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-rw-r--r--play.js1
-rw-r--r--rules.js208
2 files changed, 99 insertions, 110 deletions
diff --git a/play.js b/play.js
index 3973ce6..6fc6fd7 100644
--- a/play.js
+++ b/play.js
@@ -1542,6 +1542,7 @@ function update_map() {
action_button("eliminate", "Eliminate")
action_button("pick_up_all", "Pick up all")
action_button("drop_off", "Drop off")
+ action_button("activate", "Activate")
action_button("intercept", "Intercept")
action_button("avoid", "Avoid battle")
action_button("exchange", "Exchange")
diff --git a/rules.js b/rules.js
index b34a338..5862025 100644
--- a/rules.js
+++ b/rules.js
@@ -2311,7 +2311,7 @@ states.action_phase = {
for (let i = 0; i < player.hand.length; ++i)
gen_card_menu(player.hand[i])
if (player.hand.length === 1 && !player.held)
- gen_action_pass()
+ view.actions.pass = 1
},
play_event(card) {
push_undo()
@@ -2381,7 +2381,7 @@ events.campaign = {
states.activate_individually = {
prompt() {
view.prompt = `Activate units and/or leaders individually${format_remain(game.count)}.`
- gen_action_next()
+ view.actions.next = 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)) {
@@ -2633,24 +2633,24 @@ states.designate_force = {
})
if (can_pick_up)
- gen_action('pick_up_all')
+ view.actions.pick_up_all = 1
switch (game.force.reason) {
case 'campaign_1':
case 'campaign_2':
case 'move':
// Campaign and normal activations can activate leaders without forces.
- gen_action_next()
+ view.actions.activate = 1
break
case 'intercept':
// Must be a force to proceed (leader + at least one unit)
if (count_units_in_force(commander) > 0)
- gen_action('intercept')
+ view.actions.intercept = 1
break
case 'avoid':
// Must be a force to proceed (leader + at least one unit)
if (count_units_in_force(commander) > 0)
- gen_action('avoid')
+ view.actions.avoid = 1
break
}
},
@@ -2697,7 +2697,7 @@ states.designate_force = {
move_piece_to(p, leader_box(commander))
},
- next() {
+ activate() {
push_undo()
if (game.force.reason === 'move' && count_units_in_force(game.force.commander) === 0)
game.state = 'confirm_designate_force'
@@ -2719,7 +2719,7 @@ states.confirm_designate_force = {
prompt() {
view.prompt = `You have not picked up any units \u2014 are you sure you want to continue?`
view.who = game.force.commander
- gen_action('next')
+ view.actions.next = 1
},
next() {
end_designate_force()
@@ -2793,7 +2793,7 @@ states.designate_force_lone_ax = {
})
if (n === 1)
- gen_action('intercept')
+ view.actions.intercept = 1
},
piece(p) {
@@ -2882,12 +2882,12 @@ states.siege_or_move = {
} else {
view.prompt = `You may assault at ${space_name(where)} or move.`
}
- gen_action('assault')
+ view.actions.assault = 1
} else {
view.prompt = `You may siege at ${space_name(where)} or move.`
- gen_action('siege')
+ view.actions.siege = 1
}
- gen_action('move')
+ view.actions.move = 1
},
siege() {
push_undo()
@@ -3361,9 +3361,9 @@ states.move = {
if (game.move.used === 0) {
if (game.events.foul_weather && can_moving_force_siege_or_assault()) {
if (is_assault_possible(from))
- gen_action('assault')
+ view.actions.assault = 1
else
- gen_action('siege')
+ view.actions.siege = 1
}
if (game.active === BRITAIN && player.hand.includes(GEORGE_CROGHAN)) {
