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-rw-r--r--rules.js65
1 files changed, 34 insertions, 31 deletions
diff --git a/rules.js b/rules.js
index 8f991d8..6f816eb 100644
--- a/rules.js
+++ b/rules.js
@@ -1510,10 +1510,6 @@ function moving_piece_came_from() {
return game.move.came_from;
}
-function battle_space() {
- return game.battle.where;
-}
-
function find_friendly_commanding_leader_in_space(s) {
let commander = 0;
for (let p = first_friendly_leader; p <= last_friendly_leader; ++p)
@@ -1632,9 +1628,9 @@ function eliminate_piece(p) {
let tribe = indian_tribe[home];
if (is_indian_tribe_eliminated(home)) {
if (home === PAYS_D_EN_HAUT)
- log(`Removed Pays d'en Haut settlement.`);
+ log(`Removed Pays d'en Haut allied marker.`);
else
- log(`Removed ${tribe} settlement.`);
+ log(`Removed ${tribe} allied marker.`);
if (pieces[p].faction === 'british')
remove_from_array(game.british.allied, home);
else
@@ -1697,12 +1693,12 @@ function place_piece(who, to) {
let tribe = indian_tribe[home];
if (pieces[who].faction === 'british') {
if (!game.british.allied.includes(home)) {
- log(`Placed ${tribe} settlement at ${space_name(home)}.`);
+ log(`Placed ${tribe} allied marker.`);
game.british.allied.push(home);
}
} else {
if (!game.french.allied.includes(home)) {
- log(`Placed ${tribe} settlement at ${space_name(home)}.`);
+ log(`Placed ${tribe} allied marker.`);
game.french.allied.push(home);
}
}
@@ -2236,7 +2232,6 @@ states.activate_force = {
for (let p = first_friendly_leader; p <= last_friendly_leader; ++p)
if (is_piece_on_map(p) && leader_initiative(p) <= game.activation_value)
gen_action_piece(p);
- gen_action_pass();
},
piece(p) {
push_undo();
@@ -2246,9 +2241,6 @@ states.activate_force = {
};
game.state = 'define_force';
},
- pass() {
- end_action_phase();
- },
}
states.select_campaign_1 = {
@@ -2312,7 +2304,6 @@ function goto_pick_next_move() {
states.pick_move = {
prompt() {
view.prompt = "Select an activated force, leader, or unit to move."
- gen_action_pass();
game.activation.forEach(gen_action_piece);
},
piece(p) {
@@ -2320,12 +2311,6 @@ states.pick_move = {
remove_from_array(game.activation, p);
goto_move_piece(p);
},
- pass() {
- // TODO: confirm!
- delete game.activation_value;
- delete game.activation;
- end_action_phase();
- },
}
function end_activation() {
@@ -4814,7 +4799,7 @@ function can_defender_retreat_from(p, from) {
states.retreat_defender = {
prompt() {
- let from = battle_space();
+ let from = game.battle.where;
view.prompt = "Retreat losing leaders and units \u2014";
view.where = from;
let can_retreat = false;
@@ -4841,7 +4826,7 @@ states.retreat_defender = {
},
next() {
clear_undo();
- let from = battle_space();
+ let from = game.battle.where;
for_each_friendly_piece_in_space(from, p => {
if (!is_piece_inside(p))
eliminate_piece(p);
@@ -4852,7 +4837,7 @@ states.retreat_defender = {
states.retreat_defender_to = {
prompt() {
- let from = battle_space();
+ let from = game.battle.where;
let who = game.battle.who;
view.prompt = "Retreat losing leaders and units \u2014 select destination.";
view.who = who;
@@ -4868,7 +4853,7 @@ states.retreat_defender_to = {
});
},
space(to) {
- let from = battle_space();
+ let from = game.battle.where;
let who = game.battle.who;
if (from === to) {
log("retreats inside fortification");
@@ -6669,8 +6654,8 @@ states.small_pox = {
states.reduce_from_small_pox = {
prompt() {
- view.prompt = `Small Pox in ${space_name(game.small_pox)} \u2014 eliminate ${game.count} steps.`;
if (game.count > 0) {
+ view.prompt = `Small Pox in ${space_name(game.small_pox)} \u2014 eliminate ${game.count} steps.`;
let can_reduce = false;
for_each_friendly_unit_in_space(game.small_pox, p => {
