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-rw-r--r--rules.js23
1 files changed, 15 insertions, 8 deletions
diff --git a/rules.js b/rules.js
index 6afd4ac..889c728 100644
--- a/rules.js
+++ b/rules.js
@@ -24,14 +24,13 @@
// UI: show pool leaders in their own box
// UI: show dead leaders as grayed out in own box
-// BEHAVIOR
-// click unit to undo
-// toggle activated unit by clicking
-
// MAJOR
// TODO: find closest path to non-infiltration space for allowing infiltration
// TODO: manual selection of reduced/placed units in events
+// BEHAVIOR
+// click unit to undo
+// toggle activated unit by clicking
// RETREAT BEHAVIOR
// a) auto-select retreat destination if only one available like for attack retreats?
// b) auto-send retreating units to destination if only one available?
@@ -2219,7 +2218,7 @@ states.activate_individually = {
},
next() {
push_undo();
- goto_pick_move();
+ goto_pick_first_move();
},
}
@@ -2285,7 +2284,15 @@ states.select_campaign_2 = {
},
}
-function goto_pick_move() {
+function goto_pick_first_move() {
+ if (game.activation.length > 1) {
+ game.state = 'pick_move';
+ } else {
+ goto_move_piece(game.activation.pop());
+ }
+}
+
+function goto_pick_next_move() {
if (game.activation && game.activation.length > 0) {
game.state = 'pick_move';
} else {
@@ -2321,7 +2328,7 @@ function end_activation() {
lift_sieges_and_amphib();
clear_undo();
- goto_pick_move();
+ goto_pick_next_move();
}
// DEFINE FORCE (for various actions)
@@ -2458,7 +2465,7 @@ states.define_force = {
break;
case 'campaign_2':
game.activation.push(commander);
- goto_pick_move();
+ goto_pick_first_move();
break;
case 'move':
goto_move_piece(commander);