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author | Tor Andersson <tor@ccxvii.net> | 2025-04-15 18:11:08 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2025-04-15 18:11:08 +0200 |
commit | 5f00aad6743dea47fbffe37324188533c2c06bc1 (patch) | |
tree | 2580c2685be14d19aab3ba23be1e9a2ce6503a78 | |
parent | 53be40dc7297b9aa2f22407c958a4b52936c6603 (diff) | |
download | wilderness-war-5f00aad6743dea47fbffe37324188533c2c06bc1.tar.gz |
... don't let them sortie to a battle without units!
-rw-r--r-- | rules.js | 6 |
1 files changed, 4 insertions, 2 deletions
@@ -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) |