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authorTor Andersson <tor@ccxvii.net>2025-01-31 22:42:22 +0100
committerTor Andersson <tor@ccxvii.net>2025-01-31 22:42:22 +0100
commitce6e70c92d4745b79b16d8c9fef96be770cf3958 (patch)
tree5598e0795e8c7dd956e4f65a64c8b57a179ac194
parentfc5bf9c9e127f11b728e1f584bc12ec2805fc455 (diff)
downloadwilderness-war-ce6e70c92d4745b79b16d8c9fef96be770cf3958.tar.gz
Don't show "end construction" button unless something has been built.
-rw-r--r--rules.js6
1 files changed, 4 insertions, 2 deletions
diff --git a/rules.js b/rules.js
index 88b8126..47472bb 100644
--- a/rules.js
+++ b/rules.js
@@ -7028,7 +7028,8 @@ states.construct_stockades = {
inactive: "to construct stockades",
prompt() {
view.prompt = `Construct Stockades${format_remain(game.count)}.`
- gen_action("end_construction")
+ if (game.count < cards[game.last_card].activation)
+ gen_action("end_construction")
if (game.count > 0) {
for (let s = first_space; s <= last_space; ++s) {
if (has_friendly_supplied_drilled_troops(s) || is_originally_friendly(s)) {
@@ -7079,7 +7080,8 @@ states.construct_forts = {
inactive: "to construct forts",
prompt() {
view.prompt = `Construct Forts${format_remain(game.count)}.`
- gen_action("end_construction")
+ if (game.count < cards[game.last_card].activation)
+ gen_action("end_construction")
if (game.count > 0) {
for (let s = first_space; s <= last_space; ++s) {
if (has_friendly_supplied_drilled_troops(s)) {