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-rw-r--r--rules.js53
1 files changed, 23 insertions, 30 deletions
diff --git a/rules.js b/rules.js
index 1009f4b..11e59b5 100644
--- a/rules.js
+++ b/rules.js
@@ -17,6 +17,7 @@
// UI: pause after all fires (in case 0 hits the dialog disappears fast)
// TODO: black hit outline in battles ("steploss/bad" action) and skip "apply 0 hits" step
+// TODO: undo push/clear
// ERRATA: forbid single-group regroup moves or convert to group moves after the fact,
// to prevent forced march abuse.
@@ -3633,7 +3634,7 @@ states.select_active_battles = {
if (game.turn_option === 'assault')
game.state = 'select_assault_battles'
else
- game.state = 'select_battle'
+ goto_select_battle()
} else {
end_combat_phase()
}
@@ -3656,7 +3657,7 @@ states.select_assault_battles = {
},
next() {
push_undo()
- game.state = 'select_battle'
+ goto_select_battle()
}
}
@@ -3952,7 +3953,7 @@ function gen_battle_hits() {
let c = unit_class[u]
if (is_elite_unit(u)) {
if (game.hits[c] >= 2) {
- gen_action_unit(u)
+ gen_action_unit_hit(u)
done = false
}
} else {
@@ -3962,7 +3963,7 @@ function gen_battle_hits() {
// Eliminating the last non-elite must not leave an odd
// number of hits remaining.
} else {
- gen_action_unit(u)
+ gen_action_unit_hit(u)
done = false
}
}
@@ -3970,7 +3971,7 @@ function gen_battle_hits() {
}
})
if (done)
- gen_action_next()
+ gen_action('end_hits')
return done
}
@@ -4017,11 +4018,11 @@ states.battle_hits = {
view.prompt = `Battle: ${format_allocate_hits()} from Offensive Fire.`
gen_battle_hits()
},
- unit(who) {
+ unit_hit(who) {
push_undo()
apply_battle_hit(who)
},
- next() {
+ end_hits() {
clear_undo()
end_battle_hits()
},
@@ -4075,11 +4076,11 @@ states.probe_hits = {
view.prompt = `Probe: ${format_allocate_hits()} from Offensive Fire.`
gen_battle_hits()
},
- unit(who) {
+ unit_hit(who) {
push_undo()
apply_battle_hit(who)
},
- next() {
+ end_hits() {
clear_undo()
end_probe_hits()
},
@@ -4248,19 +4249,13 @@ states.pursuit_fire = {
}
})
}
- if (done)
- gen_action('end_fire')
- else
- gen_action('withhold')
+ gen_action('end_fire')
},
unit(who) {
let slowest = slowest_undisrupted_enemy_unit_speed(game.pursuit)
roll_pursuit_fire(who, (unit_speed[who] > slowest ? 2 : 1))
set_unit_fired(who)
},
- withhold() {
- goto_pursuit_hits()
- },
end_fire() {
goto_pursuit_hits()
},
@@ -4280,19 +4275,13 @@ states.rout_fire = {
}
})
}
- if (done)
- gen_action('end_fire')
- else
- gen_action('withhold')
+ gen_action('end_fire')
},
unit(who) {
let slowest = slowest_enemy_unit_speed(game.pursuit)
roll_rout_fire(who, (unit_speed[who] > slowest ? 2 : 1))
set_unit_fired(who)
},
- withhold() {
- goto_rout_hits()
- },
end_fire() {
goto_rout_hits()
},
@@ -4303,7 +4292,7 @@ function gen_pursuit_hits(normal_steps, elite_steps, iterate) {
iterate(game.pursuit, u => {
if (is_elite_unit(u)) {
if (game.hits >= 2) {
- gen_action_unit(u)
+ gen_action_unit_hit(u)
done = false
}
} else {
@@ -4313,14 +4302,14 @@ function gen_pursuit_hits(normal_steps, elite_steps, iterate) {
// Eliminating the last non-elite must not leave an odd
// number of hits remaining.
} else {
- gen_action_unit(u)
+ gen_action_unit_hit(u)
done = false
}
}
}
})
if (done)
- gen_action('next')
+ gen_action('end_hits')
}
states.pursuit_hits = {
@@ -4331,11 +4320,11 @@ states.pursuit_hits = {
let elite_steps = count_elite_steps_in_pursuit()
gen_pursuit_hits(normal_steps, elite_steps, for_each_undisrupted_friendly_unit_in_hex)
},
- unit(who) {
+ unit_hit(who) {
push_undo()
game.hits -= reduce_unit(who)
},
- next() {
+ end_hits() {
clear_undo()
end_pursuit_fire()
},
@@ -4349,11 +4338,11 @@ states.rout_hits = {
let elite_steps = count_elite_steps_in_rout()
gen_pursuit_hits(normal_steps, elite_steps, for_each_friendly_unit_in_hex)
},
- unit(who) {
+ unit_hit(who) {
push_undo()
game.hits -= reduce_unit(who)
},
- next() {
+ end_hits() {
clear_undo()
end_rout_fire()
},
@@ -5846,6 +5835,10 @@ function gen_action_unit(u) {
gen_action('unit', u)
}
+function gen_action_unit_hit(u) {
+ gen_action('unit_hit', u)
+}
+
function gen_action_hex(x) {
gen_action('hex', x)
}