"use strict" const FLN_NAME = "FLN" const GOV_NAME = "Government" const BOTH = "Both" const area_count = 31 const unit_count = 120 const first_gov_unit = 0 const last_gov_unit = 39 const first_fln_unit = 40 const last_fln_unit = 119 const UG = 0 const OPS = 1 const PTL = 2 const OC = 3 const FLN = 0 const GOV = 1 const RURAL = 1 const URBAN = 2 const REMOTE = 3 const COUNTRY = 4 const FR_XX = 0 const FR_X = 1 const EL_X = 2 const AL_X = 3 const POL = 4 const FAILEK = 5 const BAND = 6 const CADRE = 7 const FRONT = 8 // Free deployment holding box const FREE = 0 const DEPLOY = 1 const ELIMINATED = 2 const FRANCE = 3 const TUNISIA = 4 const MOROCCO = 5 var states = {} var game = null var view = null const { areas, zone_areas, locations, units, adjecents } = require("./data.js") var first_friendly_unit, last_friendly_unit var first_enemy_unit, last_enemy_unit // #region PLAYER STATE function player_name(player) { if (player === FLN) { return FLN_NAME } else { return GOV_NAME } } function set_next_player() { if (game.phasing === GOV_NAME) game.phasing = FLN_NAME else game.phasing = GOV_NAME set_active_player() } function set_active_player() { clear_undo() if (game.active !== game.phasing) { game.active = game.phasing update_aliases() } } function set_passive_player() { clear_undo() let nonphasing = (game.phasing === GOV_NAME ? FLN_NAME : GOV_NAME) if (game.active !== nonphasing) { game.active = nonphasing update_aliases() } } function set_enemy_player() { if (is_active_player()) set_passive_player() else set_active_player() } function is_active_player() { return game.active === game.phasing } function is_passive_player() { return game.active !== game.phasing } function is_gov_player() { return game.active === GOV_NAME } function is_fln_player() { return game.active === FLN_NAME } function update_aliases() { if (game.active === GOV_NAME) { first_friendly_unit = first_gov_unit last_friendly_unit = last_gov_unit first_enemy_unit = first_fln_unit last_enemy_unit = last_fln_unit } else { first_friendly_unit = first_fln_unit last_friendly_unit = last_fln_unit first_enemy_unit = first_gov_unit last_enemy_unit = last_gov_unit } } function load_state(state) { if (game !== state) { game = state update_aliases() } } // If a player's PSL rises to above 99 during the game due to various events, any such "excess" PSP gained for that player are not lost: instead they are SUBTRACTED from the other player's PSL. const MAX_PSL = 99 const MAX_AP = 99 function raise_fln_psl(amount) { // can trigger victory game.fln_psl += amount log(`>FLN PSL +${amount}`) if (game.fln_psl > MAX_PSL) { let excess_psl = game.fln_psl - MAX_PSL log(`FLN PSL exceeds ${MAX_PSL}; Goverment ${-excess_psl} PSL`) game.fln_psl = MAX_PSL game.gov_psl -= excess_psl } } function raise_gov_psl(amount) { // can trigger victory game.gov_psl += amount log(`>Goverment PSL +${amount}`) if (game.gov_psl > MAX_PSL) { let excess_psl = game.gov_psl - MAX_PSL log(`Government PSL exceeds ${MAX_PSL}; FLN ${-excess_psl} PSL`) game.gov_psl = MAX_PSL game.fln_psl -= excess_psl } } function lower_fln_psl(amount) { log(`>FLN PSL -${amount}`) game.fln_psl = Math.max(0, game.fln_psl - amount) } function lower_gov_psl(amount) { log(`>Goverment PSL -${amount}`) game.gov_psl = Math.max(0, game.gov_psl - amount) } function raise_fln_ap(amount) { log(`>FLN AP +${amount}`) game.fln_ap = Math.min(MAX_AP, game.fln_ap + amount) } // #endregion // #region AREA STATE // propagandized (1 bit), struck (1 bit), raided (1 bit), civil affaired (1 bit), suppressed (1 bit), // remote (1 bit), terrorized (1 bit), gov control (1 bit), fln control (1 bit) const AREA_FLN_CONTROL_SHIFT = 0 const AREA_FLN_CONTROL_MASK = 1 << AREA_FLN_CONTROL_SHIFT const AREA_GOV_CONTROL_SHIFT = 1 const AREA_GOV_CONTROL_MASK = 1 << AREA_GOV_CONTROL_SHIFT const AREA_TERRORIZED_SHIFT = 2 const AREA_TERRORIZED_MASK = 1 << AREA_TERRORIZED_SHIFT const AREA_REMOTE_SHIFT = 3 const AREA_REMOTE_MASK = 1 << AREA_REMOTE_SHIFT // one mission / area / turn states const AREA_SUPPRESSED_SHIFT = 4 const AREA_SUPPRESSED_MASK = 1 << AREA_SUPPRESSED_SHIFT const AREA_CIVIL_AFFAIRED_SHIFT = 5 const AREA_CIVIL_AFFAIRED_MASK = 1 << AREA_CIVIL_AFFAIRED_SHIFT const AREA_RAIDED_SHIFT = 6 const AREA_RAIDED_MASK = 1 << AREA_RAIDED_SHIFT const AREA_STRUCK_SHIFT = 7 const AREA_STRUCK_MASK = 1 << AREA_STRUCK_SHIFT const AREA_PROPAGANDIZED_SHIFT = 8 const AREA_PROPAGANDIZED_MASK = 1 << AREA_PROPAGANDIZED_SHIFT // area control function is_area_fln_control(l) { return (game.areas[l] & AREA_FLN_CONTROL_MASK) === AREA_FLN_CONTROL_MASK } function is_area_gov_control(l) { return (game.areas[l] & AREA_GOV_CONTROL_MASK) === AREA_GOV_CONTROL_MASK } function is_area_contested(l) { return !(is_area_fln_control(l) || is_area_gov_control(l)) } function set_area_fln_control(l) { game.areas[l] |= AREA_FLN_CONTROL_MASK game.areas[l] &= ~AREA_GOV_CONTROL_MASK } function set_area_gov_control(l) { game.areas[l] |= AREA_GOV_CONTROL_MASK game.areas[l] &= ~AREA_FLN_CONTROL_MASK } function set_area_contested(l) { game.areas[l] &= ~AREA_FLN_CONTROL_MASK game.areas[l] &= ~AREA_GOV_CONTROL_MASK } // terrorized function is_area_terrorized(l) { return (game.areas[l] & AREA_TERRORIZED_MASK) === AREA_TERRORIZED_MASK } function set_area_terrorized(l) { game.areas[l] |= AREA_TERRORIZED_MASK } function clear_area_terrorized(l) { game.areas[l] &= ~AREA_TERRORIZED_MASK } // remote function is_area_resettled(l) { return (game.areas[l] & AREA_REMOTE_MASK) === AREA_REMOTE_MASK } function is_area_remote(l) { return areas[l].type === REMOTE || is_area_resettled(l) } function set_area_remote(l) { game.areas[l] |= AREA_REMOTE_MASK } // suppressed function is_area_suppressed(l) { return (game.areas[l] & AREA_SUPPRESSED_MASK) === AREA_SUPPRESSED_MASK } function set_area_suppressed(l) { game.areas[l] |= AREA_SUPPRESSED_MASK } function clear_area_suppressed(l) { game.areas[l] &= ~AREA_SUPPRESSED_MASK } // civil affaired function is_area_civil_affaired(l) { return (game.areas[l] & AREA_CIVIL_AFFAIRED_MASK) === AREA_CIVIL_AFFAIRED_MASK } function set_area_civil_affaired(l) { game.areas[l] |= AREA_CIVIL_AFFAIRED_MASK } function clear_area_civil_affaired(l) { game.areas[l] &= ~AREA_CIVIL_AFFAIRED_MASK } // raided function is_area_raided(l) { return (game.areas[l] & AREA_RAIDED_MASK) === AREA_RAIDED_MASK } function set_area_raided(l) { game.areas[l] |= AREA_RAIDED_MASK } function clear_area_raided(l) { game.areas[l] &= ~AREA_RAIDED_MASK } // struck function is_area_struck(l) { return (game.areas[l] & AREA_STRUCK_MASK) === AREA_STRUCK_MASK } function set_area_struck(l) { game.areas[l] |= AREA_STRUCK_MASK } function clear_area_struck(l) { game.areas[l] &= ~AREA_STRUCK_MASK } // propagandized function is_area_propagandized(l) { return (game.areas[l] & AREA_PROPAGANDIZED_MASK) === AREA_PROPAGANDIZED_MASK } function set_area_propagandized(l) { game.areas[l] |= AREA_PROPAGANDIZED_MASK } function clear_area_propagandized(l) { game.areas[l] &= ~AREA_PROPAGANDIZED_MASK } function clear_area_all_mission_flags(l) { // XXX could be combined with &= ~(X_MASK | Y_MASK) clear_area_propagandized(l) clear_area_raided(l) clear_area_struck(l) clear_area_civil_affaired(l) clear_area_suppressed(l) } // #endregion // #region AREA DATA function area_zone(l) { return areas[l].zone } function is_area_country(l) { return areas[l].type === COUNTRY } function is_area_algerian(l) { return areas[l].type !== COUNTRY } function is_area_france(l) { return l === FRANCE } function is_area_urban(l) { return areas[l].type === URBAN } function is_area_rural(l) { return areas[l].type === RURAL && !is_area_resettled(l) } function is_border_crossing(from, to) { return from !== to && (is_area_country(from) || is_area_country(to)) } // #endregion // #region UNIT STATE function pop_selected() { let u = game.selected[0] game.selected = [] return u } // location (8 bits), op box (2 bits), dispersed (1 bit), airmobile (1 bit), neutralized (1 bit) const UNIT_NEUTRALIZED_SHIFT = 0 const UNIT_NEUTRALIZED_MASK = 1 << UNIT_NEUTRALIZED_SHIFT const UNIT_AIRMOBILE_SHIFT = 1 const UNIT_AIRMOBILE_MASK = 1 << UNIT_AIRMOBILE_SHIFT const UNIT_DISPERSED_SHIFT = 2 const UNIT_DISPERSED_MASK = 1 << UNIT_DISPERSED_SHIFT const UNIT_BOX_SHIFT = 3 const UNIT_BOX_MASK = 3 << UNIT_BOX_SHIFT const UNIT_LOC_SHIFT = 5 const UNIT_LOC_MASK = 255 << UNIT_LOC_SHIFT // neutralized function is_unit_neutralized(u) { return (game.units[u] & UNIT_NEUTRALIZED_MASK) === UNIT_NEUTRALIZED_MASK } function is_unit_not_neutralized(u) { return (game.units[u] & UNIT_NEUTRALIZED_MASK) !== UNIT_NEUTRALIZED_MASK } function set_unit_neutralized(u) { game.units[u] |= UNIT_NEUTRALIZED_MASK } function clear_unit_neutralized(u) { game.units[u] &= ~UNIT_NEUTRALIZED_MASK } // location function unit_loc(u) { return (game.units[u] & UNIT_LOC_MASK) >> UNIT_LOC_SHIFT } function set_unit_loc(u, x) { game.units[u] = (game.units[u] & ~UNIT_LOC_MASK) | (x << UNIT_LOC_SHIFT) } // box function unit_box(u) { return (game.units[u] & UNIT_BOX_MASK) >> UNIT_BOX_SHIFT } function set_unit_box(u, x) { game.units[u] = (game.units[u] & ~UNIT_BOX_MASK) | (x << UNIT_BOX_SHIFT) } // airmobile function is_unit_airmobile(u) { return (game.units[u] & UNIT_AIRMOBILE_MASK) === UNIT_AIRMOBILE_MASK } function is_unit_not_airmobile(u) { return (game.units[u] & UNIT_AIRMOBILE_MASK) !== UNIT_AIRMOBILE_MASK } function set_unit_airmobile(u) { game.units[u] |= UNIT_AIRMOBILE_MASK } function clear_unit_airmobile(u) { game.units[u] &= ~UNIT_AIRMOBILE_MASK } // dispersed function is_unit_dispersed(u) { return (game.units[u] & UNIT_DISPERSED_MASK) === UNIT_DISPERSED_MASK } function is_unit_not_dispersed(u) { return (game.units[u] & UNIT_DISPERSED_MASK) !== UNIT_DISPERSED_MASK } function set_unit_dispersed(u) { game.units[u] |= UNIT_DISPERSED_MASK } function clear_unit_dispersed(u) { game.units[u] &= ~UNIT_DISPERSED_MASK } function move_unit(u, to) { log(`>Moved ${units[u].name} to ${areas[to].name}`) set_unit_loc(u, to) set_unit_box(u, OC) } function eliminate_unit(u) { let loc = unit_loc(u) log(`Eliminated ${units[u].name} in ${areas[loc].name}`) if (is_fln_unit(u)) game.distribute_gov_psl += 1 game.units[u] = 0 set_unit_loc(u, ELIMINATED) set_unit_box(u, OC) } function is_unit_eliminated(u) { return unit_loc(u) === ELIMINATED } function free_unit(u) { game.units[u] = 0 } // #endregion // #region UNIT DATA function find_free_unit_by_type(type) { for (let u = 0; u < unit_count; ++u) if (!game.units[u] && units[u].type === type) return u throw new Error("cannot find free unit of type: " + type) } function has_free_unit_by_type(type) { for (let u = 0; u < unit_count; ++u) if (!game.units[u] && units[u].type === type) return true return false } function is_gov_unit(u) { return units[u].side === GOV } function is_fln_unit(u) { return units[u].side === FLN } function is_algerian_unit(u) { return units[u].type === AL_X } function is_division_unit(u) { return units[u].type === FR_XX } function is_police_unit(u) { return units[u].type === POL } function is_mobile_unit(u) { return units[u].type !