diff options
author | Tor Andersson <tor@ccxvii.net> | 2022-02-28 14:47:55 +0100 |
---|---|---|
committer | Tor Andersson <tor@ccxvii.net> | 2023-02-18 11:54:52 +0100 |
commit | 3cc8b1e71b256751a4d1135c6d98d118482e81b3 (patch) | |
tree | 39191c2a244f7736ee1ca9270f1b01ae0d643794 /rules.js | |
parent | 724f01402d159907eff092a367941b70cb3ef5d9 (diff) | |
download | wilderness-war-3cc8b1e71b256751a4d1135c6d98d118482e81b3.tar.gz |
Improve prompts and manual selection of small pox indians to be removed.
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 326 |
1 files changed, 184 insertions, 142 deletions
@@ -18,6 +18,7 @@ // UI: siege marker on top of besieged stack in fortresses // TODO: summary of step losses in log (brief/verbose) +// TODO: s/define/declare/ ? // MAJOR // TODO: find closest path to non-infiltration space for allowing infiltration @@ -2064,7 +2065,7 @@ function remove_card(card) { states.action_phase = { prompt() { - view.prompt = "Action Phase \u2014 play a card."; + view.prompt = "Action Phase: Play a card."; for (let i = 0; i < player.hand.length; ++i) gen_card_menu(player.hand[i]); if (player.hand.length === 1 && !player.held) @@ -2134,7 +2135,7 @@ events.campaign = { states.activate_individually = { prompt() { - view.prompt = `Activate units and/or leaders individually \u2014 ${format_remain(game.count)}.`; + view.prompt = `Activate units and/or leaders individually: ${format_remain(game.count)}.`; gen_action_next(); if (game.count >= 1) { for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { @@ -2199,7 +2200,7 @@ states.activate_force = { states.select_campaign_1 = { inactive: "campaign", prompt() { - view.prompt = "Campaign \u2014 select the first leader."; + view.prompt = "Campaign: Select the first leader."; for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_on_map(p)) if (!game.activation.includes(p)) @@ -2219,7 +2220,7 @@ states.select_campaign_1 = { states.select_campaign_2 = { inactive: "campaign", prompt() { - view.prompt = "Campaign \u2014 select the second leader."; + view.prompt = "Campaign: Select the second leader."; for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) { if (is_piece_on_map(p)) if (!game.activation.includes(p)) @@ -2258,7 +2259,7 @@ function goto_pick_next_move() { states.pick_move = { prompt() { - view.prompt = "Select an activated force, leader, or unit to move." + view.prompt = "Pick the next activated force, leader, or unit to move." game.activation.forEach(gen_action_piece); }, piece(p) { @@ -2563,7 +2564,7 @@ states.siege_or_move = { view.where = where; if (is_assault_possible(where)) { if (player.hand.includes(SURRENDER)) { - view.prompt = `You may assault ${space_name(where)}, play "Surrender!", or move.`; + view.prompt = `You may assault at ${space_name(where)}, play "Surrender!", or move.`; gen_action('play_event', SURRENDER); } else { view.prompt = `You may assault at ${space_name(where)} or move.`; @@ -3064,7 +3065,7 @@ states.amphibious_landing = { prompt() { let who = moving_piece(); let from = moving_piece_space(); - view.prompt = "Place amphibious landing marker."; + view.prompt = `Amphibious Landing: Select a destination for ${piece_name_and_place(who)}.`; view.who = who; if (from === HALIFAX) { gen_action_space(LOUISBOURG); @@ -3301,7 +3302,7 @@ states.intercept_who = { view.who = game.move.intercepting; gen_action_next(); } else { - view.prompt = "Select a force or unit to intercept into " + space_name(where) + "."; + view.prompt = "You may select a force or unit to intercept into " + space_name(where) + "."; gen_action_pass(); gen_intercept(); } @@ -3400,7 +3401,7 @@ function goto_declare_inside() { states.declare_inside = { prompt() { let where = moving_piece_space(); - view.prompt = "Declare which units and leaders withdraw into the fortification."; + view.prompt = "You may withdraw leaders and units into the fortification."; view.where = where; gen_action_next(); let n = count_friendly_units_inside(where); @@ -3451,11 +3452,11 @@ states.avoid_who = { let from = moving_piece_space(); view.where = from; if (game.move.avoiding) { - view.prompt = `Avoid battle in ${space_name(from)} with ${piece_name(game.move.avoiding)}.