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-rw-r--r--play.js14
-rw-r--r--rules.js67
2 files changed, 39 insertions, 42 deletions
diff --git a/play.js b/play.js
index 6fc6fd7..db0d5ce 100644
--- a/play.js
+++ b/play.js
@@ -1548,6 +1548,17 @@ function update_map() {
action_button("exchange", "Exchange")
action_button("stop", "Stop")
+ // confirm "dummy" actions
+ confirm_action_button("confirm_end_activations", "End activations",
+ "SKIP the remaining individual ACTIVATIONS?"
+ )
+ confirm_action_button("confirm_activate", "Activate",
+ "ACTIVATE leader to MOVE ALONE?"
+ )
+ confirm_action_button("confirm_end_move", "End move",
+ "END MOVE without MOVING?"
+ )
+
confirm_action_button("pass_bh_season", "Pass season",
"PASS on playing \"Blockhouses\" for the rest of this SEASON?"
)
@@ -1563,8 +1574,11 @@ function update_map() {
action_button("pass", "Pass")
action_button("next", "Next")
+
+ action_button("end_activations", "End activations")
action_button("end_construction", "End construction")
action_button("end_move", "End move")
+
action_button("undo", "Undo")
}
diff --git a/rules.js b/rules.js
index 8ed37cb..515aafc 100644
--- a/rules.js
+++ b/rules.js
@@ -2381,7 +2381,10 @@ events.campaign = {
states.activate_individually = {
prompt() {
view.prompt = `Activate units and/or leaders individually${format_remain(game.count)}.`
- view.actions.next = 1
+ if (game.count > 0)
+ view.actions.confirm_end_activations = 1
+ else
+ 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) && !game.activation.includes(p)) {
@@ -2419,7 +2422,10 @@ states.activate_individually = {
else
game.count -= 1.0
},
- next() {
+ confirm_end_activations() {
+ this.end_activations()
+ },
+ end_activations() {
push_undo()
goto_pick_first_move()
},
@@ -2640,7 +2646,10 @@ states.designate_force = {
case 'campaign_2':
case 'move':
// Campaign and normal activations can activate leaders without forces.
- view.actions.activate = 1
+ if (count_units_in_force(game.force.commander) > 0)
+ view.actions.activate = 1
+ else
+ view.actions.confirm_activate = 1
break
case 'intercept':
// Must be a force to proceed (leader + at least one unit)
@@ -2700,10 +2709,10 @@ states.designate_force = {
activate() {
push_undo()
- if (game.force.reason === 'move' && count_units_in_force(game.force.commander) === 0)
- game.state = 'confirm_designate_force'
- else
- end_designate_force()
+ end_designate_force()
+ },
+ confirm_activate() {
+ this.activate()
},
intercept() {
attempt_intercept()
@@ -2713,20 +2722,6 @@ states.designate_force = {
},
}
-states.confirm_designate_force = {
- inactive() {
- inactive_prompt("designate force " + designate_force_reason_prompt[game.force.reason], game.force.commander, 0)
- },
- prompt() {
- view.prompt = `You have not picked up any units \u2014 are you sure you want to continue?`
- view.who = game.force.commander
- view.actions.next = 1
- },
- next() {
- end_designate_force()
- }
-}
-
function end_designate_force() {
let commander = game.force.commander
let reason = game.force.reason
@@ -3403,7 +3398,10 @@ states.move = {
else if (game.move.used === 9)
view.actions.end_move = 1
} else {
- view.actions.end_move = 1
+ if (game.move.used > 0)
+ view.actions.end_move = 1
+ else
+ view.actions.confirm_end_move = 1
}
if (game.move.used < max_movement_cost(game.move.type)) {
@@ -3469,12 +3467,11 @@ states.move = {
goto_designate_inside()
},
end_move() {
- if (game.move.used > 0) {
- end_move()
- } else {
- push_undo()
- game.state = 'confirm_end_move'
- }
+ clear_undo()
+ end_move()
+ },
+ confirm_end_move() {
+ this.end_move()
},
}
@@ -3530,20 +3527,6 @@ states.drop_off = {
},
}
-states.confirm_end_move = {
- inactive() {
- inactive_prompt("move", moving_piece(), 0)
- },
- prompt() {
- view.prompt = `You have not moved yet \u2014 are you sure you want to pass?`
- view.who = moving_piece()
- view.actions.end_move = 1
- },
- end_move() {
- end_move()
- }
-}
-
function goto_retroactive_foul_weather() {
if (game.options.retroactive && game.retro_foul_weather) {
// console.log("RETRO REWIND")