== POL && units[u].type !== FRONT } function is_elite_unit(u) { return units[u].type === EL_X } function unit_type(u) { return units[u].type } function is_propaganda_unit(u) { let type = unit_type(u) let loc = unit_loc(u) return (type === FRONT || type === CADRE) && is_unit_not_neutralized(u) && !is_area_propagandized(loc) && !is_area_remote(loc) } function is_strike_unit(u) { let type = unit_type(u) let loc = unit_loc(u) return (type === FRONT) && is_unit_not_neutralized(u) && !is_area_struck(loc) && is_area_urban(loc) } function can_cross_border(u) { if (!game.is_morocco_tunisia_independent) return false let result = false let loc = unit_loc(u) for_each_adjecent_map_area(loc, adj => { if (is_border_crossing(loc, adj)) result = true }) return result } function is_movable_unit(u) { if (!is_mobile_unit(u) || is_unit_neutralized(u)) return false if (!game.events.jealousy_and_paranoia) return true return can_cross_border(u) } function is_raid_unit(u) { let type = unit_type(u) let loc = unit_loc(u) return (type === BAND || type === FAILEK) && is_unit_not_neutralized(u) && !is_area_raided(loc) && !is_area_remote(loc) } function is_harass_unit(u) { let type = unit_type(u) let loc = unit_loc(u) return (type === BAND || type === FAILEK) && is_unit_not_neutralized(u) && has_enemy_unit_in_loc(loc) } function is_flush_unit(u) { let loc = unit_loc(u) // TODO airmobile && division return is_mobile_unit(u) && is_unit_not_neutralized(u) && has_enemy_unit_in_loc_boxes(loc, [OPS, OC]) } function is_intelligence_unit(u) { let loc = unit_loc(u) return is_police_unit(u) && is_unit_not_neutralized(u) && has_enemy_unit_in_loc_boxes(loc, [UG]) } function is_civil_affairs_unit(u) { let loc = unit_loc(u) return is_police_unit(u) && is_unit_not_neutralized(u) && !is_area_civil_affaired(loc) && !is_area_remote(loc) } function is_suppression_unit(u) { let loc = unit_loc(u) return is_police_unit(u) && is_unit_not_neutralized(u) && !is_area_suppressed(loc) && has_enemy_unit_in_loc(loc) } function is_population_resettlement_unit(u) { let loc = unit_loc(u) return is_police_unit(u) && is_unit_not_neutralized(u) && is_area_rural(loc) } const DISPERSED_FIREPOWER = 12 function unit_firepower(u) { if (is_unit_dispersed(u)) { return DISPERSED_FIREPOWER } else { return units[u].firepower } } function unit_contact(u) { // only for Government let contact = units[u].evasion_contact if (is_unit_airmobile(u)) { contact += 1 } return contact } function unit_evasion(u) { // only for FLN return units[u].evasion_contact } // #endregion // #region ITERATORS function for_each_neutralized_unit_in_algeria(fn) { for (let u = first_gov_unit; u <= last_fln_unit; ++u) if (is_unit_neutralized(u)) { let loc = unit_loc(u) if (loc > 2 && is_area_algerian(loc)) fn(u) } } function for_each_non_neutralized_unit_in_algeria(fn) { for (let u = first_gov_unit; u <= last_fln_unit; ++u) if (is_unit_not_neutralized(u)) { let loc = unit_loc(u) if (loc > 2 && is_area_algerian(loc)) fn(u) } } function for_each_friendly_unit(fn) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) fn(u) } function for_each_friendly_unit_on_map(fn) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) > 2) fn(u) } function for_each_friendly_unit_on_map_box(box, fn) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) > 2 && unit_box(u) === box) fn(u) } function for_each_friendly_unit_on_map_boxes(boxes, fn) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) > 2 && boxes.includes(unit_box(u))) fn(u) } function for_each_enemy_unit_in_loc_box(loc, box, fn) { for (let u = first_enemy_unit; u <= last_enemy_unit; ++u) if (unit_loc(u) === loc && unit_box(u) === box) fn(u) } function for_each_enemy_unit_in_loc_boxes(loc, boxes, fn) { for (let u = first_enemy_unit; u <= last_enemy_unit; ++u) if (unit_loc(u) === loc && boxes.includes(unit_box(u))) fn(u) } function for_each_friendly_unit_on_map_of_type(type, fn) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) > 2 && unit_type(u) === type) fn(u) } function for_each_friendly_unit_in_loc(x, fn) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) === x) fn(u) } function for_each_enemy_unit_in_loc(loc, fn) { for (let u = first_enemy_unit; u <= last_enemy_unit; ++u) if (unit_loc(u) === loc) fn(u) } function count_friendly_unit_in_loc(x) { let count = 0 for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) === x) count++ return count } function for_each_friendly_unit_in_locs(xs, fn) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) for (let x of xs) if (unit_loc(u) === x) fn(u) } function for_each_map_area(fn) { for (let i = 3; i < area_count; ++i) fn(i) } function for_each_algerian_map_area(fn) { for (let i = 3; i < area_count; ++i) if (is_area_algerian(i)) fn(i) } function for_each_map_area_in_zone(z, fn) { for (let i = 3; i < area_count; ++i) if (area_zone(i) === z) fn(i) } function for_each_adjecent_map_area(x, fn) { if (x in adjecents) { for (let i of adjecents[x]) fn(i) } } function for_each_fln_mobile_unit_in_morocco_tunisia(fn) { for (let u = first_fln_unit; u <= last_fln_unit; ++u) { let loc = unit_loc(u) if (is_mobile_unit(u) && (loc === MOROCCO || loc === TUNISIA)) fn(u) } } function has_friendly_unit_in_loc(x) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) === x) return true return false } function has_enemy_unit_in_loc(x) { for (let u = first_enemy_unit; u <= last_enemy_unit; ++u) if (unit_loc(u) === x) return true return false } function has_enemy_unit_in_loc_boxes(x, boxes) { for (let u = first_enemy_unit; u <= last_enemy_unit; ++u) if (unit_loc(u) === x && boxes.includes(unit_box(u))) return true return false } function has_friendly_not_neutralized_unit_in_loc(x) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) === x && is_unit_not_neutralized(u)) return true return false } function has_fln_not_neutralized_unit_in_loc(x) { for (let u = first_fln_unit; u <= last_fln_unit; ++u) if (unit_loc(u) === x && is_unit_not_neutralized(u)) return true return false } function has_fln_not_neutralized_mobile_unit_in_algeria() { for (let u = first_fln_unit; u <= last_fln_unit; ++u) if (is_unit_not_neutralized(u) && is_mobile_unit(u)) { let loc = unit_loc(u) if (loc > 2 && is_area_algerian(loc)) return true } return false } function has_non_neutralized_police_in_loc(x) { for (let u = 0; u <= unit_count; ++u) if (unit_loc(u) === x && unit_type(u) === POL && is_unit_not_neutralized(u)) return true return false } function has_friendly_unit_in_locs(xs) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) for (let x of xs) if (unit_loc(u) === x) return true return false } function has_unit_type_in_loc(t, x) { for (let u = 0; u <= unit_count; ++u) if (unit_loc(u) === x && unit_type(u) === t) return true return false } function count_not_neutralized_unit_type_in_loc(t, x) { let result = 0 for (let u = 0; u <= unit_count; ++u) if (unit_loc(u) === x && unit_type(u) === t && is_unit_not_neutralized(u)) result += 1 return result } // #endregion // #region PUBLIC FUNCTIONS exports.scenarios = [ "1954", "1958", "1960" ] exports.roles = [ FLN_NAME, GOV_NAME ] function gen_action(action, argument) { if (!(action in view.actions)) view.actions[action] = [] view.actions[action].push(argument) } function gen_action_unit(u) { gen_action('unit', u) } function gen_action_loc(x) { gen_action('loc', x) } exports.action = function (state, player, action, arg) { load_state(state) let S = states[game.state] if (action in S) S[action](arg, player) else if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) return game } exports.view = function(state, player) { load_state(state) view = { log: game.log, prompt: null, scenario: game.scenario, active: game.active, phasing: game.phasing, turn: game.turn, fln_ap: game.fln_ap, fln_psl: game.fln_psl, gov_psl: game.gov_psl, air_avail: game.air_avail, air_max: game.air_max, helo_avail: game.helo_avail, helo_max: game.helo_max, naval: game.naval, is_morocco_tunisia_independent: game.is_morocco_tunisia_independent, border_zone_active: game.border_zone_active, border_zone_drm: game.border_zone_drm, units: game.units, areas: game.areas, } if (player === game.active) view.selected = game.selected if (game.state === "game_over") { view.prompt = game.victory } else if (player !== game.active && game.active !== BOTH) { let inactive = states[game.state].inactive || game.state view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...` } else { view.actions = {} states[game.state].prompt() if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } return view } exports.resign = function (state, player) { load_state(state) if (game.state !== 'game_over') { if (player === FLN_NAME) goto_game_over(GOV_NAME, "FLN resigned.") if (player === GOV_NAME) goto_game_over(FLN_NAME, "Government resigned.") } return game } function victory_scale() { let psl_diff = Math.abs(game.gov_psl - game.fln_psl) if (psl_diff <= 25) { return "Marginal" } else if (psl_diff <= 50) { return "Substantial" } else { return "Decisive" } } function check_victory() { if (game.gov_psl <= 0) { let scale = victory_scale() goto_game_over(FLN_NAME, `FLN wins: ${scale} victory`) return true } else if (game.fln_psl <= 0) { let scale = victory_scale() goto_game_over(GOV_NAME, `Government wins: ${scale} victory`) return true } return false } function goto_game_over(result, victory) { game.state = "game_over" game.active = "None" game.result = result game.victory = victory log("") log(game.result + " won!") return true } // #endregion // #region SETUP exports.setup = function (seed, scenario, options) { load_state({ seed: seed, log: [], undo: [], state: null, selected: -1, phasing: GOV_NAME, active: GOV_NAME, scenario: null, turn: 0, // game board state fln_ap: 0, fln_psl: 0, gov_psl: 0, air_avail: 0, air_max: 0, helo_avail: 0, helo_max: 0, naval: 0, is_morocco_tunisia_independent: false, border_zone_active: false, border_zone_drm: null, units: new Array(unit_count).fill(0), areas: new Array(area_count).fill(0), events: {}, // transient state passes: 0, combat: {}, distribute: {}, distribute_gov_psl: 0, // logging summary: null, }) game.scenario = scenario setup_scenario(scenario) goto_scenario_setup() return game } const SCENARIOS = { "1954": { gov_psl: 65, air_max: 0, helo_max: 0, naval: 0, fln_psl: 50, is_morocco_tunisia_independent: false, border_zone_drm: null }, "1958": { gov_psl: 50, air_avail: 6, helo_avail: 4, naval: 2, fln_psl: 60, is_morocco_tunisia_independent: true, border_zone_drm: -2 }, "1960": { gov_psl: 45, air_avail: 7, helo_avail: 5, naval: 3, fln_psl: 45, is_morocco_tunisia_independent: true, border_zone_drm: -3 } } // quick setup from Colonial Twilight Scenario Guide const SCENARIO_DEPLOYMENT = { "1954": { fln: { "I": [FRONT, CADRE], "II": [FRONT, CADRE, CADRE], "III": [FRONT, CADRE], "IV": [CADRE], "V": [FRONT, CADRE, CADRE] }, fln_quick: { "I-4": [FRONT, CADRE], "CONSTANTINE": [CADRE], "II-2": [FRONT, CADRE], "III-1": [FRONT, CADRE], "IV-1": [CADRE], "V-2": [FRONT, CADRE], "V-4": [CADRE], }, gov: { "II": [FR_X, AL_X, POL], "IV": [FR_X, AL_X, POL], "V": [FR_X, EL_X, AL_X, POL] }, gov_quick: { "CONSTANTINE": [POL, FR_X], "II-2": [AL_X], "ALGIERS": [POL, FR_X], "IV-1": [AL_X], "ORAN": [POL, AL_X], "V-3": [EL_X, FR_X], } }, "1958": { fln: { "I": [FRONT, CADRE, CADRE, BAND, BAND], "II": [FRONT, CADRE, CADRE, BAND, BAND], "III": [FRONT, CADRE, CADRE, BAND, BAND], "IV": [FRONT, FRONT, CADRE, CADRE, BAND, BAND], "V": [FRONT, CADRE, BAND], "VI": [FRONT, CADRE, BAND], "Morocco": [BAND], "Tunisia": [BAND, BAND, BAND, BAND, FAILEK] }, gov: { "I": [FR_XX, FR_XX, FR_X], "II": [FR_XX, FR_XX, FR_X, EL_X, EL_X, EL_X, AL_X, POL, POL], "III": [FR_XX, FR_XX, AL_X, POL, POL], "IV": [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL], "V": [FR_XX, FR_XX, FR_XX, FR_X, EL_X, AL_X, POL, POL], } }, "1960": { fln: { "I": [CADRE, CADRE, BAND, BAND], "II": [FRONT, CADRE, CADRE, BAND, BAND], "III": [FRONT, FRONT, CADRE, CADRE, BAND, BAND], "IV": [FRONT, CADRE, BAND], "V": [CADRE, BAND], "Morocco": [BAND, BAND, BAND, BAND], "Tunisia": [BAND, BAND, BAND, BAND, FAILEK, FAILEK, FAILEK] }, // XXX RULE only 6 Algerian X counters provided, scenario requires 7. gov: { "I": [FR_XX, FR_XX, AL_X], "II": [FR_XX, FR_XX, EL_X, EL_X, EL_X, EL_X, AL_X, /*AL_X,*/ POL, POL], "III": [FR_XX, FR_XX, FR_X, AL_X], "IV": [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL], "V": [FR_XX, FR_XX, FR_XX, FR_XX, FR_XX, AL_X, POL, POL] } } } function setup_units(deployment) { for (const [target, list] of Object.entries(deployment)) { for (let l of list) { let u = find_free_unit_by_type(l) let loc = DEPLOY if (target in locations) { loc = locations[target] } deploy_unit(u, loc) } } } function setup_scenario(scenario_name) { log_h1("Scenario: " + scenario_name) let scenario = SCENARIOS[scenario_name] Object.assign(game, scenario) game.fln_ap = roll_nd6(2) log(`FLN PSL=${game.fln_psl} AP=${game.fln_ap}`) log(`Government PSL=${game.gov_psl}`) let deployment = SCENARIO_DEPLOYMENT[scenario_name] setup_units(deployment.fln) setup_units(deployment.gov) game.phasing = GOV_NAME } function goto_scenario_setup() { set_active_player() game.state = "scenario_setup" log_h2(`${game.active} Deployment`) game.selected = [] game.summary = {} } function current_player_deployment() { let deployment = SCENARIO_DEPLOYMENT[game.scenario] return is_fln_player() ? deployment.fln : deployment.gov } function current_player_quick_setup() { let deployment = SCENARIO_DEPLOYMENT[game.scenario] return is_fln_player() ? deployment.fln_quick : deployment.gov_quick } function can_all_deploy_to(us, to) { let zone = area_zone(to) let deployment = current_player_deployment() if (!(zone in deployment)) return false let target_types = [] for (let u of us) { let type = unit_type(u) target_types.push(type) if (!deployment[zone].includes(type)) return false // - only 1 Front per area // - Front can't be created in Remote if (type === FRONT && (has_unit_type_in_loc(FRONT, to) || is_area_remote(to))) return false } // check target against deployment type counts for_each_friendly_unit_in_locs(zone_areas[zone], u => { target_types.push(unit_type(u)) }) return is_subset_with_multiplicity(deployment[zone], target_types) } function deploy_unit(u, to) { set_unit_loc(u, to) // deploy unit: all FLN in UG, GOV in OPS/OC, police in PTL if (to === DEPLOY) { set_unit_box(u, OC) } else if (is_fln_unit(u)) { set_unit_box(u, UG) } else if (is_police_unit(u)) { set_unit_box(u, PTL) } else if (is_algerian_unit(u)) { set_unit_box(u, OPS) } else { // in OC because it needs to be activated set_unit_box(u, OC) } } states.scenario_setup = { inactive: "setup", prompt() { let count = count_friendly_unit_in_loc(DEPLOY) view.prompt = `Setup: ${game.active} Deployment. ${count} unit(s) remaining.` if (game.selected.length === 0) { // first unit can be any unit in DEPLOY or on map for_each_friendly_unit(u => { gen_action_unit(u) }) if (current_player_quick_setup()) { gen_action("quick_setup") } } else { // subsequent units must be on the same map location (or also on DEPLOY) let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let selected_front = 0 for (let u of game.selected) { if (unit_type(u) === FRONT) selected_front = u } for_each_friendly_unit(u => { // but can only select a single FRONT if (unit_loc(u) === first_unit_loc && (unit_type(u) !== FRONT || u === selected_front || !selected_front)) { gen_action_unit(u) } }) if (first_unit_loc === DEPLOY) { for_each_map_area(loc => { if (can_all_deploy_to(game.selected, loc)) { gen_action_loc(loc) } }) } else { // once deployed, only allow shifting within zone let first_unit_zone = area_zone(first_unit_loc) for_each_map_area_in_zone(first_unit_zone, loc => { gen_action_loc(loc) }) } } if (!count) { gen_action('end_deployment') } }, quick_setup() { for_each_friendly_unit(u => { free_unit(u) }) log("Loading quick setup") let deployment = current_player_quick_setup() setup_units(deployment) }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() let from = unit_loc(list[0]) if (from !== DEPLOY) { // make correction when shifting units within zone game.summary[from] = (game.summary[from] | 0) - list.length } game.summary[to] = (game.summary[to] | 0) + list.length for (let u of list) { deploy_unit(u, to) } }, end_deployment() { log(`Deployed`) // TODO this can be more informative, mentioning unit types instead of summary let keys = Object.keys(game.summary).map(Number).sort((a,b)=>a-b) for (let x of keys) { if (game.summary[x] > 0) log(`>${game.summary[x]} at ${areas[x].name}`) } game.summary = null end_scenario_setup() } } function end_scenario_setup() { set_next_player() if (has_friendly_unit_in_loc(DEPLOY)) { goto_scenario_setup() } else { begin_game() } } // #endregion // #region FLOW OF PLAY function begin_game() { game.selected = -1 game.summary = null game.turn = 1 log_h1("Turn: " + game.turn) goto_random_event() } function goto_random_event() { game.active = BOTH game.state = "random_event" log_h2("Random Event") } states.random_event = { prompt() { view.prompt = "Roll for a random event." gen_action("roll") }, roll() { let rnd = 10 * roll_d6() + roll_d6() log(">Rolled " + rnd) if (rnd <= 26) { goto_no_event() } else if (rnd <= 33) { goto_fln_foreign_arms_shipment() } else if (rnd <= 36) { goto_jealousy_and_paranoia() } else if (rnd <= 42) { goto_elections_in_france() } else if (rnd <= 44) { goto_un_debate() } else if (rnd <= 46) { goto_fln_factional_purge() } else if (rnd <= 54) { goto_morocco_tunisia_independence() } else if (rnd <= 56) { goto_nato_pressure() } else if (rnd <= 62) { goto_suez_crisis() } else if (rnd <= 64) { goto_amnesty() } else if (rnd <= 66) { goto_jean_paul_sartre() } else { throw Error("Invalid random value, out of range (11-66)") } } } function goto_restart() { // XXX debug only exports.setup(game.seed, game.scenario) } function goto_no_event() { log_h3("No Event. Lucky you.") end_random_event() } function goto_fln_foreign_arms_shipment() { log_h3("FLN Foreign arms shipment.") // The FLN player adds 2d6 AP, minus the current number of Naval Points. log(`FLN adds 2d6 AP, -${game.naval} Naval Points`) let roll = roll_nd6(2) let delta_ap = Math.max(roll - game.naval, 0) raise_fln_ap(delta_ap) end_random_event() } function goto_jealousy_and_paranoia() { log_h3("Jealousy and Paranoia.") // FLN units may not Move across wilaya borders this turn only (they may move across international borders) game.events.jealousy_and_paranoia = true end_random_event() } function goto_elections_in_france() { log_h3("Elections in France. TODO") // Government player rolls on the Coup Table (no DRM) and adds or subtracts // the number of PSP indicated: no units are mobilized or removed. end_random_event() } function goto_un_debate() { log_h3("UN debates Algerian Independence. TODO") // Player with higher PSL raises FLN or lowers Government PSL by 1d6. end_random_event() } function goto_fln_factional_purge() { log_h3("FLN Factional Purge. TODO") // The Government player chooses one wilaya and rolls 1d6, neutralizing // that number of FLN units there (the FLN player's choice which ones). end_random_event() } function goto_morocco_tunisia_independence() { log_h3("Morocco & Tunisia Gains Independence. TODO") log_br() if (game.is_morocco_tunisia_independent || game.scenario === "1958" || game.scenario === "1960") { // If this event is rolled again, or if playing the 1958 or 1960 scenarios, // FLN player instead rolls on the Mission Success Table (no DRM) and gets that number of AP // (represents infiltration of small numbers of weapons and troops through the borders). // TODO end_random_event() return } // Raise both FLN and Government PSL by 2d6; let fln_roll = roll_nd6(2) log(`Raised FLN PSL by ${fln_roll}`) raise_fln_psl(fln_roll) let gov_roll = roll_d6(2) log(`Raised Government PSL by ${gov_roll}`) raise_fln_psl(gov_roll) // FLN player may now Build/Convert units in these two countries as if a Front were there // and Government may begin to mobilize the Border Zone. See 11.22. game.is_morocco_tunisia_independent = true end_random_event() } function goto_nato_pressure() { log_h3("NATO pressures France to boost European defense. TODO") // The Government player rolls 1d6 and must remove that number of French Army brigades // (a division counts as three brigades) from the map. // The units may be re-mobilized at least one turn later. end_random_event() } function goto_suez_crisis() { log_h3("Suez Crisis. TODO") if (game.events.suez_crisis || game.scenario === "1958" || game.scenario === "1960") { // Treat as "No Event" if rolled again, or playing 1958 or 1960 scenarios. log("No Event.") end_random_event() return } // The Government player must remove 1d6 elite units from the map, up to the number actually available: // they will return in the Reinforcement Phase of the next turn automatically // - they do not need to be mobilized again but do need to be activated. game.events.suez_crisis = true end_random_event() } function goto_amnesty() { log_h3("Amnesty. TODO") // The French government offers "the peace of the brave" to FLN rebels. // TODO All Government Civil Affairs or Suppression missions get a +1 DRM this turn. game.events.amnesty = true end_random_event() } function goto_jean_paul_sartre() { log_h3("Jean-Paul Sartre writes article condemning the war.") // Reduce Government PSL by 1 PSP. log(`Reduced Government PSL by 1`) lower_gov_psl(1) end_random_event() } function end_random_event() { if (check_victory()) return // TODO see who controls OAS goto_gov_reinforcement_phase() } function goto_gov_reinforcement_phase() { game.phasing = GOV_NAME set_active_player() log_h2(`${game.active} Reinforcement`) game.state = "gov_reinforcement" game.selected = [] // Make sure all available units can be deployed for_each_friendly_unit_in_loc(FREE, u => { set_unit_loc(u, DEPLOY) set_unit_box(u, OC) }) // Algerian