter_royal_heir = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to enter royal heirs."
view.prompt = "Death of an Heir: Enter " + block_name(game.who) + " in a Crown area."
@@ -2995,7 +2995,7 @@ states.enter_royal_heir = {
if (!can_enter)
gen_action(view, 'pass')
},
- area: function (to) {
+ area(to) {
logbr()
log(block_name(game.who) + " came of age in #" + to + ".")
--game.killed_heirs[game.active]
@@ -3003,7 +3003,7 @@ states.enter_royal_heir = {
game.who = NOBODY
goto_enter_royal_heir()
},
- pass: function () {
+ pass() {
game.who = NOBODY
goto_supply_limits_king()
}
@@ -3024,7 +3024,7 @@ function goto_supply_limits_king() {
}
states.supply_limits_king = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to check supply limits."
view.prompt = "Supply Phase: Reduce blocks in over-stacked areas."
@@ -3034,14 +3034,14 @@ states.supply_limits_king = {
for (let b of game.supply)
gen_action(view, 'block', b)
},
- block: function (who) {
+ block(who) {
push_undo()
game.turn_log.push(["#" + game.location[who]])
set_add(game.reduced, who)
reduce_block(who)
check_supply_penalty()
},
- end_supply_phase: function () {
+ end_supply_phase() {
delete game.supply
delete game.reduced
clear_undo()
@@ -3157,7 +3157,7 @@ function goto_pretender_goes_home() {
}
states.pretender_goes_home = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for the Pretender to go to exile."
gen_action_undo(view)
@@ -3195,12 +3195,12 @@ states.pretender_goes_home = {
view.prompt = "Pretender Goes Home: Move the pretender and his heirs to exile, and nobles to home."
}
},
- block: function (who) {
+ block(who) {
push_undo()
game.who = who
game.state = 'pretender_goes_home_to'
},
- end_political_turn: function () {
+ end_political_turn() {
clear_undo()
print_turn_log_no_count("Pretender went home:")
goto_exile_limits_pretender()
@@ -3209,7 +3209,7 @@ states.pretender_goes_home = {
}
states.pretender_goes_home_to = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for the Pretender to go to exile."
if (is_heir(game.who))
@@ -3228,7 +3228,7 @@ states.pretender_goes_home_to = {
}
}
},
- area: function (to) {
+ area(to) {
if (is_exile_area(to))
game.turn_log.push([block_name(game.who), "#" + to]) // TODO: "Exile"?
else
@@ -3254,7 +3254,7 @@ function goto_exile_limits_pretender() {
}
states.exile_limits_pretender = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to check exile limits."
view.prompt = "Campaign Reset: Disband one block in each over-stacked exile area."
@@ -3264,14 +3264,14 @@ states.exile_limits_pretender = {
for (let b of game.exiles)
gen_action(view, 'block', b)
},
- block: function (who) {
+ block(who) {
push_undo()
let where = game.location[who]
logp("disbanded in #" + where + ".")
game.exiles = game.exiles.filter(b => game.location[b] !== where)
disband(who)
},
- end_exile_limits: function () {
+ end_exile_limits() {
goto_king_goes_home()
},
undo: pop_undo,
@@ -3297,7 +3297,7 @@ function goto_king_goes_home() {
}
states.king_goes_home = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for the King to go home."
gen_action_undo(view)
@@ -3332,12 +3332,12 @@ states.king_goes_home = {
view.prompt = "King Goes Home: Move the King, the royal heirs, and nobles to home."
}
},
- block: function (who) {
+ block(who) {
push_undo()
game.who = who
game.state = 'king_goes_home_to'
},
- end_political_turn: function () {
+ end_political_turn() {
clear_undo()
print_turn_log_no_count("King went home:")
goto_exile_limits_king()
@@ -3346,7 +3346,7 @@ states.king_goes_home = {
}
states.king_goes_home_to = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for the King to go home."
view.prompt = "King Goes Home: Move " + block_name(game.who) + " to home."
@@ -3356,7 +3356,7 @@ states.king_goes_home_to = {
if (is_available_home_for(where, game.who))
gen_action(view, 'area', where)
},
- area: function (to) {
+ area(to) {
game.turn_log.push([block_name(game.who), "#" + to]) // TODO: "Home"?
set_add(game.moved, game.who)
game.location[game.who] = to
@@ -3379,7 +3379,7 @@ function goto_exile_limits_king() {
}
states.exile_limits_king = {
- prompt: function (view, current) {
+ prompt(view, current) {
if (is_inactive_player(current))
return view.prompt = "Waiting for " + game.active + " to check exile limits."
view.prompt = "Campaign Reset: Disband one block in each over-stacked exile area."
@@ -3389,14 +3389,14 @@ states.exile_limits_king = {
for (let b of game.exiles)
gen_action(view, 'block', b)
},
- block: function (who) {
+ block(who) {
push_undo()
let where = game.location[who]
logp("disbanded in #" + where + ".")
game.exiles = game.exiles.filter(b => game.location[b] !== where)
disband(who)
},
- end_exile_limits: function () {
+ end_exile_limits() {
end_political_turn()
},
undo: pop_undo,
@@ -3426,7 +3426,7 @@ function goto_game_over() {
}
states.game_over = {
- prompt: function (view) {
+ prompt(view) {
view.prompt = game.victory
}
}