if (force_has_drilled_troops(who))
@@ -3372,7 +3372,7 @@ states.move = {
if (piece_can_naval_move_from(who, from)) {
if (game.move.type !== 'naval') {
- gen_action('naval_move')
+ view.actions.naval_move = 1
} else {
if (!game.events.no_amphib) {
if (game.active === BRITAIN && has_amphibious_arrow(from)) {
@@ -3393,11 +3393,11 @@ states.move = {
if (game.move.infiltrated) {
if (!has_unbesieged_enemy_fort_or_fortress(from))
- gen_action('stop')
+ view.actions.stop = 1
else if (game.move.used === 9)
- gen_action('end_move')
+ view.actions.end_move = 1
} else {
- gen_action('end_move')
+ view.actions.end_move = 1
}
if (game.move.used < max_movement_cost(game.move.type)) {
@@ -3409,7 +3409,7 @@ states.move = {
if (game.move.used < 9 && !game.move.infiltrated) {
if (is_leader(who) && count_pieces_in_force(who) > 1)
- gen_action('drop_off')
+ view.actions.drop_off = 1
}
},
play_event(card) {
@@ -3485,7 +3485,7 @@ states.drop_off = {
view.who = who
view.where = where
- gen_action_next()
+ view.actions.next = 1
for_each_leader_in_force(who, p => {
if (p !== who && can_drop_off_leader(who, p))
@@ -3517,7 +3517,7 @@ states.confirm_end_move = {
prompt() {
view.prompt = `You have not moved yet \u2014 are you sure you want to pass?`
view.who = moving_piece()
- gen_action('end_move')
+ view.actions.end_move = 1
},
end_move() {
end_move()
@@ -3553,10 +3553,10 @@ states.foul_weather = {
} else {
view.prompt = `${piece_name_and_place(p)} is about to move. You don't have "Foul Weather".`
}
- gen_action('pass_fw_season')
+ view.actions.pass_fw_season = 1
if (game.activation && game.activation.length > 0)
- gen_action('pass_fw_action')
- gen_action_pass()
+ view.actions.pass_fw_action = 1
+ view.actions.pass = 1
},
play_event(c) {
if (game.options.retroactive) {
@@ -3613,7 +3613,7 @@ states.lake_schooner = {
} else {
view.prompt = `${piece_name(who)} is about to move from ${space_name(from)} to ${space_name(to)}. You don't have "Lake Schooner".`
}
- gen_action_pass()
+ view.actions.pass = 1
},
play_event(c) {
play_card(c)
@@ -3892,10 +3892,10 @@ states.intercept_who = {
if (game.move.intercepting) {
view.prompt = `Intercept into ${space_name(where)} with ${piece_name(game.move.intercepting)}.`
view.who = game.move.intercepting
- gen_action('intercept')
+ view.actions.intercept = 1
} else {
view.prompt = "You may select a force or unit to intercept into " + space_name(where) + "."
- gen_action_pass()
+ view.actions.pass = 1
gen_intercept()
}
},
@@ -3999,7 +3999,7 @@ states.designate_inside = {
let where = moving_piece_space()
view.prompt = "You may withdraw leaders and units into the fortification."
view.where = where
- gen_action_next()
+ view.actions.next = 1
let n = count_friendly_units_inside(where)
for_each_friendly_piece_in_space(where, p => {
if (is_piece_unbesieged(p) && !did_piece_intercept(p)) {
@@ -4061,10 +4061,10 @@ states.avoid_who = {
if (game.move.avoiding) {
view.prompt = `Avoid battle from ${space_name(from)} with ${piece_name(game.move.avoiding)}.`
view.who = game.move.avoiding
- gen_action('avoid')
+ view.actions.avoid = 1
} else {
view.prompt = "You may select a force or unit to avoid battle from " + space_name(from) + "."
