summaryrefslogtreecommitdiff
path: root/play.js
diff options
context:
space:
mode:
Diffstat (limited to 'play.js')
-rw-r--r--play.js17
1 files changed, 8 insertions, 9 deletions
diff --git a/play.js b/play.js
index e948dcc..1756db7 100644
--- a/play.js
+++ b/play.js
@@ -841,17 +841,16 @@ function update_battle() {
ui.battle.classList.remove("hide")
ui.battle_header.textContent = hex_name[view.battle]
ui.battle_message.textContent = view.flash
- // TODO: don't show disrupted units?
if (player === ALLIED) {
- update_battle_line(view.battle, ui.battle_line_1, u => is_axis_unit(u) && is_artillery_unit(u))
- update_battle_line(view.battle, ui.battle_line_2, u => is_axis_unit(u) && !is_artillery_unit(u))
- update_battle_line(view.battle, ui.battle_line_3, u => is_allied_unit(u) && !is_artillery_unit(u))
- update_battle_line(view.battle, ui.battle_line_4, u => is_allied_unit(u) && is_artillery_unit(u))
+ update_battle_line(view.battle, ui.battle_line_1, u => is_axis_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
+ update_battle_line(view.battle, ui.battle_line_2, u => is_axis_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
+ update_battle_line(view.battle, ui.battle_line_3, u => is_allied_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
+ update_battle_line(view.battle, ui.battle_line_4, u => is_allied_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
} else {
- update_battle_line(view.battle, ui.battle_line_1, u => is_allied_unit(u) && is_artillery_unit(u))
- update_battle_line(view.battle, ui.battle_line_2, u => is_allied_unit(u) && !is_artillery_unit(u))
- update_battle_line(view.battle, ui.battle_line_3, u => is_axis_unit(u) && !is_artillery_unit(u))
- update_battle_line(view.battle, ui.battle_line_4, u => is_axis_unit(u) && is_artillery_unit(u))
+ update_battle_line(view.battle, ui.battle_line_1, u => is_allied_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
+ update_battle_line(view.battle, ui.battle_line_2, u => is_allied_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
+ update_battle_line(view.battle, ui.battle_line_3, u => is_axis_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
+ update_battle_line(view.battle, ui.battle_line_4, u => is_axis_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
}
for (let i = 0; i < 4; ++i)
ui.battle_hits[i].textContent = view.hits[i]