`; + view.prompt = `Avoid battle from ${space_name(from)} with ${piece_name(game.move.avoiding)}.`; view.who = game.move.avoiding; gen_action_next(); } else { - view.prompt = "Select a force or unit to avoid battle in " + space_name(from) + "."; + view.prompt = "You may select a force or unit to avoid battle from " + space_name(from) + "."; gen_action_pass(); for_each_friendly_piece_in_space(from, p => { if (!did_piece_intercept(p) && !is_piece_inside(p)) @@ -3531,7 +3532,7 @@ function can_enemy_avoid_battle(from) { states.avoid_to = { prompt() { let from = moving_piece_space(); - view.prompt = "Select where to avoid battle to."; + view.prompt = `Avoid battle from ${space_name(from)} \u2014 select where to.`; view.who = avoiding_piece(); view.where = from; for_each_exit(from, to => { @@ -3803,7 +3804,7 @@ function goto_battle_militia() { states.militia_in_battle = { prompt() { - view.prompt = "Determine which Militia units will participate."; + view.prompt = `You may deploy militia at ${space_name(game.battle.where)}.`; let box = department_militia(game.battle.where); view.where = game.battle.where; if (game.active === FRANCE) { @@ -3839,7 +3840,7 @@ function goto_battle_sortie() { states.sortie = { prompt() { - view.prompt = "Determine which besieged units will participate in the battle."; + view.prompt = `You may sortie with besieged units at ${space_name(game.battle.where)}.`; view.where = game.battle.where; for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) if (is_piece_in_space(p, game.battle.where) && is_piece_inside(p)) @@ -4875,7 +4876,7 @@ states.retreat_defender_to = { prompt() { let from = game.battle.where; let who = game.battle.who; - view.prompt = "Retreat losing leaders and units \u2014 select destination."; + view.prompt = "Retreat losing leaders and units \u2014 select where to."; view.who = who; if (game.active === BRITAIN && has_amphib(from)) { for_each_british_controlled_port(to => gen_action_space(to)); @@ -5017,10 +5018,10 @@ function goto_siege(space) { states.siege_coehorns_attacker = { prompt() { if (player.hand.includes(COEHORNS)) { - view.prompt = `Siege in ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".`; gen_action('play_event', COEHORNS); } else { - view.prompt = `Siege in ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`; } gen_action_pass(); }, @@ -5045,10 +5046,10 @@ function end_siege_coehorns_attacker() { states.siege_coehorns_defender = { prompt() { if (player.hand.includes(COEHORNS)) { - view.prompt = `Siege in ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".`; gen_action('play_event', COEHORNS); } else { - view.prompt = `Siege in ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`; } gen_action_pass(); }, @@ -5077,10 +5078,10 @@ function end_siege_coehorns_defender() { states.siege_surrender = { prompt() { if (player.hand.includes(SURRENDER)) { - view.prompt = `Siege in ${space_name(game.siege_where)}. You may play "Surrender!"`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Surrender!"`; gen_action('play_event', SURRENDER); } else { - view.prompt = `Siege in ${space_name(game.siege_where)}. You don't have "Surrender!"`; + view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Surrender!"`; } gen_action_pass(); }, @@ -5118,7 +5119,7 @@ function goto_surrender_place() { states.surrender = { prompt() { - view.prompt = "Surrender - place defenders at the closest unbesieged fortification."; + view.prompt = "Surrender! Place defenders at the closest unbesieged fortification."; view.where = game.siege_where; for (let i=0; i < game.surrender.length; ++i) gen_action_space(game.surrender[i]); @@ -5180,7 +5181,7 @@ function goto_assault_possible(where) { states.assault_possible = { prompt() { - view.prompt = "Assault is possible."; + view.prompt = `You may assault at ${game.assault_possible}.`; gen_action_space(game.assault_possible); gen_action('assault'); gen_action('pass'); @@ -5224,7 +5225,7 @@ function goto_pick_raid() { states.pick_raid = { prompt() { - view.prompt = "Pick next raid space."; + view.prompt = "Pick the next raid space."; // TODO for (let i=0; i < game.raid.list.length; ++i) gen_action_space(game.raid.list[i]); }, @@ -5256,7 +5257,7 @@ function goto_raid_militia() { states.militia_against_raid = { prompt() { - view.prompt = `You may deploy one Militia unit against the raid in ${space_name(game.raid.where)}.