units activate for free for_each_friendly_unit_on_map_of_type(AL_X, u => { set_unit_box(u, OPS) }) } const COST_AIR_POINT = 2 const COST_HELO_POINT = 3 const COST_NAVAL_POINT = 3 const COST_BORDER_ZONE = 6 const COST_ACTIVATE_BORDER_ZONE = 1 const MAX_AIR_POINT = 99 const MAX_HELO_POINT = 99 const MAX_NAVAL_POINT = 99 const MAX_BORDER_ZONE_DRM = -3 const GOV_UNIT_MOBILIZE_COST = { [FR_XX]: 5, [FR_X]: 2, [EL_X]: 3, [AL_X]: 2, [POL]: 1 } function mobilization_cost(units) { let cost = 0 for (let u of units) { cost += GOV_UNIT_MOBILIZE_COST[unit_type(u)] } return cost } const GOV_UNIT_ACTIVATION_COST = { [FR_XX]: 1, [FR_X]: .5, [EL_X]: .5, [AL_X]: 0 } function activation_cost(units) { let cost = 0 for (let u of units) { cost += GOV_UNIT_ACTIVATION_COST[unit_type(u)] } return cost } function mobilize_unit(u, to) { set_unit_loc(u, to) if (is_police_unit(u)) { set_unit_box(u, PTL) } else { set_unit_box(u, OPS) } log(`>${units[u].name} into ${areas[to].name}`) } states.gov_reinforcement = { inactive: "to do reinforcement", prompt() { if (game.selected.length === 0) { view.prompt = "Reinforcement: Mobilize & activate units, and acquire assets" // first unit can be any unit in DEPLOY or on map for_each_friendly_unit_in_loc(DEPLOY, u => { gen_action_unit(u) }) // activate french mobile units let has_inactive = false for_each_friendly_unit_on_map_box(OC, u => { has_inactive = true gen_action_unit(u) }) // remove police units for_each_friendly_unit_on_map_of_type(POL, u => { gen_action_unit(u) }) if (has_inactive) gen_action("select_all_inactive") // activate border // TODO consider making marker selectable if (game.border_zone_drm && !game.border_zone_active && game.gov_psl > COST_ACTIVATE_BORDER_ZONE) { gen_action("activate_border_zone") } // asset acquisition if (game.gov_psl > COST_AIR_POINT && game.air_max < MAX_AIR_POINT) gen_action("acquire_air_point") if (game.gov_psl > COST_HELO_POINT && game.helo_max < MAX_HELO_POINT) gen_action("acquire_helo_point") if (game.gov_psl > COST_NAVAL_POINT && game.naval < MAX_NAVAL_POINT) gen_action("acquire_naval_point") if (game.gov_psl > COST_BORDER_ZONE && game.is_morocco_tunisia_independent) { // starts at no border zone instead of 0 if (game.border_zone_drm === null) { gen_action("mobilize_border_zone") } else if (game.border_zone_drm > MAX_BORDER_ZONE_DRM && !game.events.border_zone_mobilized) { // improve not on the same turn as mobilized gen_action("improve_border_zone") } } } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let first_unit_type = unit_type(first_unit) if (first_unit_type === POL && first_unit_loc !== DEPLOY) { view.prompt = "Reinforcement: Remove Police units" for_each_friendly_unit_on_map_of_type(POL, u => { gen_action_unit(u) }) gen_action("remove") } else if (first_unit_loc === DEPLOY) { let cost = mobilization_cost(game.selected) view.prompt = `Reinforcement: Mobilize units (cost ${cost} PSP)` for_each_friendly_unit_in_loc(DEPLOY, u => { gen_action_unit(u) }) if (game.gov_psl > cost) { for_each_algerian_map_area(loc => { gen_action_loc(loc) }) } } else { let cost = activation_cost(game.selected) view.prompt = `Reinforcement: Activate units (cost ${cost} PSP)` for_each_friendly_unit_on_map_box(OC, u => { gen_action_unit(u) }) // Fractions rounded up if (game.gov_psl > Math.ceil(cost)) { gen_action("activate") } } } // XXX confirmation when no units are activated? gen_action("end_reinforcement") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() log("Mobilized:") for (let u of list) { mobilize_unit(u, to) } let cost = mobilization_cost(list) lower_gov_psl(cost) // log(`Paid ${cost} PSP`) }, select_all_inactive() { for_each_friendly_unit_on_map_box(OC, u => { set_toggle(game.selected, u) }) }, activate() { let list = game.selected game.selected = [] push_undo() log("Activated:") for (let u of list) { let loc = unit_loc(u) log(`>${units[u].name} in ${areas[loc].name}`) set_unit_box(u, OPS) } let cost = Math.ceil(activation_cost(list)) lower_gov_psl(cost) // log(`Paid ${cost} PSP`) }, remove() { let list = game.selected game.selected = [] push_undo() log("Removed:") for (let u of list) { let loc = unit_loc(u) log(`>${units[u].name} from ${areas[loc].name}`) set_unit_loc(u, DEPLOY) set_unit_box(u, OC) } }, acquire_air_point() { push_undo() log("+1 Air Point") // log(`>Paid ${COST_AIR_POINT} PSP`) lower_gov_psl(COST_AIR_POINT) game.air_avail += 1 game.air_max += 1 }, acquire_helo_point() { push_undo() log("+1 Helo Point") // log(`>Paid ${COST_HELO_POINT} PSP`) lower_gov_psl(COST_HELO_POINT) game.helo_avail += 1 game.helo_max += 1 }, acquire_naval_point() { push_undo() log("+1 Naval Point") // log(`Paid ${COST_NAVAL_POINT} PSP`) lower_gov_psl(COST_NAVAL_POINT) game.naval += 1 }, activate_border_zone() { push_undo() log("Border Zone Activated") // log(`>Paid ${COST_ACTIVATE_BORDER_ZONE} PSP`) lower_gov_psl(COST_ACTIVATE_BORDER_ZONE) game.border_zone_active = true }, mobilize_border_zone() { push_undo() log("Border Zone Mobilized") // log(`>Paid ${COST_BORDER_ZONE} PSP`) lower_gov_psl(COST_BORDER_ZONE) game.border_zone_drm = 0 game.events.border_zone_mobilized = true }, improve_border_zone() { push_undo() log("Border Zone Improved") // log(`>Paid ${COST_BORDER_ZONE} PSP`) lower_gov_psl(COST_BORDER_ZONE) game.border_zone_drm -= 1 }, end_reinforcement() { goto_fln_reinforcement_phase() } } function give_fln_ap() { // Give AP log_h3("Areas under FLN control:") for_each_algerian_map_area(loc => { let control_ap = 0 if (is_area_urban(loc)) { // He gets 5 AP for each Urban area he controls, or 2 AP if the area is contested but he has non-neutralized units there. if (is_area_fln_control(loc)) { control_ap += 5 } else if (has_friendly_not_neutralized_unit_in_loc(loc)) { control_ap += 2 } } else if (is_area_rural(loc)) { // He gets 2 AP for each Rural area he controls, and 1 if the area is contested but he has non-neutralized units there. if (is_area_fln_control(loc)) { control_ap += 2 } else if (has_friendly_not_neutralized_unit_in_loc(loc)) { control_ap += 1 } } // If an area is Terrorized, he gets 1 fewer AP than he normally would. if (is_area_terrorized(loc)) control_ap -= 1 if (control_ap > 0) { log(`>${areas[loc].name}`) raise_fln_ap(control_ap) } }) // The FLN PSL // He gets AP equal to 10% (round fractions up) of his current PSL, minus the number of French Naval Points. let psl_percentage = Math.ceil(0.10 * game.fln_psl) let psl_ap = Math.max(psl_percentage - game.naval, 0) log(`Received 10% of PSL, - ${game.naval} Naval Points`) raise_fln_ap(psl_ap) } function goto_fln_reinforcement_phase() { game.phasing = FLN_NAME set_active_player() log_h2(`${game.active} Reinforcement`) game.state = "fln_reinforcement" game.selected = [] // Make sure all available units can be build / converted for_each_friendly_unit_in_locs([FREE, DEPLOY], u => { free_unit(u) }) // TODO If Morocco & Tunisia are independent, make sure we have a Front there give_fln_ap() log_br() } const BUILD_COST = 3 const FOREIGN_BUILD_COST = 2 const CONVERT_COST = { [FRONT]: 3, [BAND]: 1, [FAILEK]: 2, [CADRE]: 0 } function build_cost(where) { if (is_area_algerian(where)) { return BUILD_COST } else { return FOREIGN_BUILD_COST } } function convert_cost(type) { return CONVERT_COST[type] } function build_fln_unit(type, where) { let u = find_free_unit_by_type(type) log(`Built ${units[u].name} in ${areas[where].name}`) set_unit_loc(u, where) set_unit_box(u, UG) let cost = build_cost(type, where) game.fln_ap -= cost log(`>Paid ${cost} AP`) } function convert_fln_unit(u, type) { let loc = unit_loc(u) let n = find_free_unit_by_type(type) log(`Converted ${units[u].name} to ${units[n].name} in ${areas[loc].name}`) set_unit_loc(n, loc) set_unit_box(n, UG) free_unit(u) let cost = convert_cost(type) game.fln_ap -= cost log(`>Paid ${cost} AP`) } states.fln_reinforcement = { inactive: "to do reinforcement", prompt() { if (game.selected.length === 0) { view.prompt = "Reinforcement: Build & Augment units" // Front can build Cadres and Bands, or be converted to Cadre for_each_friendly_unit_on_map_of_type(FRONT, u => { if (is_unit_not_neutralized(u)) gen_action_unit(u) }) // Cadre can be converted to Front or Band for_each_friendly_unit_on_map_of_type(CADRE, u => { if (is_unit_not_neutralized(u)) gen_action_unit(u) }) // Band can be converted to Failek in Morocco / Tunisia for_each_friendly_unit_on_map_of_type(BAND, u => { if (is_area_country(unit_loc(u))) gen_action_unit(u) }) } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let first_unit_type = unit_type(first_unit) // Allow deselect gen_action_unit(first_unit) if (first_unit_type === FRONT) { view.prompt = "Reinforcement: Front can build Cadre or Band" // The FLN player may build new Cadres or Bands by spending the AP cost and placing them in the UG box of any area which contains a non-Neutralized Front // (note that this requires the presence of a Front) if (has_free_unit_by_type(CADRE) && game.fln_ap >= build_cost(first_unit_loc)) gen_action("build_cadre") if (has_free_unit_by_type(BAND) && game.fln_ap >= build_cost(first_unit_loc)) gen_action("build_band") if (has_free_unit_by_type(CADRE)) gen_action("convert_front_to_cadre") } else if (first_unit_type === CADRE) { view.prompt = "Reinforcement: Convert Cadre" // Fronts may not be created in Remote areas (not enough people) and there may be only one Front per area. if (!