- gen_action_pass()
+ view.actions.pass = 1
for_each_friendly_piece_in_space(from, p => {
if (!did_piece_intercept(p) && is_piece_unbesieged(p))
gen_action_piece(p)
@@ -4432,7 +4432,7 @@ states.militia_in_battle = {
if (piece_node(p) === box)
gen_action_piece(p)
}
- gen_action_next()
+ view.actions.next = 1
},
piece(p) {
push_undo()
@@ -4492,8 +4492,8 @@ states.sortie = {
}
}
if (!done)
- gen_action('pick_up_all')
- gen_action_next()
+ view.actions.pick_up_all = 1
+ view.actions.next = 1
},
piece(p) {
push_undo()
@@ -4688,7 +4688,7 @@ states.attacker_events = {
view.prompt += " You don't have " + dont_have.join(" or ") + "."
if (have.length === 0 && dont_have.length === 0)
view.prompt += " You have no more response events."
- gen_action_next()
+ view.actions.next = 1
},
play_event(c) {
push_undo()
@@ -4768,7 +4768,7 @@ states.defender_events = {
view.prompt += " You don't have " + dont_have.join(" or ") + "."
if (have.length === 0 && dont_have.length === 0)
view.prompt += " You have no more response events."
- gen_action_next()
+ view.actions.next = 1
},
play_event(c) {
push_undo()
@@ -5090,7 +5090,7 @@ states.step_losses = {
}
if (done) {
view.prompt = `Apply step losses \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
if (game.battle.dt_loss > 0)
view.prompt = `Apply step losses (${game.battle.step_loss} left, ${game.battle.dt_loss} from drilled troops).`
@@ -5153,7 +5153,7 @@ states.raid_step_losses = {
}
}
if (!can_reduce)
- gen_action_next()
+ view.actions.next = 1
},
piece(p) {
push_undo()
@@ -5621,11 +5621,11 @@ states.retreat_defender = {
})
if (!can_retreat) {
view.prompt += " done."
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt += " select piece to retreat."
if (can_all_defenders_retreat_from(from))
- gen_action('pick_up_all')
+ view.actions.pick_up_all = 1
}
},
piece(piece) {
@@ -5794,7 +5794,7 @@ states.retreat_lone_leader = {
}
})
if (!can_retreat)
- gen_action('eliminate')
+ view.actions.eliminate = 1
},
eliminate() {
let from = game.retreat.from
@@ -5902,7 +5902,7 @@ states.siege_coehorns_attacker = {
} else {
view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`
}
- gen_action_pass()
+ view.actions.pass = 1
},
play_event(c) {
play_card(c)
@@ -5933,7 +5933,7 @@ states.siege_coehorns_defender = {
} else {
view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`
}
- gen_action_pass()
+ view.actions.pass = 1
},
play_event(c) {
play_card(c)
@@ -5968,7 +5968,7 @@ states.siege_surrender = {
} else {
view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Surrender!"`
}
- gen_action_pass()
+ view.actions.pass = 1
},
play_event(c) {
play_card(c)
@@ -6020,7 +6020,7 @@ states.surrender = {
for (let i=0; i < game.surrender.length; ++i)
gen_action_space(game.surrender[i])
if (game.surrender.length === 0)
- gen_action('eliminate')
+ view.actions.eliminate = 1
},
space(s) {
for (let p = first_friendly_piece; p <= last_friendly_piece; ++p)
@@ -6101,8 +6101,8 @@ states.assault_possible = {
prompt() {
view.prompt = `You may assault at ${space_name(game.assault_possible)}.`
gen_action_space(game.assault_possible)
- gen_action('assault')
- gen_action('pass')
+ view.actions.assault = 1
+ view.actions.pass = 1
},
space() {
let where = game.assault_possible
@@ -6190,7 +6190,7 @@ states.militia_against_raid = {
gen_action_piece(p)
}
}
- gen_action_next()
+ view.actions.next = 1
},
piece(p) {
push_undo()
@@ -6232,8 +6232,8 @@ states.raid_blockhouses = {
} else {
view.prompt = `Raid at ${space_name(game.raid.where)}. You don't have "Blockhouses".`
}
- gen_action('pass_bh_season')
- gen_action_pass()
+ view.actions.pass_bh_season = 1
+ view.actions.pass = 1
},
play_event(c) {
play_card(c)
@@ -6417,7 +6417,7 @@ states.raiders_go_home = {
}
if (done) {
view.prompt = `Raiders go home from ${space_name(from)} \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Raiders go home from ${space_name(from)}.`
}
@@ -6460,7 +6460,7 @@ states.indians_and_leaders_go_home = {
}
if (done) {
view.prompt = "Indians and leaders go home \u2014 done."
