"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 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 DEPLOY = 1 const ELIMINATED = 2 var states = {} var game = null var view = null const { areas, zone_areas, locations, units } = require("./data.js") var first_friendly_unit, last_friendly_unit var first_enemy_unit, last_enemy_unit // #region PLAYER STATE 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() } } // #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_remote(l) { return (game.areas[l] & AREA_REMOTE_MASK) === AREA_REMOTE_MASK } 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 } // #endregion // #region UNIT STATE function apply_select(u) { if (game.selected === u) game.selected = -1 else game.selected = u } function pop_selected() { let u = game.selected game.selected = -1 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 = 2 << 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 eliminate_unit(u) { game.units[u] = 0 set_unit_loc(u, ELIMINATED) set_unit_box(u, OC) } function is_unit_eliminated(u) { return unit_loc(u) === ELIMINATED } // #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 is_gov_unit(u) { return units[u].side === GOV } function is_fln_unit(u) { return units[u].side === FLN } function is_police_unit(u) { return units[u].type === POL } // #endregion // #region ITERATORS 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_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 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_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 } // #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, 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 goto_game_over(result, victory) { game.state = "game_over" game.active = "None" game.result = result game.victory = victory log("") log(game.victory) return false } states.game_over = { prompt() { view.prompt = game.victory }, } // #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: 0, units: new Array(unit_count).fill(0), areas: new Array(area_count).fill(0), events: {}, // 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 }, "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 } } const SCENARIO_DEPLOYMENT = { "1954": { fln: { "I": [FRONT, CADRE], "II": [FRONT, CADRE, CADRE], "III": [FRONT, CADRE], "IV": [CADRE], "V": [FRONT, CADRE, CADRE] }, gov: { "II": [FR_X, AL_X, POL], "IV": [FR_X, AL_X, POL], "V": [FR_X, EL_X, AL_X, POL] } }, "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] }, 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 [zone, list] of Object.entries(deployment)) { for (let l of list) { let u = find_free_unit_by_type(l) set_unit_loc(u, DEPLOY) set_unit_box(u, OC) } } } function setup_scenario(scenario_name) { log_h1("Scenario: " + scenario_name) let scenario = SCENARIOS[scenario_name] Object.assign(game, scenario) game.fln_ap = roll_2d6() 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 = {} } states.scenario_setup = { inactive: "setup", prompt() { view.prompt = `Setup: ${game.active} Deployment.` let done = true for_each_friendly_unit_in_loc(DEPLOY, u => { gen_action_unit(u) done = false }) if (done) gen_action('end_deployment') if (game.selected.length > 0) { for (let i = 0; i < areas.length; ++i) { let loc = areas[i].loc gen_action_loc(loc) } } // XXX gen_action("restart") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { console.log("loc", to) let list = game.selected game.selected = [] push_undo() game.summary[to] = (game.summary[to] | 0) + list.length for (let who of list) { set_unit_loc(who, to) // deploy unit: all FLN in UG, GOV in OPS, police in PTL if (is_fln_unit(who)) { set_unit_box(who, UG) } else if (is_police_unit(who)) { set_unit_box(who, PTL) } else { set_unit_box(who, OPS) } } }, end_deployment() { log(`Deployed`) let keys = Object.keys(game.summary).map(Number).sort((a,b)=>a-b) for (let x of keys) log(`>${game.summary[x]} at #${x}`) game.summary = null end_scenario_setup() }, restart() { // XXX debug log("Restarting...") goto_restart() } } function end_scenario_setup() { set_enemy_player() if (has_friendly_unit_in_loc(DEPLOY)) { goto_scenario_setup() } else { game.selected = -1 game.summary = null begin_game() } } // #endregion // #region FLOW OF PLAY function begin_game() { game.turn = 1 goto_random_event() } function goto_random_event() { game.active = BOTH game.state = "random_event" } states.random_event = { prompt() { view.prompt = "Roll for a random event." gen_action("roll") gen_action("restart") }, roll() { clear_undo() let rnd = 10 * roll_d6() + roll_d6() log("Random event roll " + rnd) // goto_reinforcement_phase() 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 { log("Invalid random value, out of range (11-66)") } }, restart() { // XXX debug log("Restarting...") goto_restart() } } function goto_restart() { // XXX debug only exports.setup(game.seed, game.scenario) } function goto_no_event() { log(".h2 No Event. Lucky you.") end_random_event() } function goto_fln_foreign_arms_shipment() { log(".h2 FLN Foreign arms shipment.") // The FLN player adds 2d6 AP, minus the current number of Naval Points. let roll = roll_2d6() let delta_ap = Math.max(roll - game.gov_naval, 0) log(`FLN adds ${roll} AP, minus ${game.gov_naval} Naval Points = ${delta_ap} AP`) game.fln_ap += delta_ap end_random_event() } function goto_jealousy_and_paranoia() { log(".h2 Jealousy and Paranoia. TODO") // TODO 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(".h2 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(".h2 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(".h2 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(".h2 Morocco & Tunisia Gains Independence. TODO") 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() } // Raise both FLN and Government PSL by 2d6; let fln_roll = roll_2d6() log(`Raising FLN PSL by ${fln_roll}`) game.fln_psl += fln_roll let gov_roll = roll_2d6() log(`Raising Government PSL by ${gov_roll}`) game.gov_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(".h2 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(".h2 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("Re-roll. 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(".h2 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(".h2 Jean-Paul Sartre writes article condemning the war.") // Reduce Government PSL by 1 PSP. game.gov_psl -= 1 end_random_event() } function end_random_event() { goto_reinforcement_phase() } function goto_reinforcement_phase() { game.state = "reinforcement" } states.reinforcement = { inactive: "to do reinforcement", prompt() { view.prompt = "Do reinforcement." gen_action("done") }, done() { // XXX debug log("End of 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 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 roll_d6() { return random(6) + 1; } function roll_2d6() { return roll_d6() + roll_d6() } // 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) } // 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