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authorTor Andersson <tor@ccxvii.net>2025-04-15 18:11:08 +0200
committerTor Andersson <tor@ccxvii.net>2025-04-15 18:11:08 +0200
commit5f00aad6743dea47fbffe37324188533c2c06bc1 (patch)
tree2580c2685be14d19aab3ba23be1e9a2ce6503a78
parent53be40dc7297b9aa2f22407c958a4b52936c6603 (diff)
downloadwilderness-war-5f00aad6743dea47fbffe37324188533c2c06bc1.tar.gz
Don't allow activating besieged leaders to move alone.HEADmaster
... don't let them sortie to a battle without units!
-rw-r--r--rules.js6
1 files changed, 4 insertions, 2 deletions
diff --git a/rules.js b/rules.js
index 4e2c604..49255e3 100644
--- a/rules.js
+++ b/rules.js
@@ -2401,7 +2401,7 @@ states.activate_individually = {
view.actions.end_activations = 1
if (game.count >= 1) {
for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) {
- if (is_piece_on_map(p) && !set_has(game.activation, p)) {
+ if (is_piece_unbesieged(p) && !set_has(game.activation, p)) {
gen_action_piece(p)
}
}
@@ -2663,8 +2663,10 @@ states.designate_force = {
// Campaign and normal activations can activate leaders without forces.
if (count_units_in_force(game.force.commander) > 0)
view.actions.activate = 1
- else
+ else if (is_piece_unbesieged(game.force.commander))
view.actions.confirm_activate = 1
+ else
+ view.actions.activate = 0
break
case 'intercept':
// Must be a force to proceed (leader + at least one unit)