diff options
Diffstat (limited to 'rules.js')
-rw-r--r-- | rules.js | 36 |
1 files changed, 2 insertions, 34 deletions
@@ -1743,7 +1743,7 @@ function is_fort_or_fortress_vacant_of_besieging_units(s) { } function lift_sieges_and_amphib() { - console.log("LIFT SIEGES AND AMPHIB AND RECAPTURE FORTRESSES"); + console.log("LIFT"); for_each_siege(s => { if (is_fort_or_fortress_vacant_of_besieging_units(s)) { @@ -1877,11 +1877,9 @@ function find_closest_friendly_unbesieged_fortification(start) { while (queue.length > 0) { let [ here, dist ] = queue.shift(); - console.log("CLOSEST", space_name(here), dist); if (dist > stop) break; if (has_unbesieged_friendly_fortifications(here)) { - console.log(" FOUND FRIENDLY FORT"); stop = dist; result.push(here); } @@ -1894,7 +1892,6 @@ function find_closest_friendly_unbesieged_fortification(start) { } } - console.log("CLOSEST =>", result); return result; } @@ -1981,7 +1978,6 @@ function start_action_phase() { function end_action_phase() { lift_sieges_and_amphib(); - console.log("END ACTION PHASE"); clear_undo(); game.count = 0; @@ -2594,7 +2590,6 @@ states.siege_or_move = { } function goto_break_siege() { - console.log("BREAK SIEGE"); let here = moving_piece_space(); game.move.came_from = here; goto_avoid_battle(); @@ -2822,7 +2817,6 @@ function apply_move(to) { game.move.infiltrated = 0; if (has_enemy_stockade(to)) { - console.log("INF STK", is_lone_auxiliary(who), can_infiltrate(to)); if (is_lone_auxiliary(who) && can_infiltrate(to)) game.move.infiltrated = 1; else @@ -3100,7 +3094,6 @@ function change_siege_marker(where, amount) { function goto_battle_check() { let where = moving_piece_space(); - console.log("BATTLE CHECK", space_name(where)); if (has_unbesieged_enemy_units(where)) { goto_battle(where, false); } else { @@ -3310,7 +3303,6 @@ states.intercept_who = { }, piece(p) { push_undo(); - console.log("INTERCEPT WITH", piece_name(p)); let to = moving_piece_space(); let from = piece_space(p); // All units can intercept in same space (even lone ax in wilderness), but no need to define the force. @@ -3376,7 +3368,6 @@ function end_intercept_fail() { function end_intercept_success() { let who = intercepting_piece(); let to = moving_piece_space(); - console.log("INTERCEPT SUCCESS " + piece_name(who) + " TO " + space_name(to)); move_piece_to(who, to); unstack_force(who); set_active_enemy(); @@ -3390,7 +3381,6 @@ function goto_declare_inside() { let where = moving_piece_space(); if (has_unbesieged_enemy_units_that_did_not_intercept(where)) { if (is_fortress(where) || has_enemy_fort(where)) { - console.log("DECLARE INSIDE/OUTSIDE"); set_active_enemy(); game.state = 'declare_inside'; return; @@ -3416,7 +3406,6 @@ states.declare_inside = { piece(p) { push_undo(); log(`${piece_name(p)} withdrew inside.`); - console.log("INSIDE WITH", piece_name(p)); set_piece_inside(p); }, next() { @@ -3433,7 +3422,6 @@ function goto_avoid_battle() { if (has_unbesieged_enemy_units(from)) { if (!game.move.did_attempt_intercept) { if (can_enemy_avoid_battle(from)) { - console.log("AVOID BATTLE " + space_name(from)); set_active_enemy(); game.move.avoiding = 0; game.state = 'avoid_who'; @@ -3467,7 +3455,6 @@ states.avoid_who = { }, piece(p) { push_undo(); - console.log("AVOID BATTLE WITH", piece_name(p)); if (is_leader(p)) { game.move.avoiding = p; game.force = { @@ -3560,7 +3547,6 @@ states.avoid_to = { function end_avoid_battle_success(to) { let who = avoiding_piece(); - console.log("AVOID BATTLE SUCCESS " + piece_name(who) + " TO " + space_name(to)); move_piece_to(who, to); end_avoid_battle(); } @@ -3569,7 +3555,6 @@ function end_avoid_battle() { let who = avoiding_piece(); if (who) unstack_force(who); - console.log("END AVOID BATTLE"); set_active_enemy(); game.state = 'move'; goto_battle_check(); @@ -3774,7 +3759,6 @@ function goto_battle(where, is_assault) { function goto_battle_militia() { let box = department_militia(game.battle.where); if (box && count_militia_in_department(box) > 0) { - console.log("MILITIA", space_name(game.battle.where), space_name(box)); let first = 0, last = 0; switch (box) { case ST_LAWRENCE_CANADIAN_MILITIAS: @@ -4552,7 +4536,6 @@ states.raid_leader_check = { function return_militia(where) { let box = department_militia(where); - console.log("RETURN MILITIA", space_name(where), space_name(box)); if (box) { let n = 0; for (let p = 1; p <= last_piece; ++p) { @@ -4661,7 +4644,6 @@ function determine_winner_battle() { } else { /* If attacker must retreat, unbesieged defenders who withdrew inside can come out. */ if (!is_space_besieged(where)) { - console.log("not besieged, attacker lost, coming out!"); for (let p = first_piece; p <= last_piece; ++p) if (is_piece_in_space(p, where) && is_piece_inside(p)) set_piece_outside(p); @@ -4718,7 +4700,6 @@ function determine_winner_assault() { // RETREAT function can_attacker_retreat_from_to(p, from, to) { - console.log("RETREAT QUERY (ATTACK)", piece_name(p), space_name(from), space_name(to)); if (to === 0) return false; if (has_unbesieged_enemy_units(to)) @@ -4756,8 +4737,6 @@ states.retreat_attacker = { let to = game.retreat.to; delete game.retreat; - console.log("RETREAT ATTACKER", space_name(from), "to", space_name(to)); - // NOTE: Besieged pieces that sortie out are 'inside' so not affected by the code below. log(`Attacker retreated to ${space_name(to)}.`); for_each_friendly_piece_in_space(from, p => { @@ -4897,12 +4876,9 @@ states.retreat_defender = { let can_retreat = false; for_each_friendly_piece_in_node(from, p => { if (can_defender_retreat_from(p, from)) { - console.log(piece_name(p) + " CAN RETREAT"); can_retreat = true; gen_action_piece(p); } - else - console.log(piece_name(p) + " CANNOT RETREAT"); }); if (!can_retreat) { view.prompt += " done."; @@ -5347,9 +5323,7 @@ states.pick_raid = { function goto_raid_militia() { let where = game.raid.where; if (has_enemy_stockade(where) && enemy_department_has_at_least_n_militia(where, 1)) { - console.log("MILITIA AGAINST RAID", space_name(where), space_name(game.raid.battle)); if (where === game.raid.battle) { - console.log("BATTLED AGAINST STOCKADE, NO MILITIA ALLOWED", space_name(game.raid.battle)); goto_raid_events(); } else { set_active_enemy(); @@ -5684,7 +5658,6 @@ states.go_home_to = { move_piece_to(who, to); if (is_indian(who)) { let home = indians.space_from_piece[who]; - console.log("go_home", space_name(from), space_name(to), space_name(home)); game.count = 0; if (to !== home) { if (game.go_home.follow[from]) { @@ -5926,10 +5899,8 @@ function are_all_enemy_controlled_fortresses_for_vp(list) { for (let i = 0; i < list.length; ++i) { let s = list[i]; if (!is_enemy_controlled_fortress_for_vp(s)) { - console.log(`VP CONTROL ${space_name(s)} = French`); result = false; - } else - console.log(`VP CONTROL ${space_name(s)} = British`); + } } return result; } @@ -6542,7 +6513,6 @@ function can_restore_unit_range(first, last) { for (let p = first; p <= last; ++p) if (can_restore_unit(p)) return true; - console.log("can't restore", first, last); return false; } @@ -7282,14 +7252,12 @@ states.british_colonial_politics = { function can_raise_southern_provincial_regiments() { let num = count_southern_provincials(); let max = southern_provincial_limit[game.pa]; - console.log("can_raise_sou", num, max); return num < max; } function can_raise_northern_provincial_regiments() { let num = count_northern_provincials(); let max = northern_provincial_limit[game.pa]; - console.log("can_raise_nor", num, max); return num < max; } |