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = "Indians and leaders go home."
}
@@ -6521,7 +6521,7 @@ states.go_home_to = {
}
if (!can_go_home || is_cherokee(who))
- gen_action('eliminate')
+ view.actions.eliminate = 1
},
space(to) {
let who = game.go_home.who
@@ -6601,7 +6601,7 @@ states.go_home_with_indians = {
}
if (game.count === 0)
- gen_action_next()
+ view.actions.next = 1
},
piece(p) {
push_undo()
@@ -6740,7 +6740,7 @@ states.winter_attrition = {
}
if (done) {
view.prompt = "Winter Attrition \u2014 done."
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = "Winter Attrition: Reduce drilled troops not in winter quarters."
}
@@ -6865,19 +6865,19 @@ states.game_over = {
function gen_action_demolish() {
for (let s of player.forts) {
if (is_space_unbesieged(s)) {
- gen_action('demolish_fort')
+ view.actions.demolish_fort = 1
break
}
}
if (player.forts_uc.length > 0) {
- gen_action('demolish_fort')
+ view.actions.demolish_fort = 1
}
if (player.stockades.length > 0) {
- gen_action('demolish_stockade')
+ view.actions.demolish_stockade = 1
}
for (let s of game.fieldworks) {
if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s)) {
- gen_action('demolish_fieldworks')
+ view.actions.demolish_fieldworks = 1
break
}
}
@@ -7112,7 +7112,7 @@ states.max_two_7_command_leaders_in_play = {
if (!game.seven.includes(LOUDOUN)) gen_action_piece(LOUDOUN)
} else {
view.prompt = `Remove a 7 command leader from play \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
}
},
piece(p) {
@@ -7170,7 +7170,7 @@ states.massacre_1 = {
} else {
view.prompt = `You don't have "Massacre!"`
}
- gen_action_pass()
+ view.actions.pass = 1
},
play_event(c) {
play_card(c)
@@ -7199,7 +7199,7 @@ states.massacre_2 = {
}
if (done) {
view.prompt = `Massacre! Eliminate all indians in ${space_name(s)} \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Massacre! Eliminate all indians in ${space_name(s)}.`
}
@@ -7277,7 +7277,7 @@ states.provincial_regiments_dispersed_for_frontier_duty = {
}
if (done) {
view.prompt = `Provincial Regiments Dispersed \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Provincial Regiments Dispersed: Eliminate ${game.frontier_duty.southern} southern and ${game.frontier_duty.northern} northern provincials.`
}
@@ -7405,7 +7405,7 @@ states.indian_alliance = {
}
if (done) {
view.prompt = `Indian Alliance \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Indian Alliance: Place or restore ${game.alliance.join(" or ")} indians (${game.count} left).`
}
@@ -7480,7 +7480,7 @@ states.restore_units = {
}
if (done) {
view.prompt = `Restore all ${game.restore.name} \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Restore all ${game.restore.name}.`
}
@@ -7523,7 +7523,7 @@ states.mohawks = {
}
if (done) {
view.prompt = "Place all Mohawks not on the map with Johnson \u2014 done."
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = "Place all Mohawks not on the map with Johnson."
}
@@ -7567,7 +7567,7 @@ states.cherokees = {
}
if (done) {
view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept \u2014 done."
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept."
}
@@ -7618,7 +7618,7 @@ states.cherokee_uprising = {
}
if (done) {
view.prompt = `Cherokee Uprising \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Cherokee Uprising: Eliminate ${game.uprising.regular} regulars, ${game.uprising.southern} southern provincials, and all Cherokee.`
}
@@ -7662,7 +7662,7 @@ states.treaty_of_easton = {
}
if (done) {
view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians \u2014 done."