(has_unit_type_in_loc(FRONT, first_unit_loc) || is_area_remote(first_unit_loc)) && has_free_unit_by_type(FRONT) && game.fln_ap >= convert_cost(FRONT)) { gen_action("convert_cadre_to_front") } if (has_free_unit_by_type(BAND) && game.fln_ap >= convert_cost(BAND)) gen_action("convert_cadre_to_band") } else if (first_unit_type === BAND) { view.prompt = "Reinforcement: Convert Band" if (has_free_unit_by_type(FAILEK) && game.fln_ap >= convert_cost(FAILEK)) gen_action("convert_band_to_failek") } } gen_action("end_reinforcement") }, unit(u) { set_toggle(game.selected, u) }, build_cadre() { let unit = pop_selected() let loc = unit_loc(unit) build_fln_unit(CADRE, loc) }, build_band() { let unit = pop_selected() let loc = unit_loc(unit) build_fln_unit(BAND, loc) }, convert_front_to_cadre() { let unit = pop_selected() convert_fln_unit(unit, CADRE) }, convert_cadre_to_front() { let unit = pop_selected() convert_fln_unit(unit, FRONT) }, convert_cadre_to_band() { let unit = pop_selected() convert_fln_unit(unit, BAND) }, convert_band_to_failek() { let unit = pop_selected() convert_fln_unit(unit, FAILEK) }, end_reinforcement() { end_reinforcement() } } function end_reinforcement() { goto_gov_deployment_phase() } function goto_gov_deployment_phase() { game.phasing = GOV_NAME set_active_player() log_h2(`${game.active} Deployment`) game.state = "gov_deployment" game.selected = [] } states.gov_deployment = { inactive: "to do deployment", prompt() { view.prompt = "Deploy activated mobile units to PTL or into OPS of another area" if (game.selected.length === 0) { for_each_friendly_unit_on_map(u => { if (unit_box(u) === OPS || (!is_police_unit(u) && unit_box(u) === PTL) || is_division_unit(u)) gen_action_unit(u) }) } else { let first_unit = game.selected[0] let first_unit_type = unit_type(first_unit) let first_unit_loc = unit_loc(first_unit) let first_unit_box= unit_box(first_unit) if (first_unit_type == FR_XX && game.selected.length === 1) { if (is_unit_not_neutralized(first_unit)) { view.prompt = "Deploy activated mobile units to PTL or into OPS of another area, or change division mode" } else { // allow selection of neutralized divisions (to change mode only) view.prompt = "Deploy: change division mode" } gen_action("change_division_mode") } for_each_friendly_unit_in_loc(first_unit_loc, u => { if (unit_box(u) === first_unit_box && is_mobile_unit(u)) { gen_action_unit(u) } }) if (is_unit_not_neutralized(first_unit)) { for_each_algerian_map_area(loc => { gen_action_loc(loc) }) } } gen_action("end_deployment") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() log("Deployed:") for (let u of list) { let loc = unit_loc(u) if (loc === to) { if (unit_box(u) === PTL) { log(`>${units[u].name} in ${areas[loc].name}`) set_unit_box(u, OPS) } else { log(`>${units[u].name} in ${areas[loc].name} on PTL`) set_unit_box(u, PTL) } } else { log(`>${units[u].name} in ${areas[loc].name}`) set_unit_loc(u, to) set_unit_box(u, OPS) } } }, change_division_mode() { let u = pop_selected() let loc = unit_loc(u) push_undo() if (is_unit_dispersed(u)) { log(`${units[u].name} in ${areas[loc].name} switched to Concentrated mode`) clear_unit_dispersed(u) } else { log(`${units[u].name} in ${areas[loc].name} switched to Dispersed mode`) set_unit_dispersed(u) } }, end_deployment() { goto_fln_deployment_phase() } } function goto_fln_deployment_phase() { game.phasing = FLN_NAME set_active_player() log_h2(`${game.active} Deployment`) game.state = "fln_deployment" game.selected = [] } states.fln_deployment = { inactive: "to do deployment", prompt() { view.prompt = "Deploy units to OPS in same area" if (game.selected.length === 0) { for_each_friendly_unit_on_map(u => { // TODO handle units in Morocco and Tunisia if (unit_box(u) === OPS || unit_box(u) === UG) gen_action_unit(u) }) } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let first_unit_box = unit_box(first_unit) let first_unit_type = unit_type(first_unit) // Allow deselect && more units in same box for_each_friendly_unit_in_loc(first_unit_loc, u => { if (unit_box(u) === first_unit_box) { gen_action_unit(u) } }) if (is_area_algerian(first_unit_loc)) { gen_action_loc(first_unit_loc) } else if (is_area_france(first_unit_loc)) { // The Cadre unit in France may be deployed to any Area where there is a Front unit. // XXX RULE this allows free movement when deploying to France and then again in the same turn elsewhere let has_front = false for_each_friendly_unit_on_map_of_type(FRONT, u => { gen_action_loc(unit_loc(u)) has_front = true }) if (has_front) { view.prompt = "Deploy Cadre to Area with Front" } } if (first_unit_type == CADRE && game.selected.length === 1 && !has_friendly_unit_in_loc(FRANCE)) { view.prompt = "Deploy units to OPS in same area (or Cadre to France)" // deploy single Cadre to France gen_action_loc(FRANCE) } } // XXX confirmation when no units are activated? gen_action("end_deployment") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() log("Deployed:") for (let u of list) { let loc = unit_loc(u) if (loc === to) { log(`>${units[u].name} in ${areas[loc].name}`) if (unit_box(u) === UG) { set_unit_box(u, OPS) } else { set_unit_box(u, UG) } } else { log(`>${units[u].name} to ${areas[to].name}`) set_unit_loc(u, to) set_unit_box(u, UG) } } }, end_deployment() { end_deployment() } } function end_deployment() { goto_operations_phase() } function goto_operations_phase() { game.passes = 0 goto_fln_operations_phase() } function goto_fln_operations_phase() { game.phasing = FLN_NAME set_active_player() log_h2(`${game.active} Operations`) game.state = "fln_operations" } const FLN_PROPAGANDA_COST = 1 const FLN_STRIKE_COST = 3 const FLN_RAID_COST = 1 states.fln_operations = { inactive: "to do operations", prompt() { view.prompt = "Operations: Perform a mission with OPS units, let Government perform a mission, or Pass" // check if any FLN missions can actually be performed view.actions.propaganda = 0 view.actions.strike = 0 view.actions.move = 0 view.actions.raid = 0 view.actions.harass = 0 for_each_friendly_unit_on_map_box(OPS, u => { if (game.fln_ap >= FLN_PROPAGANDA_COST && is_propaganda_unit(u)) { view.actions.propaganda = 1 } if (game.fln_ap >= FLN_STRIKE_COST && is_strike_unit(u)) { view.actions.strike = 1 } if (is_movable_unit(u)) view.actions.move = 1 if (game.fln_ap >= FLN_RAID_COST && is_raid_unit(u)) view.actions.raid = 1 if (is_harass_unit(u)) view.actions.harass = 1 }) gen_action("gov_mission") gen_action("pass") }, propaganda() { goto_fln_propaganda_mission() }, strike() { goto_fln_strike_mission() }, move() { goto_fln_move_mission() }, raid() { goto_fln_raid_mission() }, harass() { goto_fln_harass_mission() }, gov_mission() { game.passes = 0 goto_gov_operations_phase() }, pass() { log("FLN Passes") game.passes += 1 if (game.passes >= 2) { end_operations_phase() } else { goto_gov_operations_phase() } } } function goto_fln_propaganda_mission() { push_undo() game.passes = 0 log_h3(`Propaganda Mission`) game.state = "fln_propaganda" game.selected = [] } function reduce_unit(u, type) { let loc = unit_loc(u) let n = find_free_unit_by_type(type) log(`Reduced ${units[u].name} to ${units[n].name} in ${areas[loc].name}`) if (is_fln_unit) { raise_gov_psl(2) lower_fln_psl(1) } set_unit_loc(n, loc) set_unit_box(n, OC) free_unit(u) } states.fln_propaganda = { inactive: "to do Propaganda mission", prompt() { if (game.selected.length === 0) { view.prompt = "Propaganda: Select Front or Cadre" for_each_friendly_unit_on_map_box(OPS, u => { if (is_propaganda_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = "Propaganda: Execute mission" let first_unit = game.selected[0] // Allow deselect gen_action_unit(first_unit) gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let unit = pop_selected() let loc = unit_loc(unit) log(`>by ${units[unit].name} in ${areas[loc].name}`) // pay cost & update flags log(`>Paid ${FLN_PROPAGANDA_COST} AP`) game.fln_ap -= FLN_PROPAGANDA_COST set_area_propagandized(loc) set_unit_box(unit, OC) let drm = 0 for_each_enemy_unit_in_loc_box(loc, PTL, _u => { drm -= 1 }) if (is_area_terrorized(loc)) drm -= 1 let [result, effect] = roll_mst(drm) if (is_area_urban(loc)) { log('x2 in Urban area') result *= 2 } if (effect === '+') { // bad effect: eliminate Cadre or reduce Front if (unit_type(unit) === CADRE) { eliminate_unit(unit) } else { reduce_unit(unit, CADRE) } } if (result) { goto_distribute_psp(FLN, result, 'propaganda_result') } else { continue_fln_propaganda() } } } function continue_fln_propaganda() { // step 2 if (game.distribute_gov_psl) { goto_distribute_psp(GOV, game.distribute_gov_psl, 'propaganda_distribute_gov_psl') } else { end_fln_mission() } } function end_fln_mission() { // TODO Gov can React goto_fln_operations_phase() } function goto_distribute_psp(who, psp, reason) { game.distribute = { who, psp, reason } if (who == GOV) { game.phasing = GOV_NAME } else { game.phasing = FLN_NAME } set_active_player() log_h3(`${game.active} to Distribute ${psp} PSP`) game.state = "distribute_psp" } function distribute_psl(where, delta) { push_undo() log(`>${player_name(where)} PSL ${add_sign(delta)}`) if (where === FLN) { game.fln_psl += delta } else { game.gov_psl += delta } game.distribute.psp -= Math.abs(delta) if (check_victory()) return if (!game.distribute.psp) end_distribute_psp() } states.distribute_psp = { inactive: "to distribute PSP", prompt() { view.prompt = `Distribute ${game.distribute.psp} PSP` if (game.distribute.who === FLN) { gen_action("add_fln_psl") gen_action("remove_gov_psl") if (game.distribute.psp >= 5) { if (game.fln_psl < 95) gen_action("add_5_fln_psl") if (game.gov_psl >= 5) gen_action("remove_5_gov_psl") } } else { gen_action("add_gov_psl") gen_action("remove_fln_psl") if (game.distribute.psp >= 5) { if (game.gov_psl < 95) gen_action("add_5_gov_psl") if (game.fln_psl >= 5) gen_action("remove_5_fln_psl") } } }, add_fln_psl() { distribute_psl(FLN, 1) }, add_5_fln_psl() { distribute_psl(FLN, 5) }, remove_fln_psl() { distribute_psl(FLN, -1) }, remove_5_fln_psl() { distribute_psl(FLN, -5) }, add_gov_psl() { distribute_psl(GOV, 1) }, add_5_gov_psl() { distribute_psl(GOV, 5) }, remove_gov_psl() { distribute_psl(GOV, -1) }, remove_5_gov_psl() { distribute_psl(GOV, -5) } } function end_distribute_psp() { game.distribute_mst = 0 let reason = game.distribute.reason game.distribute = {} switch (reason) { case 'propaganda_result': continue_fln_propaganda() break case 'propaganda_distribute_gov_psl': end_fln_mission() break case 'strike_result': continue_fln_strike() break case 'strike_distribute_gov_psl': end_fln_mission() break case 'combat_hits_on_gov': continue_combat_after_hits_on_gov() break case 'combat_distribute_gov_psl': end_combat() break default: throw Error("Unknown reason: " + reason) } } function goto_fln_strike_mission() { push_undo() game.passes = 0 log_h3(`Strike Mission`) game.state = "fln_strike" } states.fln_strike = { inactive: "to do Strike mission", prompt() { view.prompt = "Strike: Select Front in Urban area, Cadres may assist" if (game.selected.length === 0) { for_each_friendly_unit_on_map_box(OPS, u => { // first unit should be Front if (is_strike_unit(u) && unit_type(u) === FRONT) { gen_action_unit(u) } }) } else { view.prompt = "Strike: Execute mission" let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let can_assist = false for_each_friendly_unit_on_map_box(OPS, u => { if (unit_loc(u) === first_unit_loc && unit_type(u) === CADRE) { gen_action_unit(u) can_assist = true } }) if (can_assist) { view.prompt = "Strike: Execute mission (or select Cadres to assist)" } // Allow deselect gen_action_unit(first_unit) gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] let front_unit = list[0] let loc = unit_loc(front_unit) let assist = list.length - 1 if (assist) { log(`>by Front (with ${assist} Cadre) in ${areas[loc].name}`) } else { log(`>by Front in ${areas[loc].name}`) } // pay cost & update flags log(`>Paid ${FLN_STRIKE_COST} AP`) game.fln_ap -= FLN_STRIKE_COST set_area_struck(loc) for (let u of list) { set_unit_box(u, OC) } let drm = assist for_each_enemy_unit_in_loc_box(loc, PTL, _u => { drm -= 1 }) if (is_area_terrorized(loc)) drm -= 1 let [result, effect] = roll_mst(drm) game.distribute_gov_psl = 0 if (effect === '+') { // bad effect: all FLN units involved in the mission are removed: a Cadre is eliminated; a Front is reduced to a Cadre. for (let u of list) { if (unit_type(u) === CADRE) { eliminate_unit(u) } else { reduce_unit(u, CADRE) } } } else if (effect === '@') { // good result: all Police units neutralized log(`all Police units in ${areas[loc].name} neutralized`) for_each_enemy_unit_in_loc(loc, u => { if (is_police_unit(u)) { set_unit_neutralized(u) } }) } if (result) { let strike_result = roll_nd6(result) goto_distribute_psp(FLN, strike_result, 'strike_result') } else { continue_fln_strike() } } } function continue_fln_strike() { // step 2 if (game.distribute_gov_psl) { goto_distribute_psp(GOV, game.distribute_gov_psl, 'strike_distribute_gov_psl') } else { end_fln_mission() } // TODO Government must react with one unit, otherwise -1d6 PSP } function goto_fln_move_mission() { push_undo() game.passes = 0 log_h3(`Move Mission`) game.state = "fln_move" } states.fln_move = { inactive: "to do Move mission", prompt() { if (game.selected.length === 0) { if (game.events.jealousy_and_paranoia) { view.prompt = "Move: Select unit to move (Jealousy and Paranoia restricts movements)" } else { view.prompt = "Move: Select unit to move" } for_each_friendly_unit_on_map_box(OPS, u => { if (is_movable_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = "Move: Select area to move to" let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let zone = area_zone(first_unit_loc) for_each_map_area_in_zone(zone, to => { // A unit may move from one area to any other area within its current wilaya. if (!game.events.jealousy_and_paranoia && first_unit_loc !