From b71ba40b322d41f6b436bcdb79228e60d71f5620 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Tue, 26 Sep 2023 01:40:12 +0200 Subject: Improve active prompts. --- rules.js | 53 ++++++++++++++++++++++++++--------------------------- 1 file changed, 26 insertions(+), 27 deletions(-) (limited to 'rules.js') diff --git a/rules.js b/rules.js index d99f200..1bb4985 100644 --- a/rules.js +++ b/rules.js @@ -536,7 +536,7 @@ function end_hq_placement_step() { states.place_hq = { prompt() { - prompt("HQ Placement Step.") + prompt("Place HQs and choose HQ modes.") let done = true for (let p of friendly_hqs()) { gen_action_piece(p) @@ -563,12 +563,10 @@ states.place_hq = { states.place_hq_where = { prompt() { - prompt("HQ Placement Step.") - gen_action_piece(game.who) - view.actions.normal = piece_mode(game.who) ? 1 : 0 - view.actions.battle = piece_mode(game.who) ? 0 : 1 - update_zoc() + prompt("Place " + piece_name(game.who) + ".") + + gen_action_piece(game.who) // within 3 of any unit for (let p of friendly_units()) { @@ -644,7 +642,7 @@ function resume_return_blown_1() { states.eliminate_blown = { prompt() { - prompt("Blown Unit Return Step: Eliminate all but two of opponent's blown corps.") + prompt("Eliminate all but two of opponent's blown corps.") for (let p of enemy_corps()) if (piece_hex(p) === BLOWN) gen_action_piece(p) @@ -665,7 +663,7 @@ function resume_return_blown_2() { states.return_blown_who = { prompt() { - prompt("Blown Unit Return Step.") + prompt("Return a blown corps.") let done = true for (let p of friendly_corps()) { if (piece_hex(p) === BLOWN) { @@ -694,7 +692,7 @@ states.return_blown_who = { states.return_blown_where = { prompt() { - prompt("Blown Unit Return Step.") + prompt("Return " + piece_name(game.who) + ".") update_zoc() for (let hq of friendly_hqs()) { if (pieces_are_associated(game.who, hq)) { @@ -827,7 +825,7 @@ states.place_detachment_hq = { if (done) prompt("Place Detachment: Done.") else - prompt("Place Detachment: Select HQ.") + prompt("Choose an HQ to place a detachment.") view.actions.end_step = 1 }, piece(p) { @@ -844,7 +842,7 @@ states.place_detachment_hq = { states.place_detachment_who = { prompt() { - prompt("Place Detachment: Select an available detachment.") + prompt("Place an available detachment.") gen_action_piece(game.target) @@ -927,7 +925,7 @@ function end_detachment_recall_step() { states.detachment_recall_step = { prompt() { - prompt("Detachment Recall Step.") + prompt("Recall detachments?") for (let p of friendly_detachments()) if (piece_is_on_map(p)) @@ -1812,7 +1810,7 @@ states.attack = { if (game.remain > 0) prompt("Attack: " + game.remain + " attacks remain.") else - prompt("Attack!") + prompt("Attack.") update_zoc() for (let p of friendly_corps()) if (piece_is_in_enemy_zoc(p)) @@ -1849,7 +1847,7 @@ function can_attack_infantry_support(p) { states.attack_who = { prompt() { - prompt("Attack!") + prompt("Attack with " + piece_name(game.who) + ".") let here = piece_hex(game.who) for (let p of enemy_units()) { if (piece_is_in_zoc_of_hex(p, here)) { @@ -2115,11 +2113,12 @@ function goto_resolve_attack() { function goto_stalemate() { log("Stalemate.") + // TODO: pause ? goto_pursuit() } function goto_blown_attacker() { - log("Blown attacker.") + log("Attacker blown.") if (piece_is_detachment(game.target)) game.state = "retreat_attacker" else @@ -2127,7 +2126,7 @@ function goto_blown_attacker() { } function goto_eliminated_attacker() { - log("Eliminated attacker.") + log("Attacker eliminated.") if (piece_is_detachment(game.target)) game.state = "retreat_attacker" else @@ -2135,7 +2134,7 @@ function goto_eliminated_attacker() { } function goto_blown_defender() { - log("Blown defender.") + log("Defender blown.") set_next_player() if (piece_is_detachment(game.target)) game.state = "eliminated_defender" @@ -2144,18 +2143,18 @@ function goto_blown_defender() { } function goto_eliminated_defender() { - log("Eliminated defender.") + log("Defender eliminated.") set_next_player() game.state = "eliminated_defender" } function goto_retreat_attacker() { - log("Retreat attacker.") + log("Attacker retreat") game.state = "retreat_attacker" } function goto_retreat_defender() { - log("Retreat defender.") + log("Defender retreat.") set_next_player() if (piece_is_detachment(game.target)) game.state = "recall_defender" @@ -2165,7 +2164,7 @@ function goto_retreat_defender() { states.blown_attacker = { prompt() { - prompt("Attack: Blown attacker.") + prompt("Blow attacker.") gen_action_piece(game.who) }, piece(p) { @@ -2176,7 +2175,7 @@ states.blown_attacker = { states.eliminated_attacker = { prompt() { - prompt("Attack: Eliminated attacker.") + prompt("Eliminate attacker.") gen_action_piece(game.who) }, piece(p) { @@ -2187,7 +2186,7 @@ states.eliminated_attacker = { states.blown_defender = { prompt() { - prompt("Attack: Blown defender.") + prompt("Blow defender.") gen_action_piece(game.target) }, piece(p) { @@ -2199,7 +2198,7 @@ states.blown_defender = { states.eliminated_defender = { prompt() { - prompt("Attack: Eliminated defender.") + prompt("Eliminate defender.") gen_action_piece(game.target) }, piece(p) { @@ -2211,7 +2210,7 @@ states.eliminated_defender = { states.retreat_attacker = { prompt() { - prompt("Attack: Retreat attacker.") + prompt("Retreat attacker.") let result = [] move_from.length = 0 update_zoc() @@ -2238,7 +2237,7 @@ states.retreat_attacker = { states.recall_defender = { prompt() { - prompt("Attack: Retreat defender.") + prompt("Recall defender.") gen_action_piece(game.target) }, piece(p) { @@ -2250,7 +2249,7 @@ states.recall_defender = { states.retreat_defender = { prompt() { - prompt("Attack: Retreat defender.") + prompt("Retreat defender.") let result = [] move_from.length = 0 update_zoc() -- cgit v1.2.3