`; + view.prompt = `You may deploy one militia against the raid at ${space_name(game.raid.where)}.`; view.where = game.raid.where; if (game.count > 0) { let box = department_militia(game.raid.where); @@ -5305,10 +5306,10 @@ function goto_raid_events() { states.raid_blockhouses = { prompt() { if (player.hand.includes(BLOCKHOUSES)) { - view.prompt = `Raid in ${space_name(game.raid.where)}. You may play "Blockhouses".`; + view.prompt = `Raid at ${space_name(game.raid.where)}. You may play "Blockhouses".`; gen_action('play_event', BLOCKHOUSES); } else { - view.prompt = `Raid in ${space_name(game.raid.where)}. You don't have "Blockhouses".`; + view.prompt = `Raid at ${space_name(game.raid.where)}. You don't have "Blockhouses".`; } gen_action_pass(); }, @@ -5772,7 +5773,7 @@ states.winter_attrition = { view.prompt = "Winter Attrition \u2014 done."; gen_action_next(); } else { - view.prompt = "Winter Attrition."; + view.prompt = "Winter Attrition: Reduce drilled troops not in winter quarters."; } }, piece(p) { @@ -6001,7 +6002,7 @@ function goto_construct_stockades(card) { states.construct_stockades = { prompt() { - view.prompt = `Construct stockades \u2014 ${format_remain(game.count)}.`; + view.prompt = `Construct Stockades: ${format_remain(game.count)}.`; gen_action_next(); if (game.count > 0) { for (let s = first_space; s <= last_space; ++s) { @@ -6043,7 +6044,7 @@ function goto_construct_forts(card) { states.construct_forts = { prompt() { - view.prompt = `Construct forts \u2014 ${format_remain(game.count)}.`; + view.prompt = `Construct Forts: ${format_remain(game.count)}.`; gen_action_next(); if (game.count > 0) { for (let s = first_space; s <= last_space; ++s) { @@ -6109,7 +6110,7 @@ states.max_two_7_command_leaders_in_play = { if (!game.seven.includes(BRADDOCK)) gen_action_piece(BRADDOCK); if (!game.seven.includes(LOUDOUN)) gen_action_piece(LOUDOUN); } else { - view.prompt = `Remove one 7 command leader from play \u2014 done.`; + view.prompt = `Remove a 7 command leader from play \u2014 done.`; gen_action_next(); } }, @@ -6217,7 +6218,6 @@ function can_place_in_space(s) { function can_restore_unit(p) { if (is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p)) { - console.log("can_restore?", p); if (is_militia(p)) return true; // always in militia box if (is_drilled_troops(p)) @@ -6262,19 +6262,18 @@ events.provincial_regiments_dispersed_for_frontier_duty = { states.provincial_regiments_dispersed_for_frontier_duty = { prompt() { - view.prompt = `Eliminate ${game.frontier_duty.southern} southern and ${game.frontier_duty.northern} northern provincials.`; - let can_eliminate = false; + let done = true; for (let p = first_british_unit; p <= last_british_unit; ++p) { if ((game.frontier_duty.northern > 0 && is_northern_provincial(p)) || (game.frontier_duty.southern > 0 && is_southern_provincial(p))) { - can_eliminate = true; + done = false; gen_action_piece(p); } } - if (can_eliminate) { - view.prompt = `Eliminate ${game.frontier_duty.southern} southern and ${game.frontier_duty.northern} northern provincials.`; + if (done) { + view.prompt = `Provincial Regiments Dispersed \u2014 done.`; } else { - view.prompt = `Eliminate southern and northern provincials \u2014 done.`; + view.prompt = `Provincial Regiments Dispersed: Eliminate ${game.frontier_duty.southern} southern and ${game.frontier_duty.northern} northern provincials.`; gen_action_next(); } }, @@ -6365,14 +6364,14 @@ function find_friendly_unused_indian(s) { states.indian_alliance = { prompt() { - let can_place = false; + let done = true; for (let a of game.alliance) { if (game.count >= 1) { for (let p of indians.pieces_from_color[a]) { if (is_friendly_indian(p) && is_piece_unused(p)) { let s = indians.space_from_piece[p]; if (!has_enemy_allied_settlement(s) && can_place_in_space(s)) { - can_place = true; + done = false; gen_action_space(s); } } @@ -6381,17 +6380,17 @@ states.indian_alliance = { if (game.count >= 0.5) { for (let p of indians.pieces_from_color[a]) { if (is_friendly_indian(p) && can_restore_unit(p)) { - can_place = true; + done = false; gen_action_piece(p); } } } } - if (can_place) { - view.prompt = `Place indians at their settlements or restore to full (${game.count} left).