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians."
}
@@ -7701,7 +7701,7 @@ states.indians_desert = {
view.prompt = `Indians Desert: Eliminate two indians from one space (${game.count} left).`
} else {
view.prompt = "Indians Desert: Eliminate two indians from one space \u2014 done."
- gen_action_next()
+ view.actions.next = 1
}
},
piece(p) {
@@ -7781,7 +7781,7 @@ states.governor_vaudreuil_interferes = {
}
} else {
view.prompt = "Governor Vaudreuil Interferes \u2014 done."
- gen_action_next()
+ view.actions.next = 1
}
},
piece(p) {
@@ -7872,7 +7872,7 @@ states.small_pox_eliminate_steps = {
}
if (done) {
view.prompt = `Small Pox at ${space_name(game.small_pox)} \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Small Pox at ${space_name(game.small_pox)}: Eliminate steps \u2014 ${game.count} left.`
}
@@ -8035,11 +8035,11 @@ states.british_ministerial_crisis = {
for (let i = 0; i < player.hand.length; ++i) {
let c = player.hand[i]
if (set_has(british_ministerial_crisis_cards, c))
- gen_action_discard(c)
+ gen_action('card', c)
}
} else {
view.prompt = "British Ministerial Crisis \u2014 done."
- gen_action_next()
+ view.actions.next = 1
}
},
card(c) {
@@ -8124,8 +8124,8 @@ events.stingy_provincial_assembly = {
states.stingy_provincial_assembly_department = {
prompt() {
view.prompt = "Stingy Provincial Assembly: Choose a department."
- gen_action('northern')
- gen_action('southern')
+ view.actions.northern = 1
+ view.actions.southern = 1
},
northern() {
goto_stingy_provincial_assembly('northern')
@@ -8157,7 +8157,7 @@ states.stingy_provincial_assembly = {
}
} else {
view.prompt = `Stingy Provincial Assembly \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
}
},
piece(p) {
@@ -8279,7 +8279,7 @@ states.british_colonial_politics = {
}
if (done) {
view.prompt = `British Colonial Politics \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `British Colonial Politics: Remove provincials over limit \u2014 ${num_s}/${max_s} southern, ${num_n}/${max_n} northern.`
}
@@ -8325,9 +8325,9 @@ states.raise_provincial_regiments_where = {
prompt() {
view.prompt = "Raise Provincial Regiments in which department?"
if (can_raise_northern_provincial_regiments() || can_restore_northern_provincial_regiments())
- gen_action('northern')
+ view.actions.northern = 1
if (can_raise_southern_provincial_regiments() || can_restore_southern_provincial_regiments())
- gen_action('southern')
+ view.actions.southern = 1
},
northern() {
push_undo()
@@ -8359,11 +8359,11 @@ states.raise_provincial_regiments = {
if (!game.did_raise) {
if (game.department === 'northern' && can_restore_northern_provincial_regiments()) {
done = false
- gen_action('restore')
+ view.actions.restore = 1
}
if (game.department === 'southern' && can_restore_southern_provincial_regiments()) {
done = false
- gen_action('restore')
+ view.actions.restore = 1
}
}
if (game.count > 0) {
@@ -8386,7 +8386,7 @@ states.raise_provincial_regiments = {
}
if (done) {
view.prompt = `Raise Provincial Regiments \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
if (game.did_raise)
view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left).`
@@ -8478,7 +8478,7 @@ states.bastions_repaired = {
})
} else {
view.prompt = "Bastions Repaired \u2014 done."