if (!is_unit_reduced(p)) {
@@ -6685,6 +6670,7 @@ states.reduce_from_small_pox = {
});
}
} else {
+ view.prompt = `Small Pox in ${space_name(game.small_pox)} \u2014 done.`;
gen_action_next();
}
},
@@ -6765,14 +6751,15 @@ events.british_ministerial_crisis = {
states.british_ministerial_crisis = {
prompt() {
- view.prompt = "British Ministerial Crisis \u2014 discard one of the listed cards.";
if (game.count > 0) {
+ view.prompt = "British Ministerial Crisis \u2014 discard one of the listed cards.";
for (let i = 0; i < player.hand.length; ++i) {
let c = player.hand[i];
if (british_ministerial_crisis_cards.includes(c))
gen_action_discard(c);
}
} else {
+ view.prompt = "British Ministerial Crisis \u2014 done.";
gen_action_next();
}
},
@@ -6861,13 +6848,14 @@ function goto_stingy_provincial_assembly(dept) {
states.stingy_provincial_assembly = {
prompt() {
- view.prompt = `Stingy Provincial Assembly \u2014 remove a ${game.department} provincial unit.`;
if (game.count > 0) {
+ view.prompt = `Stingy Provincial Assembly \u2014 remove a ${game.department} provincial unit.`;
// OPTIMIZE: use provincial unit numbers
for (let p = first_british_unit; p <= last_british_unit; ++p)
if (is_provincial_unit_from(p, game.department) && is_piece_unbesieged(p))
gen_action_piece(p);
} else {
+ view.prompt = `Stingy Provincial Assembly \u2014 done.`;
gen_action_next();
}
},
@@ -7439,7 +7427,10 @@ states.french_regulars = {
view.prompt = `Place ${piece_name(p)} at either Québec or Louisbourg.`;
view.who = p;
} else {
- view.prompt = `Place ${game.count} Regulars at either Québec or Louisbourg.`;
+ if (game.count > 0)
+ view.prompt = `Place ${game.count} Regulars at either Québec or Louisbourg.`;
+ else
+ view.prompt = `Place Regulars at either Québec or Louisbourg \u2014 done.`;
}
if (game.count > 0) {
if (!has_british_units(QUEBEC))
@@ -7494,7 +7485,10 @@ states.light_infantry = {
view.prompt = `Place ${piece_name(game.leader)} at any fortress.`;
view.who = game.leader;
} else {
- view.prompt = `Place ${game.count} Light Infantry at any fortresses.`;
+ if (game.count > 0)
+ view.prompt = `Place ${game.count} Light Infantry at any fortresses.`;
+ else
+ view.prompt = `Place Light Infantry at any fortresses \u2014 done.`;
}
if (game.count > 0) {
for (let s = first_space; s <= last_space; ++s) {
@@ -7557,7 +7551,10 @@ states.british_regulars = {
view.prompt = `Place ${piece_name(game.leader)} at any port.`;
view.who = game.leader;
} else {
- view.prompt = `Place ${game.count} Regulars at any ports.`;
+ if (game.count > 0)
+ view.prompt = `Place ${game.count} Regulars at any ports.`;
+ else
+ view.prompt = `Place Regulars at any ports \u2014 done.`;
}
if (game.count > 0) {
for_each_british_controlled_port_and_amphib(s => {
@@ -7630,7 +7627,10 @@ states.highlanders = {
view.prompt = `Place ${piece_name(p)} at any port.`;
view.who = p;
} else {
- view.prompt = `Place ${game.count} Highlanders at any ports.`;
+ if (game.count > 0)
+ view.prompt = `Place ${game.count} Highlanders at any ports.`;
+ else
+ view.prompt = `Place Highlanders at any ports \u2014 done.`;
}
if (game.count > 0) {
for_each_british_controlled_port_and_amphib(s => {
@@ -7688,7 +7688,10 @@ states.royal_americans = {
view.prompt = `Place ${piece_name(p)} at any fortress in the departments.`;
view.who = p;
} else {
- view.prompt = `Place ${game.count} Royal American units at any fortress in the departments.`;
+ if (game.count > 0)
+ view.prompt = `Place ${game.count} Royal American units at any fortress in the departments.`;
+ else
+ view.prompt = `Place Royal American units at any fortress in the departments \u2014 done.`;
}
if (game.count > 0) {
// OPTIMIZE: use a list of fortresses in the departments