Remove friendly pieces from blocking counter.
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cf2d27eb27
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@ -405,6 +405,7 @@ GAME.Game = class {
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// Target piece is ally.
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// Target piece is ally.
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if(target.player == piece.player) {
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if(target.player == piece.player) {
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pieces_blocking += 2;
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// Move is only valid if pieces are swappable.
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// Move is only valid if pieces are swappable.
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if(this.movement_swappable(piece, target, mask, dist, tile)) {
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if(this.movement_swappable(piece, target, mask, dist, tile)) {
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@ -440,10 +441,9 @@ GAME.Game = class {
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}
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}
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}
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}
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pieces_blocking += 1;
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valid = false;
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valid = false;
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}
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}
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pieces_blocking += 1;
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}
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}
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// Handle blocking restrictions.
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// Handle blocking restrictions.
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@ -60,7 +60,6 @@ const INTERFACE = {
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// Determine piece movement hints.
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// Determine piece movement hints.
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let movements = null;
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let movements = null;
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let target = null;
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let player = 0;
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let player = 0;
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if(selection.source == 0) {
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if(selection.source == 0) {
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let piece_id = GAME_DATA.board.tiles[selection.tile].piece;
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let piece_id = GAME_DATA.board.tiles[selection.tile].piece;
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@ -500,6 +500,8 @@ const SCENES = {
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Game:{
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Game:{
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load(data) {
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load(data) {
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if(data === null) { return false; }
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let buttons_bottom = [ ];
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let buttons_bottom = [ ];
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if(data.mode != 2) { buttons_bottom.push(UI.button("Retire", () => { })); }
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if(data.mode != 2) { buttons_bottom.push(UI.button("Retire", () => { })); }
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buttons_bottom.push(UI.button("Back", () => { LOAD(SCENES.Browse) }));
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buttons_bottom.push(UI.button("Back", () => { LOAD(SCENES.Browse) }));
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