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-rw-r--r--rules.js35
1 files changed, 32 insertions, 3 deletions
diff --git a/rules.js b/rules.js
index 1bb4985..5cdf8fa 100644
--- a/rules.js
+++ b/rules.js
@@ -535,6 +535,7 @@ function end_hq_placement_step() {
}
states.place_hq = {
+ inactive: "place HQs",
prompt() {
prompt("Place HQs and choose HQ modes.")
let done = true
@@ -562,6 +563,7 @@ states.place_hq = {
}
states.place_hq_where = {
+ inactive: "place HQs",
prompt() {
update_zoc()
prompt("Place " + piece_name(game.who) + ".")
@@ -641,6 +643,7 @@ function resume_return_blown_1() {
}
states.eliminate_blown = {
+ inactive: "eliminate blown corps",
prompt() {
prompt("Eliminate all but two of opponent's blown corps.")
for (let p of enemy_corps())
@@ -662,6 +665,7 @@ function resume_return_blown_2() {
}
states.return_blown_who = {
+ inactive: "return blown corps",
prompt() {
prompt("Return a blown corps.")
let done = true
@@ -691,6 +695,7 @@ states.return_blown_who = {
}
states.return_blown_where = {
+ inactive: "return blown corps",
prompt() {
prompt("Return " + piece_name(game.who) + ".")
update_zoc()
@@ -814,6 +819,7 @@ function can_place_detachment(p, hq) {
}
states.place_detachment_hq = {
+ inactive: "place detachments",
prompt() {
let done = true
for (let p of friendly_hqs()) {
@@ -823,7 +829,7 @@ states.place_detachment_hq = {
}
}
if (done)
- prompt("Place Detachment: Done.")
+ prompt("Finished placing detachments.")
else
prompt("Choose an HQ to place a detachment.")
view.actions.end_step = 1
@@ -841,8 +847,10 @@ states.place_detachment_hq = {
}
states.place_detachment_who = {
+ inactive: "place detachments",
prompt() {
prompt("Place an available detachment.")
+ prompt("Place a detachment for " + piece_name(game.target) + ".")
gen_action_piece(game.target)
@@ -864,6 +872,7 @@ states.place_detachment_who = {
}
states.place_detachment_where = {
+ inactive: "place detachments",
prompt() {
update_zoc()
@@ -924,6 +933,7 @@ function end_detachment_recall_step() {
}
states.detachment_recall_step = {
+ inactive: "recall detachments",
prompt() {
prompt("Recall detachments?")
@@ -1054,6 +1064,7 @@ function end_withdrawal() {
}
states.withdrawal = {
+ inactive: "withdraw",
prompt() {
if (game.remain > 0)
prompt("Withdrawal: " + game.remain + " withdrawals remain.")
@@ -1083,6 +1094,7 @@ states.withdrawal = {
}
states.withdrawal_to = {
+ inactive: "withdraw",
prompt() {
prompt("Withdraw " + piece_name(game.who) + ".")
update_zoc()
@@ -1108,7 +1120,7 @@ states.withdrawal_to = {
},
hex(x) {
let from = piece_hex(game.who)
- log("P" + game.who + "\tfrom " + from + "\nto " + x)
+ log("P" + game.who + "\nfrom " + from + "\nto " + x)
set_piece_hex(game.who, x)
game.who = -1
recall_grand_battery_alone()
@@ -1216,6 +1228,7 @@ function end_movement() {
}
states.movement = {
+ inactive: "move",
prompt() {
let may_pass = 1
@@ -1306,6 +1319,7 @@ states.movement = {
}
states.movement_to = {
+ inactive: "move",
prompt() {
prompt("Move " + piece_name(game.who) + ".")
@@ -1806,6 +1820,7 @@ function end_attack() {
}
states.attack = {
+ inactive: "attack",
prompt() {
if (game.remain > 0)
prompt("Attack: " + game.remain + " attacks remain.")
@@ -1846,6 +1861,7 @@ function can_attack_infantry_support(p) {
}
states.attack_who = {
+ inactive: "attack",
prompt() {
prompt("Attack with " + piece_name(game.who) + ".")
let here = piece_hex(game.who)
@@ -1907,6 +1923,7 @@ function goto_defend_support() {
}
states.attack_support = {
+ inactive: "attack",
prompt() {
if (data.map.names[game.attack])
prompt("Attack " + piece_name(game.target) +
@@ -1948,6 +1965,7 @@ states.attack_support = {
}
states.defend_support = {
+ inactive: "commit cavalry",
prompt() {
if (data.map.names[game.attack])
prompt(piece_name(game.who) +
@@ -2163,6 +2181,7 @@ function goto_retreat_defender() {
}
states.blown_attacker = {
+ inactive: "blow attacker",
prompt() {
prompt("Blow attacker.")
gen_action_piece(game.who)
@@ -2174,6 +2193,7 @@ states.blown_attacker = {
}
states.eliminated_attacker = {
+ inactive: "eliminate attacker",
prompt() {
prompt("Eliminate attacker.")
gen_action_piece(game.who)
@@ -2185,6 +2205,7 @@ states.eliminated_attacker = {
}
states.blown_defender = {
+ inactive: "blow defender",
prompt() {
prompt("Blow defender.")
gen_action_piece(game.target)
@@ -2197,6 +2218,7 @@ states.blown_defender = {
}
states.eliminated_defender = {
+ inactive: "eliminate defender",
prompt() {
prompt("Eliminate defender.")
gen_action_piece(game.target)
@@ -2209,6 +2231,7 @@ states.eliminated_defender = {
}
states.retreat_attacker = {
+ inactive: "retreat attacker",
prompt() {
prompt("Retreat attacker.")
let result = []
@@ -2236,6 +2259,7 @@ states.retreat_attacker = {
}
states.recall_defender = {
+ inactive: "recall defender",
prompt() {
prompt("Recall defender.")
gen_action_piece(game.target)
@@ -2248,6 +2272,7 @@ states.recall_defender = {
}
states.retreat_defender = {
+ inactive: "retreat defender",
prompt() {
prompt("Retreat defender.")
let result = []
@@ -2294,6 +2319,7 @@ function goto_pursuit() {
// === END PHASE ===
states.end_phase = {
+ inactive: "end turn",
prompt() {
prompt("End Phase.")
view.actions.end_turn = 1
@@ -2562,7 +2588,7 @@ exports.view = function (state, player) {
view.prompt = game.victory
} else if (game.active !== player) {
let inactive = states[game.state].inactive || game.state
- view.prompt = `Waiting for ${game.active} \u2014 ${inactive}.`
+ view.prompt = `Waiting for ${game.active} to ${inactive}.`
} else {
view.actions = {}
view.who = game.who
@@ -2617,6 +2643,9 @@ function goto_game_over(result, victory) {
}
states.game_over = {
+ get inactive() {
+ return game.victory
+ },
prompt() {
view.prompt = game.victory
},