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-rw-r--r--rules.js90
1 files changed, 63 insertions, 27 deletions
diff --git a/rules.js b/rules.js
index 6020ec0..d99f200 100644
--- a/rules.js
+++ b/rules.js
@@ -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