diff options
-rw-r--r-- | rules.js | 134 |
1 files changed, 90 insertions, 44 deletions
@@ -2317,12 +2317,11 @@ states.action_phase = { gen_card_menu(player.hand[i]); if (player.hand.length === 1 && !player.held) gen_action_pass(); - gen_action('demolish'); - }, - demolish() { - push_undo(); - game.state = 'demolish_before_play'; + gen_action_demolish(); }, + demolish_fort: goto_demolish_fort, + demolish_stockade: goto_demolish_stockade, + demolish_fieldworks: goto_demolish_fieldworks, play_event(card) { push_undo(); player.did_construct = 0; @@ -2914,7 +2913,7 @@ states.move = { } } gen_action_next(); - gen_action('demolish'); + gen_action_demolish(); if (game.move.cost) { for (let space_id in game.move.cost) { space_id = space_id | 0; @@ -2995,10 +2994,9 @@ states.move = { assault() { goto_assault(moving_piece_space()); }, - demolish() { - push_undo(); - game.state = 'demolish_during_move'; - }, + demolish_fort: goto_demolish_fort, + demolish_stockade: goto_demolish_stockade, + demolish_fieldworks: goto_demolish_fieldworks, next() { end_move(); }, @@ -5337,48 +5335,96 @@ function goto_game_over(result, victory) { // DEMOLITION -function demolish(s) { - if (has_fieldworks(s)) { - remove_fieldworks(s); - } else if (has_friendly_stockade(s)) { - log(`Demolishes stockade at ${space_name(s)}.`); - remove_friendly_stockade(s); - } else if (has_friendly_fort_uc(s)) { - log(`Demolishes fort U/C at ${space_name(s)}.`); - remove_friendly_fort_uc(s); - } else if (has_friendly_fort(s)) { - log(`Demolishes fort at ${space_name(s)}.`); - award_vp(-1); - remove_friendly_fort(s); +function gen_action_demolish() { + for (let s of player.forts) { + if (is_space_unbesieged(s)) { + gen_action('demolish_fort'); + break; + } + } + if (player.forts_uc.length > 0) { + gen_action('demolish_fort'); + } + if (player.stockades.length > 0) { + gen_action('demolish_stockade'); + } + for (let s of game.fieldworks) { + if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s)) { + gen_action('demolish_fieldworks'); + break; + } } } -function demolish_prompt() { - view.prompt = "You may demolish any friendly unbesieged fortification." - for (let s of game.fieldworks) - if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s)) - gen_action_space(s); - for (let s of player.stockades) - if (is_space_unbesieged(s)) - gen_action_space(s); - for (let s of player.forts_uc) - if (is_space_unbesieged(s)) - gen_action_space(s); - for (let s of player.forts) - if (is_space_unbesieged(s)) +function goto_demolish_fort() { + push_undo(); + game.demolish_state = game.state; + game.state = 'demolish_fort'; +} + +function goto_demolish_stockade() { + push_undo(); + game.demolish_state = game.state; + game.state = 'demolish_stockade'; +} + +function goto_demolish_fieldworks() { + push_undo(); + game.demolish_state = game.state; + game.state = 'demolish_fieldworks'; +} + +function end_demolish() { + game.state = game.demolish_state; + delete game.demolish_state; +} + +states.demolish_fort = { + prompt() { + view.prompt = "You may demolish any friendly fort."; + for (let s of player.forts) + if (is_space_unbesieged(s)) + gen_action_space(s); + for (let s of player.forts_uc) gen_action_space(s); + }, + space(s) { + if (has_friendly_fort_uc(s)) { + log(`Demolishes fort U/C at ${space_name(s)}.`); + remove_friendly_fort_uc(s); + } else if (has_friendly_fort(s)) { + log(`Demolishes fort at ${space_name(s)}.`); + award_vp(-1); + remove_friendly_fort(s); + } + end_demolish(); + } } -states.demolish_before_play = { - prompt: demolish_prompt, - space(s) { demolish(s); game.state = 'action_phase'; }, - next() { game.state = 'action_phase'; } +states.demolish_stockade = { + prompt() { + view.prompt = "You may demolish any friendly stockades."; + for (let s of player.stockades) + gen_action_space(s); + }, + space(s) { + log(`Demolishes stockade at ${space_name(s)}.`); + remove_friendly_stockade(s); + end_demolish(); + } } -states.demolish_during_move = { - prompt: demolish_prompt, - space(s) { demolish(s); game.state = 'move'; }, - next() { game.state = 'move'; } +states.demolish_fieldworks = { + prompt() { + view.prompt = "You may demolish any friendly fieldworks."; + for (let s of game.fieldworks) + if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s)) + gen_action_space(s); + }, + space(s) { + remove_fieldworks(s); + end_demolish(); + } } // CONSTRUCTION |