== to) gen_action_loc(to) // A unit may also move to an area in a wilaya adjacent to its current one (that is, the two share a land border), // but the area moved to must be adjacent to at least one area in its current wilaya. // Morocco and Tunisia are treated as single-area wilaya for this purpose. for_each_adjecent_map_area(to, adj => { if (is_border_crossing(to, adj)) { if (game.is_morocco_tunisia_independent) gen_action_loc(adj) } else if (!game.events.jealousy_and_paranoia) { gen_action_loc(adj) } }) }) // Allow deselect gen_action_unit(first_unit) } }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let unit = pop_selected() let loc = unit_loc(unit) push_undo() let drm = 0 for_each_enemy_unit_in_loc_box(to, PTL, _u => { drm -= 1 }) if (is_border_crossing(loc, to)) { drm += game.border_zone_drm } let [_result, effect] = roll_mst(drm) if (effect === '+') { eliminate_unit(unit) } else { move_unit(unit, to) } end_fln_mission() } } function goto_fln_raid_mission() { push_undo() game.passes = 0 log_h3(`Raid Mission`) game.state = "fln_raid" } states.fln_raid = { inactive: "to do Raid mission", prompt() { view.prompt = "Raid: Select Band or Failek units." if (game.selected.length === 0) { for_each_friendly_unit_on_map_box(OPS, u => { if (is_raid_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = "Raid: Execute mission" let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) for_each_friendly_unit_in_loc(first_unit_loc, u => { if (is_raid_unit(u)) { gen_action_unit(u) } }) gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] let first_unit = list[0] let loc = unit_loc(first_unit) let assist = list.length - 1 if (assist) { log(`(with ${assist} assist) in ${areas[loc].name}`) } else { log(`>in ${areas[loc].name}`) } // pay cost & update flags log(`>Paid ${FLN_RAID_COST} AP`) game.fln_ap -= FLN_RAID_COST set_area_raided(loc) for (let u of list) { set_unit_box(u, OC) } let drm = assist for_each_enemy_unit_in_loc_box(loc, PTL, _u => { drm -= 1 }) let [result, effect] = roll_mst(drm) if (result > 0) { if (is_area_urban(loc)) { log('x2 in Urban area') result *= 2 } raise_fln_ap(result) } if (effect === '+') { // bad effect: 1 Band/Failek neutralized, area is Terrorized log(`Neutralized ${units[first_unit].name}`) set_unit_neutralized(first_unit) log(">Area terrorized") set_area_terrorized(loc) } else if (effect === '@') { // good result: 1 Police unit neutralized, area is Terrorized let done = false for_each_enemy_unit_in_loc(loc, u => { if (!done && is_police_unit(u)) { log(`Police in ${areas[loc].name} neutralized`) set_unit_neutralized(u) done = true } }) log(">Area terrorized") set_area_terrorized(loc) } end_fln_mission() } } function goto_fln_harass_mission() { push_undo() game.passes = 0 log_h3(`Harass Mission`) game.state = "fln_harass" } states.fln_harass = { inactive: "to do Harass mission", prompt() { view.prompt = "Harass: Select Band or Failek unit (may combine if Failek present)" if (game.selected.length === 0) { for_each_friendly_unit_on_map_box(OPS, u => { if (is_harass_unit(u)) { gen_action_unit(u) } }) } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let has_failek = false let has_target = false for (let u of game.selected) { if (unit_type(u) === FAILEK) has_failek = true if (is_gov_unit(u)) has_target = true } if (!has_target) { view.prompt = "Harass: Select enemy unit in area" } else if (game.selected.length > 1) { view.prompt = "Harass: Execute mission" gen_action("roll") } for_each_friendly_unit_on_map_box(OPS, u => { if (is_harass_unit(u)) { if (set_has(game.selected, u)) { gen_action_unit(u) } else if (has_failek || (game.selected.length === 1 && has_target)) { gen_action_unit(u) } } }) for_each_enemy_unit_in_loc(first_unit_loc, u => { if (!has_target || set_has(game.selected, u)) gen_action_unit(u) }) } }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] push_undo() game.combat = { fln_units: [], gov_units: [], half_firepower: 1 } for (let u of list) { if (is_gov_unit(u)) { set_add(game.combat.gov_units, u) } else { set_add(game.combat.fln_units, u) } } goto_combat() } } function goto_combat() { // game.combat = {fln_units: [], gov_units: [], half_firepower: false} // game.combat = {hits_on_fln: 0, hits_on_gov: 0, distribute_gov_psl: 0} let loc = unit_loc(game.combat.fln_units[0]) log_h3(`Combat in ${areas[loc].name}`) // Result is the number of 'hits' on enemy units. let fln_firepower = 0 for (let u of game.combat.fln_units) { fln_firepower += unit_firepower(u) } log(`>FLN firepower ${fln_firepower}`) game.combat.hits_on_gov = roll_crt(fln_firepower) log(`Hits on Gov. ${game.combat.hits_on_gov}`) let gov_firepower = 0 for (let u of game.combat.gov_units) { gov_firepower += unit_firepower(u) } let half_str = '' if (game.combat.half_firepower) { // When units fire at half Firepower Rating, round fractions up. gov_firepower = Math.ceil(gov_firepower / 2) half_str = " (half)" } log(`>Gov. firepower ${gov_firepower}${half_str}`) game.combat.hits_on_fln = roll_crt(gov_firepower) log(`Hits on FLN ${game.combat.hits_on_fln}`) // Step 2: FLN to distribute hits on government if (game.combat.hits_on_gov) { goto_distribute_psp(FLN, game.combat.hits_on_gov, 'combat_hits_on_gov') } else { continue_combat_after_hits_on_gov() } } function continue_combat_after_hits_on_gov() { // Step 3: FLN to distribute losses if (game.combat.hits_on_fln) { game.distribute_gov_psl = 0 game.combat.distribute_fln_hits = game.combat.hits_on_fln goto_combat_fln_losses() } else { continue_combat_after_fln_losses() } } function continue_combat_after_fln_losses() { // Step 4: Gov to distribute PSL from losses if (game.distribute_gov_psl) { goto_distribute_psp(GOV, game.distribute_gov_psl, 'combat_distribute_gov_psl') } else { end_combat() } } function end_combat() { // Step 5: Neutralize remaining units with biggest hits // Remaining involved units of the side that received the largest number of 'hits' // (according to the table, whether implemented or not) are Neutralized (no one is neutralized if equal results). if (game.combat.hits_on_gov > game.combat.hits_on_fln) { log(`>Gov. units neutralized`) for (let u of game.combat.gov_units) { set_unit_neutralized(u) } } else if (game.combat.hits_on_gov < game.combat.hits_on_fln && game.combat.fln_units.length) { log(`>FLN units neutralized`) for (let u of game.combat.fln_units) { set_unit_neutralized(u) } } // After taking any combat results, all remaining involved units are placed in the OC box. for (let u of game.combat.fln_units) { set_unit_box(u, OC) } for (let u of game.combat.gov_units) { if (is_mobile_unit(u)) set_unit_box(u, OC) } game.combat = {} goto_fln_operations_phase() } function goto_combat_fln_losses() { game.phasing = FLN_NAME set_active_player() log_h3(`FLN to Distribute losses`) game.state = "fln_combat_fln_losses" } function has_fln_combat_unit(type) { for (let u of game.combat.fln_units) { if (unit_type(u) === type) return true } return false } function for_first_fln_combat_unit(type, fn) { for (let u of game.combat.fln_units) { if (unit_type(u) === type) { fn(u) return } } } function eliminate_fln_unit(type) { push_undo() for_first_fln_combat_unit(type, u =>{ eliminate_unit(u) set_delete(game.combat.fln_units, u) game.combat.distribute_fln_hits -= 1 }) if (!game.combat.distribute_fln_hits || !game.combat.fln_units.length) continue_combat_after_fln_losses() } function reduce_fln_unit(from_type, to_type) { push_undo() for_first_fln_combat_unit(from_type, u =>{ reduce_unit(u, to_type) set_delete(game.combat.fln_units, u) game.combat.distribute_fln_hits -= 1 }) if (!game.combat.distribute_fln_hits || !game.combat.fln_units.length) continue_combat_after_fln_losses() } states.fln_combat_fln_losses = { inactive: "to distribute combat losses", prompt() { view.prompt = `Distribute ${game.combat.distribute_fln_hits} hit(s) as losses` // each 'hit' on FLN units eliminates one Cadre or Band, or reduces a Front to a Cadre, or reduces a Failek to a Band (FLN player chooses how to distribute his losses). if (has_fln_combat_unit(CADRE)) gen_action("eliminate_cadre") if (has_fln_combat_unit(BAND)) gen_action("eliminate_band") if (has_fln_combat_unit(FRONT)) gen_action("reduce_front") if (has_fln_combat_unit(FAILEK)) gen_action("reduce_failek") }, eliminate_cadre() { eliminate_fln_unit(CADRE) }, eliminate_band() { eliminate_fln_unit(BAND) }, reduce_front() { reduce_fln_unit(FRONT, CADRE) }, reduce_failek() { reduce_fln_unit(FAILEK, BAND) } } function goto_gov_operations_phase() { game.phasing = GOV_NAME set_active_player() log_h2(`${game.active} Operations`) game.state = "gov_operations" } const GOV_INTELLIGENCE_COST = 1 const GOV_CIVIL_AFFAIRS_COST = 1 const GOV_SUPPRESSION_COST = 1 const GOV_POPULATION_RESETTLEMENT_COST = 1 states.gov_operations = { inactive: "to do operations", prompt() { view.prompt = "Operations: Perform a mission, or Pass." // check if any GOV missions can actually be performed view.actions.flush = 0 view.actions.intelligence = 0 view.actions.civil_affairs = 0 view.actions.suppression = 0 view.actions.population_resettlement = 0 for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (is_flush_unit(u)) { view.actions.flush = 1 } if (game.gov_psl >= GOV_INTELLIGENCE_COST && is_intelligence_unit(u)) { view.actions.intelligence = 1 } if (game.gov_psl >= GOV_CIVIL_AFFAIRS_COST && is_civil_affairs_unit(u)) { view.actions.civil_affairs = 1 } if (game.gov_psl >= GOV_SUPPRESSION_COST && is_suppression_unit(u)) { view.actions.suppression = 1 } if (game.gov_psl >= GOV_POPULATION_RESETTLEMENT_COST && is_population_resettlement_unit(u)) { view.actions.population_resettlement = 1 } }) gen_action("pass") }, flush() { goto_gov_flush_mission() }, intelligence() { goto_gov_intelligence_mission() }, civil_affairs() { goto_gov_civil_affairs_mission() }, suppression() { goto_gov_suppression_mission() }, population_resettlement() { goto_gov_population_resettlement_mission() }, pass() { log("Government Passes") game.passes += 1 if (game.passes >= 2) { end_operations_phase() } else { goto_fln_operations_phase() } } } function goto_gov_flush_mission() { push_undo() game.passes = 0 log_h3(`Flush Mission`) game.state = "gov_flush" } states.gov_flush = { inactive: "to do Flush mission", prompt() { if (game.selected.length === 0) { view.prompt = "Flush: Select mobile unit(s)" for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (is_flush_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = "Flush: Execute mission" let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) // TODO airmobile if (has_unit_type_in_loc(FR_XX, first_unit_loc)) { // any combination when division present for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (unit_loc(u) === first_unit_loc && is_mobile_unit(u)) { gen_action_unit(u) } }) } else if (is_elite_unit(first_unit)) { // all elite for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (unit_loc(u) === first_unit_loc && is_elite_unit(u)) { gen_action_unit(u) } }) } else { // Allow deselect gen_action_unit(first_unit) } gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] let first_unit = list[0] let loc = unit_loc(first_unit) push_undo() log(`>in ${areas[loc].name}`) // Total the Contact Ratings of Government units participating in the mission. let contact_ratings = 0 for (let u of list) { contact_ratings += unit_contact(u) } log(`Combined Gov. contact = ${contact_ratings}`) let base_drm = 0 if (is_area_remote(loc)) base_drm += 1 if (is_area_terrorized(loc)) base_drm += 1 if (is_area_urban(loc)) base_drm -= 1 // (DRM: +1 if target unit has an Evasion rating higher than the total Contact ratings involved, // or Flush is in a Remote area, or if a Terror marker is present; -1 if Flush is in an Urban area). let contacted = [] for_each_enemy_unit_in_loc_boxes(loc, [OPS, OC], u => { log(`${units[u].name}`) let drm = base_drm if (unit_evasion(u) > contact_ratings) drm += 1 // The Government player rolls to contact each FLN unit that is currently in the OPS or OC boxes // by rolling equal to or less than this number, moving contacted units to one side. let roll = roll_1d6(drm) if (roll <= contact_ratings) { log(">Contact") set_add(contacted, u) } else { log(">No contact") } }) if (contacted.length) { // Contacted FLN units then fire on the Combat Results Table, and the Government units return fire. game.combat = { fln_units: contacted, gov_units: list } goto_combat() } else { for (let u of list) { if (is_mobile_unit(u)) set_unit_box(u, OC) } end_gov_mission() } } } function goto_gov_intelligence_mission() { push_undo() game.passes = 0 log_h3(`Intelligence Mission`) game.state = "gov_intelligence" } states.gov_intelligence = { inactive: "to do Intelligence mission", prompt() { if (game.selected.length === 0) { view.prompt = "Intelligence: Select police unit(s)" for_each_friendly_unit_on_map_of_type(POL, u => { if (is_intelligence_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = "Intelligence: Execute mission" let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) for_each_friendly_unit_on_map_of_type(POL, u => { if (unit_loc(u) == first_unit_loc && is_intelligence_unit(u)) { gen_action_unit(u) } }) gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] let first_unit = list[0] let loc = unit_loc(first_unit) push_undo() log(`>in ${areas[loc].name}`) // The Government player pays 1 PSP, indicates the area, totals the Contact Ratings of the non-neutralized Police units there lower_gov_psl(GOV_INTELLIGENCE_COST) let contact_ratings = 0 for (let u of list) { contact_ratings += unit_contact(u) } log(`Combined Gov. contact = ${contact_ratings}`) let base_drm = 0 if (is_area_remote(loc)) base_drm += 1 if (is_area_terrorized(loc)) base_drm += 1 if (is_area_urban(loc)) base_drm -= 1 // (DRM: +1 if target unit has an Evasion rating higher than the total Contact ratings involved, // or mission is in a Remote area, or if a Terror marker is present; -1 if mission is in an Urban area). for_each_enemy_unit_in_loc_boxes(loc, [UG], u => { log(`${units[u].name}`) let drm = base_drm if (unit_evasion(u) > contact_ratings) drm += 1 // and rolls to contact each FLN unit in the UG box of that area by rolling equal to or less than this number let roll = roll_1d6(drm) if (roll <= contact_ratings) { log(">Contact") set_unit_box(u, OC) } else { log(">No contact") } }) end_gov_mission() } } function goto_gov_civil_affairs_mission() { push_undo() game.passes = 0 log_h3(`Civil Affairs Mission`) game.state = "gov_civil_affairs" } states.gov_civil_affairs = { inactive: "to do Civil Affairs mission", prompt() { if (game.selected.length === 0) { view.prompt = "Civil Affairs: Select police unit" for_each_friendly_unit_on_map_of_type(POL, u => { if (is_civil_affairs_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = "Civil Affairs: Execute mission" let first_unit = game.selected[0] // Allow deselect gen_action_unit(first_unit) gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let unit = pop_selected() let loc = unit_loc(unit) push_undo() log(`>in ${areas[loc].name}`) lower_gov_psl(GOV_CIVIL_AFFAIRS_COST) set_area_civil_affaired(loc) // rolls 1d6, applies any DRM and reads the result off the Mission Success Table. // A DRM of +1 is applied if the "Amnesty" random event is in effect. let drm = 0 if (game.events.amnesty) drm += 1 let [result, effect] = roll_mst(drm) // PSP from successful Civil Affairs missions are subtracted from the FLN PSL (note this is different from the FLN Propaganda mission). lower_fln_psl(result) // remove Terror marker on a @ or +. if (is_area_terrorized(loc) && (effect === '+' || effect === '@')) { log(">Terror marker removed") clear_area_terrorized(loc) } end_gov_mission() } } function goto_gov_suppression_mission() { push_undo() game.passes = 0 log_h3(`Suppression Mission`) game.state = "gov_suppression" } states.gov_suppression = { inactive: "to do Suppression mission", prompt() { if (game.selected.length === 0) { view.prompt = "Suppression: Select police unit, Elite units may assist" for_each_friendly_unit_on_map_of_type(POL, u => { if (is_suppression_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = "Suppression: Execute mission" let first_unit = game.selected[0] // Allow deselect gen_action_unit(first_unit) gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let unit = pop_selected() let loc = unit_loc(unit) push_undo() let assist = count_not_neutralized_unit_type_in_loc(EL_X, loc) if (assist) { log(`>in ${areas[loc].name} (with ${assist} Elite)`) } else { log(`>in ${areas[loc].name}`) } lower_gov_psl(GOV_SUPPRESSION_COST) set_area_suppressed(loc) // rolls 1d6, applies any DRM and reads the result off the Mission Success Table. // Elite units may assist in this mission, each one yielding a +1 DRM. // A DRM of +1 is applied if the "Amnesty" random event is in effect. let drm = assist if (game.events.amnesty) drm += 1 let [result, effect] = roll_mst(drm) // rolls the die and a number of FLN Bands/Faileks in the area equal to the result on the Mission Success Table are neutralized, // no matter what box they are in (FLN player chooses which exact units are neutralized). let targets = [] for_each_enemy_unit_in_loc(loc, u => { let type = unit_type(u) if (type === BAND || type === FAILEK) { targets.push(u) } }) // TODO FLN player chooses which exact units are neutralized) shuffle(targets) for(let u of targets.slice(0, result)) { log(`>${units[u].name} neutralized`) set_unit_neutralized(u) set_unit_box(u, OC) } // On a '@' result, all Cadre and Front units in the area are neutralized as well // and the area is Terrorized (place a Terror marker). // On a '+' result, the mission backfired somehow and the Government player loses 1d6 PSP, // as well as having to place a Terror marker. if (effect === '@') { for_each_enemy_unit_in_loc(loc, u => { let type = unit_type(u) if (type === FRONT || type === CADRE) { log(`>${units[u].name} neutralized`) set_unit_neutralized(u) set_unit_box(u, OC) } }) log(">Area terrorized") set_area_terrorized(loc) } else if (effect === '+') { log(">Mission backfired, area terrorized") let roll = roll_1d6() lower_gov_psl(roll) set_area_terrorized(loc) } end_gov_mission() } } function goto_gov_population_resettlement_mission() { push_undo() game.passes = 0 log_h3(`Population Resettlement Mission`) game.state = "gov_population_resettlement" } states.gov_population_resettlement = { inactive: "to do Population Resettlement mission", prompt() { view.prompt = "Population Resettlement: TODO" } } function end_gov_mission() { goto_fln_operations_phase() } function end_operations_phase() { game.passes = 0 goto_turn_interphase() } function determine_control() { log_h3("Determine Control") log_br() let fln_pts = new Array(area_count).fill(0) let gov_pts = new Array(area_count).fill(0) for_each_non_neutralized_unit_in_algeria(u => { let loc = unit_loc(u) if (unit_type(u) === FRONT) { fln_pts[loc] += 3 } else if (is_division_unit(u) && is_unit_dispersed(u)) { gov_pts[loc] += 3 } else if (is_fln_unit(u)) { fln_pts[loc] += 1 } else { gov_pts[loc] += 1 } }) for_each_algerian_map_area(loc => { let difference = Math.abs(fln_pts[loc] - gov_pts[loc]) // If one side has twice as many or more Control Points than the other, then it gets Control and an appropriate marker is placed in the area. if (!difference || (!fln_pts[loc] && !gov_pts[loc])) { // log(`>Contested`) set_area_contested(loc) return } log(`${areas[loc].name}`) log(`>FLN ${fln_pts[loc]} vs Gov ${gov_pts[loc]}`) if (fln_pts[loc] >= 2 * gov_pts[loc]) { log(`>FLN Control`) set_area_fln_control(loc) return } else if (gov_pts[loc] >= 2 * fln_pts[loc]) { log(`>Government Control`) set_area_gov_control(loc) return } // If one side has less than twice as many Points, take the difference of the two totals // Both sides then roll 1d6 trying to get equal to or less than that number. let fln_roll = roll_d6() log(`> FLN rolled ${fln_roll}`) let gov_roll = roll_d6() log(`> Government rolled ${gov_roll}`) let fln_claim = fln_roll <= difference let gov_claim = gov_roll <= difference // If one side succeeds, then he gets Control. If both or neither succeed, then the area remains Contested and no marker is placed. if (fln_claim && !gov_claim) { log(`>FLN Control`) set_area_fln_control(loc) } else if (gov_claim && !fln_claim) { log(`>Government Control`) set_area_gov_control(loc) } else { log(`>Contested`) set_area_contested(loc) } }) } function depreciation_loss_number(pts) { if (pts <= 0) { throw new Error("cannot do depreciation for pts " + pts) } else if (pts <= 5) { return 1 } else if (pts <= 10) { return 2 } else if (pts <= 15) { return 3 } else if (pts <= 20) { return 4 } else if (pts <= 24) { return 5 } else { return 6 } } function gov_depreciation() { if (!game.air_max && !game.helo_max) { return; } log_h3("Government Asset Depreciation") let drm = 0 if (game.gov_psl <= 30) drm -= 1 if (game.gov_psl >= 70) drm += 1 if (game.air_max) { log(`Air Max=${game.air_max}`) let loss = depreciation_loss_number(game.air_max) let roll = roll_1d6(drm) log(`>${roll} <= ${loss} ?