`; - } else { - view.prompt = `Place indians at their settlements or restore to full \u2014 done.`; + if (done) { + view.prompt = `Indian Alliance \u2014 done.`; gen_action_next(); + } else { + view.prompt = `Indian Alliance: Place or restore ${game.alliance.join(" or ")} indians (${game.count} left).`; } }, space(s) { @@ -6447,7 +6446,6 @@ function can_place_or_restore_indians(first, last) { } function goto_restore_units(name, first, last) { -console.log("CHEKC RESTORE", name, first, last); if (can_restore_unit_range(first, last)) { game.state = 'restore_units'; game.restore = { name, first, last }; @@ -6509,10 +6507,10 @@ states.mohawks = { } } if (done) { - view.prompt = "Place all Mohawk units not on the map with Johnson \u2014 done."; + view.prompt = "Place all Mohawks not on the map with Johnson \u2014 done."; gen_action_next(); } else { - view.prompt = "Place all Mohawk units not on the map with Johnson."; + view.prompt = "Place all Mohawks not on the map with Johnson."; } }, space(s) { @@ -6553,10 +6551,10 @@ states.cherokees = { } } if (done) { - view.prompt = "Place all Cherokee units not on the map at a British fortification in the southern dept \u2014 done."; + view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept \u2014 done."; gen_action_next(); } else { - view.prompt = "Place all Cherokee units not on the map at a British fortification in the southern dept."; + view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept."; } }, space(s) { @@ -6605,7 +6603,7 @@ states.cherokee_uprising = { } } if (done) { - view.prompt = `Cherokee Uprising: done.`; + view.prompt = `Cherokee Uprising \u2014 done.`; gen_action_next(); } else { view.prompt = `Cherokee Uprising: Eliminate ${game.uprising.regular} regulars, ${game.uprising.southern} southern provincials, and all Cherokee.`; @@ -6687,9 +6685,9 @@ states.indians_desert = { } } if (can_desert) { - view.prompt = `Eliminate up to two unbesieged Indian units from any one space (${game.count} left).`; + view.prompt = `Indians Desert: Eliminate two indians from one space (${game.count} left).`; } else { - view.prompt = "Eliminate up to two unbesieged Indian units from any one space \u2014 done."; + view.prompt = "Indians Desert: Eliminate two indians from one space \u2014 done."; gen_action_next(); } }, @@ -6749,10 +6747,10 @@ states.governor_vaudreuil_interferes = { prompt() { if (game.count > 0) { if (game.swap) { - view.prompt = `Reverse location of ${piece_name(game.swap)} and another French leader.`; + view.prompt = `Governor Vaudreuil Interferes: Reverse location of ${piece_name(game.swap)} and another French leader.`; view.who = game.swap; } else { - view.prompt = "Reverse location of two French leaders."; + view.prompt = "Governor Vaudreuil Interferes: Reverse location of two French leaders."; } for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) { if (is_piece_unbesieged(p)) @@ -6801,7 +6799,7 @@ events.small_pox = { states.small_pox = { prompt() { - view.prompt = "Choose a space with more than 4 units."; + view.prompt = "Small Pox: Choose a space with more than 4 units."; for (let s = first_space; s <= last_space; ++s) if (count_enemy_units_in_space(s) > 4) gen_action_space(s); @@ -6817,32 +6815,36 @@ states.small_pox = { } log(`Must eliminate ${game.count} steps.`); clear_undo(); - game.state = 'reduce_from_small_pox'; + game.state = 'small_pox_eliminate_steps'; game.small_pox = s; set_active_enemy(); }, } -states.reduce_from_small_pox = { +states.small_pox_eliminate_steps = { prompt() { if (game.count > 0) { - view.prompt = `Small Pox in ${space_name(game.small_pox)} \u2014 eliminate ${game.count} steps.`; - let can_reduce = false; + let done = true; for_each_friendly_unit_in_space(game.small_pox, p => { if (!is_unit_reduced(p)) { - can_reduce = true; + done = false; gen_action_piece(p); } }); - if (!can_reduce) { + if (done) { for_each_friendly_unit_in_space(game.small_pox, p => { - if (is_unit_reduced(p)) + if (is_unit_reduced(p)) { + done = false; gen_action_piece(p); + } }); } - } else { - view.prompt = `Small Pox in ${space_name(game.small_pox)} \u2014 done.