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author | Tor Andersson <tor@ccxvii.net> | 2021-12-15 03:29:18 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2022-11-16 19:12:55 +0100 |
commit | 6d081770ec81e431a050d9d7feac6ece4ba87d14 (patch) | |
tree | d5f8ee41f67b0a1134ed1f145e14ffb5e001a6b2 /rules.js | |
parent | 1341c6003060c6e16d7bdd39b90360cac360c290 (diff) | |
download | richard-iii-6d081770ec81e431a050d9d7feac6ece4ba87d14.tar.gz |
richard: Show enemy pools.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 13 |
1 files changed, 9 insertions, 4 deletions
@@ -13,6 +13,11 @@ exports.scenarios = [ const { CARDS, BLOCKS, AREAS, BORDERS } = require('./data'); +delete AREAS.LPool; +delete AREAS.YPool; +delete AREAS.LMinor; +delete AREAS.YMinor; + const LANCASTER = "Lancaster"; const YORK = "York"; const REBEL = "Rebel"; @@ -1761,7 +1766,7 @@ states.action_phase = { states.recruit_where = { prompt: function (view, current) { if (is_inactive_player(current)) - return view.prompt = "Waiting for " + game.active + " to recruit."; + return view.prompt = "Action Phase: Waiting for " + game.active + "."; view.prompt = "Recruit " + block_name(game.who) + " where?"; gen_action_undo(view); gen_action(view, 'block', game.who); @@ -1783,7 +1788,7 @@ states.recruit_where = { states.move_to = { prompt: function (view, current) { if (is_inactive_player(current)) - return view.prompt = "Waiting for " + game.active + " to move."; + return view.prompt = "Action Phase: Waiting for " + game.active + "."; view.prompt = "Move " + block_name(game.who) + "."; gen_action_undo(view); gen_action(view, 'block', game.who); @@ -1844,7 +1849,7 @@ states.move_to = { states.sea_move_to = { prompt: function (view, current) { if (is_inactive_player(current)) - return view.prompt = "Waiting for " + game.active + " to move."; + return view.prompt = "Action Phase: Waiting for " + game.active + "."; if (game.active === game.piracy) { view.prompt = "Piracy: Sea Move " + block_name(game.who) + " to a coastal area."; } else { @@ -3434,7 +3439,7 @@ exports.view = function(state, current) { if (is_known) { view.known[b] = [a, game.steps[b], (game.moved[b] || game.dead[b]) ? 1 : 0]; - } else if (a !== POOL && a !== MINOR) { + } else { let list = view.secret[BLOCKS[b].owner]; if (!(a in list)) list[a] = [0, 0]; |