diff options
-rw-r--r-- | rules.js | 35 |
1 files changed, 32 insertions, 3 deletions
@@ -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 }, |