`; + } + if (done) { + view.prompt = `Small Pox at ${space_name(game.small_pox)} \u2014 done.`; gen_action_next(); + } else { + view.prompt = `Small Pox at ${space_name(game.small_pox)}: Eliminate ${game.count} steps.`; } }, piece(p) { @@ -6851,14 +6853,34 @@ states.reduce_from_small_pox = { reduce_unit(p, false); }, next() { + if (has_friendly_indians(game.small_pox)) { + clear_undo(); + game.state = 'small_pox_remove_indians'; + } else { + end_small_pox(); + } + }, +} + +states.small_pox_remove_indians = { + prompt() { + view.prompt = `Small Pox at ${space_name(game.small_pox)}: Remove all indians.`; for_each_friendly_unit_in_space(game.small_pox, p => { if (is_indian(p)) - eliminate_piece(p, false); + gen_action_piece(p); }); - delete game.small_pox; - set_active_enemy(); - end_action_phase(); }, + piece(p) { + eliminate_piece(p, false); + if (!has_friendly_indians(game.small_pox)) + end_small_pox(); + }, +} + +function end_small_pox() { + delete game.small_pox; + set_active_enemy(); + end_action_phase(); } events.courier_intercepted = { @@ -6923,7 +6945,7 @@ events.british_ministerial_crisis = { states.british_ministerial_crisis = { prompt() { if (game.count > 0) { - view.prompt = "British Ministerial Crisis \u2014 discard one of the listed cards."; + view.prompt = "British Ministerial Crisis: Discard a British Regulars, Highlanders, Light Infantry, Transports, or Victories card."; for (let i = 0; i < player.hand.length; ++i) { let c = player.hand[i]; if (british_ministerial_crisis_cards.includes(c)) @@ -7017,7 +7039,7 @@ events.stingy_provincial_assembly = { states.stingy_provincial_assembly_department = { prompt() { - view.prompt = "Stingy Provincial Assembly \u2014 choose a department."; + view.prompt = "Stingy Provincial Assembly: Choose a department."; gen_action('northern'); gen_action('southern'); }, @@ -7040,7 +7062,7 @@ function goto_stingy_provincial_assembly(dept) { states.stingy_provincial_assembly = { prompt() { if (game.count > 0) { - view.prompt = `Stingy Provincial Assembly \u2014 remove a ${game.department} provincial unit.`; + view.prompt = `Stingy Provincial Assembly: Remove a ${game.department} provincial unit.`; if (game.department === 'northern') { for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) if (is_piece_unbesieged(p)) @@ -7076,7 +7098,7 @@ events.british_colonial_politics = { if (game.active === FRANCE) { game.pa -= 1; log(`Provincial Assemblies reduced to ${pa_name()}.`); - goto_enforce_provincial_limits(); + goto_british_colonial_politics(); } else { game.pa += 1; log(`Provincial Assemblies increased to ${pa_name()}.`); @@ -7096,7 +7118,7 @@ function pa_name() { const southern_provincial_limit = [ 2, 4, 6 ]; const northern_provincial_limit = [ 6, 10, 18 ]; -function goto_enforce_provincial_limits() { +function goto_british_colonial_politics() { if (game.pa < ENTHUSIASTIC) { let num_s = count_southern_provincials(); let num_n = count_northern_provincials(); @@ -7105,26 +7127,25 @@ function goto_enforce_provincial_limits() { if (num_s > max_s || num_n > max_n) { clear_undo(); set_active_enemy(); - game.state = 'enforce_provincial_limits'; + game.state = 'british_colonial_politics'; return; } } end_action_phase(); } -states.enforce_provincial_limits = { +states.british_colonial_politics = { prompt() { let num_s = count_southern_provincials(); let num_n = count_northern_provincials(); let max_n = northern_provincial_limit[game.pa]; let max_s = southern_provincial_limit[game.pa]; - console.log("British Colonial Politics", num_s, max_s, num_n, max_n); - let can_remove = false; + let done = true; if (num_s > max_s) { for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) { if (is_piece_unbesieged(p)) { gen_action_piece(p); - can_remove = true; + done = false; } } } @@ -7132,15 +7153,15 @@ states.enforce_provincial_limits = { for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) { if (is_piece_unbesieged(p)) { gen_action_piece(p); - can_remove = true; + done = false; } } } - if (!can_remove) { - view.prompt = `Remove provincial units over limit \u2014 done.`; + if (done) { + view.prompt = `British Colonial Politics \u2014 done.`; gen_action_next(); } else { - view.prompt = `Remove provincial units over limit: ${num_s}/${max_s} southern, ${num_n}/${max_n} northern.