`) if (roll <= loss) { game.air_max = Math.max(game.air_max - loss, 0) log(`>Air Max -${loss}`) } } if (game.helo_max) { log(`Helo Max=${game.helo_max}`) let loss = depreciation_loss_number(game.helo_max) let roll = roll_1d6(drm) log(`>${roll} <= ${loss} ?`) if (roll <= loss) { game.helo_max = Math.max(game.helo_max - loss, 0) log(`>Helo Max -${loss}`) } } } function fln_depreciation() { if (!game.fln_ap) { return; } log_h3("FLN unused AP Depreciation") let drm = 0 if (game.fln_psl <= 30) drm -= 1 if (game.fln_psl >= 70) drm += 1 let loss = depreciation_loss_number(game.fln_ap) let roll = roll_1d6(drm) log(`>${roll} <= ${loss} ?`) if (roll <= loss) { game.fln_ap = Math.max(game.fln_ap - loss, 0) log(`>AP -${loss}`) } } function unit_and_area_recovery() { log_h3("Recovery of Neutralized Units") for_each_neutralized_unit_in_algeria(u => { let loc = unit_loc(u) log(`>${units[u].name} in ${areas[loc].name}`) let drm = 0 if (is_fln_unit(u) && game.fln_psl <= 30) drm -= 1 if (is_fln_unit(u) && game.fln_psl >= 70) drm += 1 if (is_gov_unit(u) && game.gov_psl <= 30) drm -= 1 if (is_gov_unit(u) && (game.gov_psl >= 70 || is_elite_unit(u))) drm += 1 let roll = roll_1d6(drm) if (roll >= 5) { log(">Recovered") clear_unit_neutralized(u) } }) log_h3("Recovery of Terrorized Areas") for_each_algerian_map_area(loc => { if (is_area_terrorized(loc)) { log(`${areas[loc].name}`) let drm = 0 if (!has_fln_not_neutralized_unit_in_loc(loc)) drm += 1 let roll = roll_1d6(drm) if (roll >= 5) { log(">Recovered") clear_area_terrorized(loc) } } }) } function unit_redeployment() { log_h3("Redeployment") for_each_non_neutralized_unit_in_algeria(u => { let loc = unit_loc(u) let box = unit_box(u) if (is_fln_unit(u) && box !== UG) { // log(`>${units[u].name} in ${areas[loc].name} to UG`) set_unit_box(u, UG) } else if (is_gov_unit(u) && is_mobile_unit(u)) { if (box !== OC) { // log(`>${units[u].name} in ${areas[loc].name} to OC`) set_unit_box(u, OC) } if (is_unit_airmobile(u)) { // log(`>flipped airmobile back`) clear_unit_airmobile(u) } } }) game.air_avail = game.air_max game.helo_avail = game.helo_max log(`Air Avail=${game.air_avail} Helo Avail=${game.helo_avail}`) } function coup_attempt() { log_h3("> Coup attempt") let coup = roll_nd6(2) if (coup === 2) { log("Wild success: +3d6 PSP, mobilize 2d6 PSP of units for free") // TODO mobilize let delta_psp = roll_nd6(3) raise_gov_psl(delta_psp) } else if (coup <= 4) { log("Big success: +2d6 PSP, mobilize 1d6 PSP of units for free") // TODO mobilize let delta_psp = roll_nd6(2) raise_gov_psl(delta_psp) } else if (coup <= 6) { log("Success: +1d6 PSP") let delta_psp = roll_d6() raise_gov_psl(delta_psp) } else if (coup === 7) { log("Fizzle: -1d6 PSP") let delta_psp = roll_d6() lower_gov_psl(delta_psp) } else if (coup <= 9) { log("Failure: -2d6 PSP, remove 1 elite unit from the game") // TODO remove elite let delta_psp = roll_nd6(2) lower_gov_psl(delta_psp) } else { log("Abject failure: -3d6 PSP, remove 1d6 elite units from the game") // TODO remove elite let delta_psp = roll_nd6(3) lower_gov_psl(delta_psp) } } function final_psl_adjustment() { log_h3("Final PSL Adjustment") if (game.gov_psl < 30) { log_br() log("Gov. PSL<30: Checking for Coup d'etat") let drm = 0 // TODO +1 if OAS is deployed in France let roll = roll_1d6(drm) if (roll === 6) { coup_attempt() if (check_victory()) return } else { log("> Nothing happened.") } } // TODO OAS deployed in Algeria: -1 // TODO OAS deployed in France: -2 // TODO for each area currently Terrorized or ever Resettled let gov_area_adjust = 0 for_each_algerian_map_area(loc => { if (is_area_terrorized(loc) || is_area_resettled(loc)) { gov_area_adjust += 1 } }) if (gov_area_adjust > 0) { log_br() log("Areas Terrorized or ever Resettled") lower_gov_psl(gov_area_adjust) if (check_victory()) return } if (!has_fln_not_neutralized_mobile_unit_in_algeria()) { log_br() log("No non-neutralized FLN mobile units present in Algeria") let roll = roll_nd6(3) lower_fln_psl(roll) if (check_victory()) return } if (game.is_morocco_tunisia_independent) { // Total Firepower of FLN mobile units in Morocco and/or Tunisia x 10% (round fractions down) let firepower = 0 for_each_fln_mobile_unit_in_morocco_tunisia(u => { firepower += unit_firepower(u) }) let fln_firepower_adjust = Math.floor(firepower * 0.1) if (fln_firepower_adjust) { log_br() log("Total Firepower of FLN mobile units in Morocco and/or Tunisia x 10%") raise_fln_psl(fln_firepower_adjust) } if (check_victory()) return } // Side that Controls more areas gets PSP equal to HALF the difference between them (round fractions down) log_br() // log("Side that Controls more areas gets PSP equal to HALF the difference") let fln_control = 0 let gov_control = 0 for_each_algerian_map_area(loc => { if (is_area_fln_control(loc)) { fln_control += 1 } else if (is_area_gov_control(loc)) { gov_control += 1 } }) log(`Area control FLN=${fln_control} Government=${gov_control}`) let control_adjust = Math.floor(Math.abs(fln_control - gov_control) / 2) if (control_adjust > 0) { if (fln_control > gov_control) { raise_fln_psl(control_adjust) } else if (gov_control > fln_control) { raise_gov_psl(control_adjust) } if (check_victory()) return } } function goto_turn_interphase() { // clear_undo() game.active = BOTH game.state = "turn_interphase" // XXX debug push_undo() log_h2("Turn Interphase") determine_control() gov_depreciation() fln_depreciation() unit_and_area_recovery() unit_redeployment() final_psl_adjustment() // TODO check if we need to mobilize / remove any units if (check_victory()) return } states.turn_interphase = { prompt() { view.prompt = "Turn Interphase" gen_action("end_turn") }, end_turn() { goto_next_turn() } } function goto_next_turn() { game.turn += 1 // make sure single-turn effects are disabled delete game.events.amnesty delete game.events.jealousy_and_paranoia delete game.events.border_zone_mobilized // make sure all limited mission events are cleared for_each_map_area(l => { clear_area_all_mission_flags(l) }) log_h1("Turn: " + game.turn) goto_random_event() } // #endregion // #region LOGGING function log(msg) { game.log.push(msg) } function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } function logi(msg) { game.log.push(">" + msg) } function log_h1(msg) { log_br() log(".h1 " + msg) log_br() } function log_h2(msg) { log_br() log(".h2 " + msg) log_br() } function log_h3(msg) { log_br() log(".h3 " + msg) } function log_sep() { log(".hr") } // #endregion // #region COMMON LIBRARY function clear_undo() { game.undo.length = 0 } function push_undo() { let copy = {} for (let k in game) { let v = game[k] if (k === "undo") continue else if (k === "log") v = v.length else if (typeof v === "object" && v !== null) v = object_copy(v) copy[k] = v } game.undo.push(copy) } function pop_undo() { let save_log = game.log let save_undo = game.undo game = save_undo.pop() save_log.length = game.log game.log = save_log game.undo = save_undo } function random(range) { // An MLCG using integer arithmetic with doubles. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**35 − 31 return (game.seed = game.seed * 200105 % 34359738337) % range } function shuffle(list) { // Fisher-Yates shuffle for (let i = list.length - 1; i > 0; --i) { let j = random(i + 1) let tmp = list[j] list[j] = list[i] list[i] = tmp } } function add_sign(num, zero = '') { if (num > 0) { return `+${num}` } else if (num < 0) { return `${num}` } else { return zero } } function roll_d6() { clear_undo() return random(6) + 1 } function roll_1d6(drm=0) { let roll = roll_d6() let net_roll = roll + drm // Rolled 1d6+2=6 log(`>Rolled 1d6${add_sign(drm)}=${net_roll}`) return net_roll } function roll_nd6(n) { clear_undo() let result = 0 for (let i = 0; i < n; ++i) { result += roll_d6() } log(`>Rolled ${n}d6=${result}`) return result } const MST = [0, 0, 1, 1, 1, 2, 2, 3, 4, 5] const MST_EFFECT = ['+', '+', '+', '', '', '', '', '@', '@', '@'] function roll_mst(drm) { let roll = clamp(roll_1d6(drm), -1, 8) let result = MST[roll + 1] let effect = MST_EFFECT[roll + 1] let effect_str = '' if (effect === '+') effect_str = ' (bad)' if (effect === '@') effect_str = ' (good)' log(`>Mission Success: ${result}${effect}${effect_str}`) return [result, effect] } const COMBAT_RESULT_TABLE = [ // FP 1 2 3 4 5 6 [ 1, [ 0, 0, 0, 0, 0, 1]], [ 4, [ 0, 0, 0, 1, 1, 2]], [ 8, [ 1, 1, 2, 2, 2, 3]], [ 15, [ 1, 2, 3, 3, 4, 5]], [ 24, [ 2, 4, 5, 5, 6, 8]], [ 9999, [ 3, 5, 7, 8, 10, 12]], ] function combat_result(firepower, die) { let k = 0 for (k = 0; k < COMBAT_RESULT_TABLE.length; ++k) { if (firepower <= COMBAT_RESULT_TABLE[k][0]) break } return COMBAT_RESULT_TABLE[k][1][die - 1] } function roll_crt(firepower) { let roll = roll_1d6() let result = combat_result(firepower, roll) log(`>CRT result: ${result}`) return result } function clamp(x, min, max) { return Math.min(Math.max(x, min), max) } // Array remove and insert (faster than splice) function array_remove(array, index) { let n = array.length for (let i = index + 1; i < n; ++i) array[i - 1] = array[i] array.length = n - 1 } function array_remove_item(array, item) { let n = array.length for (let i = 0; i < n; ++i) if (array[i] === item) return array_remove(array, i) } // insert item at index (faster than splice) function array_insert(array, index, item) { for (let i = array.length; i > index; --i) array[i] = array[i - 1] array[index] = item return array } function set_clear(set) { set.length = 0 } function set_has(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return true } return false } function set_add(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return set } return array_insert(set, a, item) } function set_delete(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return array_remove(set, m) } return set } function set_toggle(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return array_remove(set, m) } return array_insert(set, a, item) } function is_subset_with_multiplicity(multiset, subset) { const occurrences = (arr, val) => arr.reduce((acc, el) => (el === val ? acc + 1 : acc), 0) return !subset.some(val => (occurrences(subset, val) > occurrences(multiset, val))) } // Fast deep copy for objects without cycles function object_copy(original) { if (Array.isArray(original)) { let n = original.length let copy = new Array(n) for (let i = 0; i < n; ++i) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } else { let copy = {} for (let i in original) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } } // #endregion