- gen_action_next()
+ view.actions.next = 1
}
},
space(s) {
@@ -8536,7 +8536,7 @@ states.colonial_recruits = {
}
if (done) {
view.prompt = `Colonial Recruits \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Colonial Recruits: Restore ${game.count} reduced colonial recruits.`
}
@@ -8621,7 +8621,7 @@ states.restore_regular_or_light_infantry_units = {
}
if (done) {
view.prompt = `Restore reduced regular or light infantry \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = `Restore ${game.count} reduced regular or light infantry.`
}
@@ -8691,7 +8691,7 @@ states.call_out_militias = {
}
if (done) {
view.prompt = `Call Out Militias \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
if (game.count < 2)
view.prompt = `Call Out Militias: Restore another militia to full strength.`
@@ -8747,7 +8747,7 @@ states.rangers = {
}
if (done) {
view.prompt = `Rangers \u2014 done.`
- gen_action_next()
+ view.actions.next = 1
} else {
if (game.count < 2)
view.prompt = `Rangers: Restore another ranger to full strength.`
@@ -8814,7 +8814,7 @@ states.french_regulars = {
if (!has_british_units(LOUISBOURG) && !has_amphib(LOUISBOURG))
gen_action_space(LOUISBOURG)
} else {
- gen_action_next()
+ view.actions.next = 1
}
},
space(s) {
@@ -8879,7 +8879,7 @@ states.light_infantry = {
}
}
if (game.count === 0)
- gen_action_next()
+ view.actions.next = 1
},
space(s) {
push_undo()
@@ -8955,7 +8955,7 @@ states.british_regulars = {
gen_action_space(s)
})
} else {
- gen_action_next()
+ view.actions.next = 1
}
},
space(s) {
@@ -9050,7 +9050,7 @@ states.highlanders = {
gen_action_space(s)
})
} else {
- gen_action_next()
+ view.actions.next = 1
}
},
space(s) {
@@ -9123,7 +9123,7 @@ states.royal_americans = {
if (has_unbesieged_friendly_fortress(s))
gen_action_space(s)
} else {
- gen_action_next()
+ view.actions.next = 1
}
},
space(s) {
@@ -9185,7 +9185,7 @@ states.acadians_expelled_place_coureurs = {
if (!louisbourg)
gen_action_space(LOUISBOURG)
if (quebec && louisbourg)
- gen_action_pass()
+ view.actions.pass = 1
},
space(s) {
push_undo()
@@ -9219,7 +9219,7 @@ states.acadians_expelled_restore_coureurs_and_militia = {
}
if (done) {
view.prompt = "Acadians Expelled: Restore all Coureurs and Militia \u2014 done."
- gen_action_next()
+ view.actions.next = 1
} else {
view.prompt = "Acadians Expelled: Restore all Coureurs and Militia."
}
@@ -9262,7 +9262,7 @@ states.william_pitt = {
} else {
view.prompt = "William Pitt \u2014 done."
}
- gen_action_next()
+ view.actions.next = 1
},
card(c) {
push_undo()
@@ -9304,7 +9304,7 @@ states.diplomatic_revolution = {
} else {
view.prompt = "Diplomatic Revolution \u2014 done."
}
- gen_action_next()
+ view.actions.next = 1
},
card(c) {
push_undo()
@@ -9321,8 +9321,8 @@ states.diplomatic_revolution = {
states.discard_to_draw_regulars = {
prompt() {
view.prompt = `Exchange random card with British Regulars or Highlanders from discard?`
- gen_action('exchange')
- gen_action('pass')
+ view.actions.exchange = 1
+ view.actions.pass = 1
},
exchange() {
push_undo()
@@ -9914,14 +9914,6 @@ function gen_action(action, argument) {
}
}
-function gen_action_next() {
- gen_action('next')
-}
-
-function gen_action_pass() {
- gen_action('pass')
-}
-
function gen_action_space(s) {
gen_action('space', s)
}
@@ -9930,10 +9922,6 @@ function gen_action_piece(p) {
gen_action('piece', p)
}
-function gen_action_discard(c) {
- gen_action('card', c)
-}
-
function load_game_state(state) {
game = state
update_active_aliases()