diff options
author | Tor Andersson <tor@ccxvii.net> | 2023-09-26 01:39:57 +0200 |
---|---|---|
committer | Tor Andersson <tor@ccxvii.net> | 2023-10-01 16:11:22 +0200 |
commit | 52d1248beeeee30479de7901b526477430b4c454 (patch) | |
tree | 3b169c47df34e1a53ad5d9a48766e7aae3a02510 /rules.js | |
parent | 194213185a716953a4ceb4087dd2b210ab502146 (diff) | |
download | waterloo-campaign-1815-52d1248beeeee30479de7901b526477430b4c454.tar.gz |
Pause before rolling for attack. Pause at end of turn.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 90 |
1 files changed, 63 insertions, 27 deletions
@@ -2,12 +2,8 @@ // TODO - auto-update ZOC +// TODO: active prompts // TODO: inactive prompts -// TODO: prompts - Done when no more to do - -// TODO: pause after last battle before next turn (do not auto-pass move and attack?) -// TODO: confirm attack step! -// TODO: roll attack step! const P1 = "French" const P2 = "Coalition" @@ -821,10 +817,17 @@ function can_place_detachment(p, hq) { states.place_detachment_hq = { prompt() { - prompt("Place Detachment: Select HQ.") - for (let p of friendly_hqs()) - if (game.count & (1 << p)) + let done = true + for (let p of friendly_hqs()) { + if (game.count & (1 << p)) { + done = false gen_action_piece(p) + } + } + if (done) + prompt("Place Detachment: Done.") + else + prompt("Place Detachment: Select HQ.") view.actions.end_step = 1 }, piece(p) { @@ -1800,7 +1803,8 @@ function pass_attack() { } function end_attack() { - goto_end_phase() + game.active = P1 + game.state = "end_phase" } states.attack = { @@ -1873,14 +1877,10 @@ states.attack_who = { game.target = p game.attack = piece_hex(game.target) begin_attack() - - // TODO: confirm attack step? - // TODO: roll attack step? }, } function begin_attack() { - clear_undo() game.count = 0 for (let p of friendly_infantry_corps()) if (can_attack_infantry_support(p)) @@ -1896,11 +1896,6 @@ function begin_attack() { function goto_attack_support() { game.state = "attack_support" - for (let p of friendly_cavalry_corps()) - if (!(game.count & (1 << p))) - if (can_attack_cavalry_support(p)) - return - goto_defend_support() } function goto_defend_support() { @@ -1915,18 +1910,40 @@ function goto_defend_support() { states.attack_support = { prompt() { - prompt("Attack: Commit supporting cavalry.") - for (let p of friendly_cavalry_corps()) - if (!(game.count & (1 << p))) - if (can_attack_cavalry_support(p)) + if (data.map.names[game.attack]) + prompt("Attack " + piece_name(game.target) + + " at " + data.map.names[game.attack] + + " with " + piece_name(game.who) + + ".") + else + prompt(piece_name(game.who) + + " attacks " + piece_name(game.target) + + " at " + data.map.names[game.attack] + + ". Commit defending cavalry?") + prompt("Attack " + piece_name(game.target) + " with " + piece_name(game.who) + ".") + + // TODO: show DRMs? + + let can_support = false + for (let p of friendly_cavalry_corps()) { + if (!(game.count & (1 << p))) { + if (can_attack_cavalry_support(p)) { + can_support = true gen_action_piece(p) - view.actions.next = 1 + } + } + } + + if (can_support) + view.prompt += " Commit supporting cavalry?" + + view.actions.roll = 1 }, piece(p) { push_undo() game.count |= (1 << p) }, - next() { + roll() { clear_undo() goto_defend_support() }, @@ -1934,18 +1951,27 @@ states.attack_support = { states.defend_support = { prompt() { - prompt("Defend: Commit supporting cavalry.") + if (data.map.names[game.attack]) + prompt(piece_name(game.who) + + " attacks " + piece_name(game.target) + + " at " + data.map.names[game.attack] + + ". Commit defending cavalry?") + else + prompt(piece_name(game.who) + + " attacks " + piece_name(game.target) + + ". Commit defending cavalry?") + for (let p of friendly_cavalry_corps()) if (!(game.count & (1 << p))) if (can_defend_cavalry_support(p)) gen_action_piece(p) - view.actions.next = 1 + view.actions.roll = 1 }, piece(p) { push_undo() game.count |= (1 << p) }, - next() { + roll() { clear_undo() goto_resolve_attack() }, @@ -2268,6 +2294,16 @@ function goto_pursuit() { // === END PHASE === +states.end_phase = { + prompt() { + prompt("End Phase.") + view.actions.end_turn = 1 + }, + end_turn() { + goto_end_phase() + } +} + function goto_end_phase() { game.remain = 0 |