`; + view.prompt = `British Colonial Politics: Remove provincials over limit \u2014 ${num_s}/${max_s} southern, ${num_n}/${max_n} northern.`; } }, piece(p) { @@ -7156,12 +7177,14 @@ states.enforce_provincial_limits = { function can_raise_southern_provincial_regiments() { let num = count_southern_provincials(); let max = southern_provincial_limit[game.pa]; + console.log("can_raise_sou", num, max); return num < max; } function can_raise_northern_provincial_regiments() { let num = count_northern_provincials(); let max = northern_provincial_limit[game.pa]; + console.log("can_raise_nor", num, max); return num < max; } @@ -7190,7 +7213,7 @@ events.raise_provincial_regiments = { states.raise_provincial_regiments_where = { prompt() { - view.prompt = "Raise or restore Provincial regiments in which department?"; + view.prompt = "Raise Provincial Regiments in which department?"; if (can_raise_northern_provincial_regiments() || can_restore_northern_provincial_regiments()) gen_action('northern'); if (can_raise_southern_provincial_regiments() || can_restore_southern_provincial_regiments()) @@ -7204,6 +7227,8 @@ states.raise_provincial_regiments_where = { game.count = clamp(max - num, 0, 4); game.department = 'northern'; game.did_raise = 0; + if (game.count === 0) + goto_restore_provincial_regiments(); }, southern() { push_undo(); @@ -7213,6 +7238,8 @@ states.raise_provincial_regiments_where = { game.count = clamp(max - num, 0, 2); game.department = 'southern'; game.did_raise = 0; + if (game.count === 0) + goto_restore_provincial_regiments(); }, } @@ -7248,26 +7275,18 @@ states.raise_provincial_regiments = { } } if (done) { - view.prompt = `Raise Provincial regiments in ${game.department} department \u2014 done.`; + view.prompt = `Raise Provincial Regiments \u2014 done.`; gen_action_next(); } else { if (game.did_raise) - view.prompt = `Raise Provincial regiments in ${game.department} department.`; + view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left).`; else - view.prompt = `Raise Provincial regiments in ${game.department} department or restore all to full.`; + view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left) or restore all to full.`; } }, restore() { push_undo(); - game.count = 0; - delete game.did_raise; - if (game.department === 'northern') { - delete game.department; - goto_restore_units("Northern Provincials", first_northern_provincial, last_northern_provincial); - } else { - delete game.department; - goto_restore_units("Southern Provincials", first_southern_provincial, last_southern_provincial); - } + goto_restore_provincial_regiments(); }, space(s) { push_undo(); @@ -7283,6 +7302,18 @@ states.raise_provincial_regiments = { } } +function goto_restore_provincial_regiments() { + game.count = 0; + delete game.did_raise; + if (game.department === 'northern') { + delete game.department; + goto_restore_units("Northern Provincials", first_northern_provincial, last_northern_provincial); + } else { + delete game.department; + goto_restore_units("Southern Provincials", first_southern_provincial, last_southern_provincial); + } +} + function is_card_removed(card) { return game.removed.includes(card); } @@ -7316,7 +7347,6 @@ events.bastions_repaired = { can_play() { let result = false; for_each_siege((space, level) => { - console.log("for_each_siege", space, level); if (level > 0 && is_friendly_siege(space)) result = true; }); @@ -7331,13 +7361,13 @@ events.bastions_repaired = { states.bastions_repaired = { prompt() { if (game.count > 0) { - view.prompt = "Replace a siege 1 or siege 2 marker on the map with siege 0."; + view.prompt = "Bastions Repaired: Replace a siege 1 or siege 2 marker on the map with siege 0."; for_each_siege((space, level) => { if (level > 0 && is_friendly_siege(space)) gen_action_space(space); }); } else { - view.prompt = "Replace a siege 1 or siege 2 marker on the map with siege 0 - done."; + view.prompt = "Bastions Repaired \u2014 done."; gen_action_next(); } }, @@ -7374,22 +7404,22 @@ events.colonial_recruits = { states.colonial_recruits = { prompt() { - let can_restore = false; + let done = true; if (game.count > 0) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_colonial_recruit(p)) { if (can_restore_unit(p)) { - can_restore = true; + done = false; gen_action_piece(p); } } } } - if (can_restore) { - view.prompt = `Restore ${game.count} reduced colonial recruits.