diff options
-rw-r--r-- | rules.js | 37 |
1 files changed, 8 insertions, 29 deletions
@@ -260,11 +260,13 @@ var first_friendly_unit, last_friendly_unit var first_enemy_unit, last_enemy_unit function set_active_player() { + clear_undo() game.active = game.phasing update_aliases() } function set_passive_player() { + clear_undo() if (game.phasing === AXIS) game.active = ALLIED else @@ -273,6 +275,7 @@ function set_passive_player() { } function set_enemy_player() { + clear_undo() if (is_active_player()) set_passive_player() else @@ -1051,6 +1054,7 @@ function count_hp_in_rout() { // === SUPPLY CARDS === function draw_supply_card(pile) { + clear_undo() let x = random(pile[0] + pile[1]) if (x < pile[0]) { pile[0] -- @@ -1084,6 +1088,7 @@ function deal_allied_supply_cards(n) { } function shuffle_cards() { + clear_undo() let real = game.axis_hand[REAL] + game.allied_hand[REAL] let dummy = game.axis_hand[DUMMY] + game.axis_hand[DUMMY] game.draw_pile[0] = 28 - real @@ -2347,8 +2352,6 @@ function goto_player_turn() { } function end_player_turn() { - clear_undo() - // Forget partial retreats set_clear(game.partial_retreats) @@ -2942,7 +2945,6 @@ states.select_moves = { goto_regroup() }, end_turn() { - clear_undo() game.summary = null goto_final_supply_check() }, @@ -3331,7 +3333,6 @@ states.move = { } }, end_move() { - clear_undo() flush_move_summary() if (game.turn_option === 'pass') game.withdraw = null @@ -3954,7 +3955,6 @@ states.retreat_from = { goto_retreat_who(x) }, end_move() { - clear_undo() log_br() end_movement() } @@ -4007,7 +4007,6 @@ states.retreat_who = { }) }, retreat() { - clear_undo() apply_retreat() }, } @@ -4162,7 +4161,6 @@ function can_select_refuse_battle_hex() { } function goto_refuse_battle() { - clear_undo() set_passive_player() if (can_select_refuse_battle_hex()) { game.state = 'refuse_battle' @@ -4259,8 +4257,6 @@ function end_refuse_battle_move_2() { // eliminated if cannot function goto_rout(from, enemy, after) { - clear_undo() - // remember state and callback so we can resume after routing if (after) after = after.name @@ -4463,7 +4459,6 @@ states.select_active_battles = { set_add(game.active_battles, x) }, next() { - clear_undo() if (game.active_battles.length > 0) { if (game.turn_option === 'assault') game.state = 'select_assault_battles' @@ -4490,7 +4485,6 @@ states.select_assault_battles = { set_add(game.assault_battles, x) }, next() { - clear_undo() goto_select_battle() } } @@ -4883,7 +4877,6 @@ states.battle_hits = { apply_battle_hit(who) }, end_hits() { - clear_undo() end_battle_hits() }, } @@ -4952,7 +4945,6 @@ states.probe_hits = { apply_battle_hit(who) }, end_hits() { - clear_undo() end_probe_hits() }, } @@ -5236,7 +5228,6 @@ states.pursuit_hits = { game.hits -= reduce_unit(who) }, end_hits() { - clear_undo() end_pursuit_fire() }, } @@ -5255,7 +5246,6 @@ states.rout_hits = { game.hits -= reduce_unit(who) }, end_hits() { - clear_undo() end_rout_fire() }, } @@ -5468,7 +5458,6 @@ states.buildup_discard = { game.summary++ }, next() { - clear_undo() log(`${game.active} discarded ${game.summary} dummy supply.`) goto_buildup_reinforcements() }, @@ -5865,7 +5854,6 @@ states.spending_bps = { function end_buildup_spending() { game.selected = -1 - clear_undo() print_buildup_summary() @@ -6213,8 +6201,6 @@ states.free_deployment = { set_unit_hex(who, to) }, end_deployment() { - clear_undo() - log(`Deployed`) let keys = Object.keys(game.summary).sort((a,b)=>a-b) for (let x of keys) @@ -6947,18 +6933,10 @@ function random(range) { } function roll_die() { + clear_undo() return random(6) + 1 } -function shuffle(deck) { - for (let i = deck.length - 1; i > 0; --i) { - let j = random(i + 1) - let tmp = deck[j] - deck[j] = deck[i] - deck[i] = tmp - } -} - // Sorted array treated as Set (for JSON) function set_index(set, item) { let a = 0 @@ -7061,7 +7039,8 @@ function pop_undo() { } function clear_undo() { - game.undo = [] + if (game.undo.length > 0) + game.undo = [] } function log_br() { |