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-rw-r--r--rules.js134
1 files changed, 90 insertions, 44 deletions
diff --git a/rules.js b/rules.js
index 7a48b61..f1adaaa 100644
--- a/rules.js
+++ b/rules.js
@@ -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