`; - } else { - view.prompt = `Restore colonial recruits \u2014 done.`; + if (done) { + view.prompt = `Colonial Recruits \u2014 done.`; gen_action_next(); + } else { + view.prompt = `Colonial Recruits: Restore ${game.count} reduced colonial recruits.`; } }, piece(p) { @@ -7449,22 +7479,22 @@ events.victories_in_germany_release_troops_and_finances_for_new_world = { states.restore_regular_or_light_infantry_units = { prompt() { - let can_restore = false; + let done = true; if (game.count > 0) { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_regular(p) || is_light_infantry(p)) { if (can_restore_unit(p)) { - can_restore = true; + done = false; gen_action_piece(p); } } } } - if (can_restore) { - view.prompt = `Restore ${game.count} reduced regular or light infantry.`; - } else { + if (done) { view.prompt = `Restore reduced regular or light infantry \u2014 done.`; gen_action_next(); + } else { + view.prompt = `Restore ${game.count} reduced regular or light infantry.`; } }, piece(p) { @@ -7486,18 +7516,17 @@ events.call_out_militias = { states.call_out_militias = { prompt() { - view.prompt = `Place a Militia unit into a militia box, or restore 2 to full strength.`; - let can_place = false; + let done = true; if (game.count === 2) { if (game.active === BRITAIN) { if (find_unused_friendly_militia()) { - can_place = true; + done = false; gen_action_space(SOUTHERN_COLONIAL_MILITIAS); gen_action_space(NORTHERN_COLONIAL_MILITIAS); } } else { if (find_unused_friendly_militia()) { - can_place = true; + done = false; gen_action_space(ST_LAWRENCE_CANADIAN_MILITIAS); } } @@ -7506,21 +7535,28 @@ states.call_out_militias = { if (game.active === BRITAIN) { for (let p = first_british_militia; p <= last_british_militia; ++p) { if (is_piece_on_map(p) && is_unit_reduced(p)) { - can_place = true; + done = false; gen_action_piece(p); } } } else { for (let p = first_french_militia; p <= last_french_militia; ++p) { if (is_piece_on_map(p) && is_unit_reduced(p)) { - can_place = true; + done = false; gen_action_piece(p); } } } } - if (game.count === 0 || !can_place) + if (done) { + view.prompt = `Call Out Militias \u2014 done.`; gen_action_next(); + } else { + if (game.count < 2) + view.prompt = `Call Out Militias: Restore another militia to full strength.`; + else + view.prompt = `Call Out Militias: Place one militia into a militia box, or restore 2 to full strength.`; + } }, space(s) { push_undo(); @@ -7547,13 +7583,12 @@ events.rangers = { states.rangers = { prompt() { - view.prompt = `Place a Rangers unit at a fortification, or restore 2 to full strength.`; - let can_place = false; + let done = true; if (game.count === 2) { if (find_unused_ranger()) { for (let s = first_space; s <= last_space; ++s) { if (has_unbesieged_friendly_fortifications(s)) { - can_place = true; + done = false; gen_action_space(s); } @@ -7564,14 +7599,21 @@ states.rangers = { for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) { if (is_ranger(p)) { if (can_restore_unit(p)) { - can_place = true; + done = false; gen_action_piece(p); } } } } - if (game.count === 0 || !can_place) + if (done) { + view.prompt = `Rangers \u2014 done.`; gen_action_next(); + } else { + if (game.count < 2) + view.prompt = `Rangers: Restore another ranger to full strength.`; + else + view.prompt = `Rangers: Place a ranger at a fortification, or restore 2 to full strength.`; + } }, space(s) { push_undo(); @@ -7623,13 +7665,13 @@ states.french_regulars = { prompt() { if (game.leader.length > 0) { let p = game.leader[0]; - view.prompt = `Place ${piece_name(p)} at either Québec or Louisbourg.`; + view.prompt = `French Regulars: Place ${piece_name(p)} at either Québec or Louisbourg.`; view.who = p; } else { if (game.count > 0) - view.prompt = `Place ${game.count} Regulars at either Québec or Louisbourg.`; + view.prompt = `French Regulars: Place ${game.count} regulars at either Québec or Louisbourg.`; else - view.prompt = `Place Regulars at either Québec or Louisbourg \u2014 done.`; + view.prompt = `French Regulars \u2014 done.`; } if (game.count > 0) { if (!has_british_units(QUEBEC)) @@ -7674,13 +7716,13 @@ events.light_infantry = { states.light_infantry = { prompt() { if (game.leader) { - view.prompt = `Place ${piece_name(game.leader)} at any fortress.`; + view.prompt = `Light Infantry: Place ${piece_name(game.leader)} at any fortress.`; view.who = game.leader; } else { if (game.count > 0) - view.prompt = `Place ${game.count} Light Infantry at any fortresses.`; + view.prompt = `Light Infantry: Place ${game.count} light infantry at any fortresses.`; else - view.prompt = `Place Light Infantry at any fortresses \u2014 done.`; + view.prompt = `Light Infantry \u2014 done.`; } if (game.count > 0) { for (let s = first_space; s <= last_space; ++s) { @@ -7733,13 +7775,13 @@ events.british_regulars = { states.british_regulars = { prompt() { if (game.leader) { - view.prompt = `Place ${piece_name(game.leader)} at any port.`; + view.prompt = `British Regulars: Place ${piece_name(game.leader)} at any port.`; view.who = game.leader; } else { if (game.count > 0) - view.prompt = `Place ${game.count} Regulars at any ports.`; + view.prompt = `British Regulars: Place ${game.count} regulars at any ports.`; else - view.prompt = `Place Regulars at any ports \u2014 done.`; + view.prompt = `British Regulars \u2014 done.`; } if (game.count > 0) { for_each_british_controlled_port_and_amphib(s => { @@ -7802,13 +7844,13 @@ states.highlanders = { prompt() { if (game.leader.length > 0) { let p = game.leader[0]; - view.prompt = `Place ${piece_name(p)} at any port.`; + view.prompt = `Highlanders: Place ${piece_name(p)} at any port.`; view.who = p; } else { if (game.count > 0) - view.prompt = `Place ${game.count} Highlanders at any ports.`; + view.prompt = `Highlanders: Place ${game.count} highlanders at any ports.`; else - view.prompt = `Place Highlanders at any ports \u2014 done.`; + view.prompt = `Highlanders \u2014 done.`; } if (game.count > 0) { for_each_british_controlled_port_and_amphib(s => { @@ -7856,13 +7898,13 @@ states.royal_americans = { prompt() { if (game.leader) { let p = game.leader; - view.prompt = `Place ${piece_name(p)} at any fortress in the departments.`; + view.prompt = `Royal Americans: Place ${piece_name(p)} at any fortress in the departments.`; view.who = p; } else { if (game.count > 0) - view.prompt = `Place ${game.count} Royal American units at any fortress in the departments.`; + view.prompt = `Royal Americans: Place ${game.count} royal americans at any fortress in the departments.`; else - view.prompt = `Place Royal American units at any fortress in the departments \u2014 done.`; + view.prompt = `Royal Americans \u2014 done.`; } if (game.count > 0) { for (let s = first_northern_department; s <= last_northern_department; ++s) @@ -8001,14 +8043,14 @@ events.william_pitt = { states.william_pitt = { prompt() { if (game.count > 0) { - view.prompt = "Draw Highlanders, British Regulars, Light Infantry or Troop Transports from Discard."; + view.prompt = "William Pitt: Draw Highlanders, British Regulars, Light Infantry or Troop Transports from Discard."; view.hand = game.discard; for (let c of game.discard) { if (william_pitt_cards.includes(cards[c].event)) gen_action('card', c); } } else { - view.prompt = "Draw Highlanders, British Regulars, Light Infantry or Troop Transports from Discard - done."; + view.prompt = "William Pitt \u2014 done."; } gen_action_next(); }, @@ -8043,14 +8085,14 @@ events.diplomatic_revolution = { states.diplomatic_revolution = { prompt() { if (game.count > 0) { - view.prompt = "Draw French Regulars or Troop Transports from Discard."; + view.prompt = "Diplomatic Revolution: Draw French Regulars or Troop Transports from Discard."; view.hand = view.discard; for (let c of view.discard) { if (diplomatic_revolution_cards.includes(cards[c].event)) gen_action('card', c); } } else { - view.prompt = "Draw French Regulars or Troop Transports from Discard - done."; + view.prompt = "Diplomatic Revolution \u2014 done."; } gen_action_next(); }, @@ -8077,7 +8119,7 @@ events.intrigues_against_shirley = { states.intrigues_against_shirley = { prompt() { - view.prompt = "Eliminate Shirley."; + view.prompt = "Intrigues Against Shirley: Eliminate Shirley."; gen_action_piece(SHIRLEY); }, piece() { |