"use strict" const FLN_NAME = "FLN" const GOV_NAME = "Government" 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 const unit_type_name = [ "French division", "French brigade", "French elite brigade", "Algerian brigade", "Police", "Failek", "Band", "Cadre", "Front", ] // Free deployment holding box const FREE = 0 const DEPLOY = 1 const ELIMINATED = 2 const FRANCE = 3 const TUNISIA = 4 const MOROCCO = 5 // maximum values const MAX_PSL = 99 const MAX_AP = 99 const MAX_AIR_POINT = 99 const MAX_HELO_POINT = 99 const MAX_NAVAL_POINT = 99 const MAX_BORDER_ZONE_DRM = -3 // costs 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 GOV_UNIT_MOBILIZE_COST = { [FR_XX]: 5, [FR_X]: 2, [EL_X]: 3, [AL_X]: 2, [POL]: 1 } const GOV_UNIT_ACTIVATION_COST = { [FR_XX]: 1, [FR_X]: .5, [EL_X]: .5, [AL_X]: 0 } const GOV_UNIT_AIRMOBILIZE_COST = { [EL_X]: 1, [FR_X]: 2, [AL_X]: 2 } // var states = {} var game = null var view = null const { areas, zone_areas, locations, units, adjacents } = 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.active === GOV_NAME) set_active_player(FLN_NAME) else set_active_player(GOV_NAME) } function set_active_player(new_active) { clear_undo() game.active = new_active update_aliases() } 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. function raise_fln_psl(amount) { if (amount <= 0) throw Error(`ASSERT: amount > 0, but was ${amount}`) logp(`+${amount} FLN PSL`) // can trigger victory game.fln_psl += amount if (game.fln_psl > MAX_PSL) { let excess_psl = game.fln_psl - MAX_PSL logp("(subtracted from Gov PSL)") game.fln_psl = MAX_PSL lower_gov_psl(excess_psl) } } function raise_gov_psl(amount) { if (amount <= 0) throw Error(`ASSERT: amount > 0, but was ${amount}`) // can trigger victory logp(`+${amount} Gov PSL`) game.gov_psl += amount if (game.gov_psl > MAX_PSL) { let excess_psl = game.gov_psl - MAX_PSL logp("(subtracted from FLN PSL)") game.gov_psl = MAX_PSL lower_fln_psl(excess_psl) } } function lower_fln_psl(amount) { if (amount <= 0) throw Error(`ASSERT: amount > 0, but was ${amount}`) logp(`-${amount} FLN PSL`) game.fln_psl = Math.max(0, game.fln_psl - amount) } function log_lower_gov_psl(amount) { if (amount) logp(`-${amount} Gov PSL`) } function lower_gov_psl(amount, verbose=true) { if (amount <= 0) throw Error(`ASSERT: amount > 0, but was ${amount}`) if (verbose) log_lower_gov_psl(amount) game.gov_psl = Math.max(0, game.gov_psl - amount) return amount } function raise_fln_ap(amount) { if (amount < 0) throw Error(`ASSERT: amount >= 0, but was ${amount}`) logp(`+${amount} FLN AP`) game.fln_ap = Math.min(MAX_AP, game.fln_ap + amount) } function log_pay_ap(amount) { if (amount) logp(`-${amount} FLN AP`) } function pay_ap(amount, verbose=true) { if (verbose) log_pay_ap(amount) game.fln_ap = Math.max(0, game.fln_ap - amount) return 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 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 l > 2 && areas[l].type !== COUNTRY } function is_area_france(l) { return l === FRANCE } function is_area_morocco_or_tunisia(l) { return l === MOROCCO || l === TUNISIA } 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 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 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) { set_unit_loc(u, to) set_unit_box(u, OC) } function eliminate_unit(u) { log(`Eliminated U${u}.`) if (is_fln_unit(u)) { game.distribute_gov_psl += 1 set_delete(game.contacted, u) } game.units[u] = 0 set_unit_loc(u, ELIMINATED) set_unit_box(u, OC) clear_unit_neutralized(u) } function neutralize_unit(u, verbose=true) { if (verbose) log(`Neutralized U${u}.`) set_unit_neutralized(u) if (!is_police_unit(u)) set_unit_box(u, OC) } function remove_unit(u, to) { set_unit_loc(u, to) set_unit_box(u, OC) clear_unit_neutralized(u) } function evade_unit(u) { set_unit_box(u, UG) set_delete(game.contacted, u) } function free_unit(u) { game.units[u] = 0 } function activate_oas() { log("Gov PSL ≤ 30:") logi("OAS Activated") game.oas = DEPLOY game.oas_control = -1 } function roll_oas_control() { let roll = roll_d6() log(`OAS Control B${roll}`) if (roll <= 3) { logi("FLN") game.oas_control = FLN } else { logi("Government") game.oas_control = GOV } } function remove_oas() { log("Gov PSL ≥ 70:") logi("OAS Removed") game.oas = 0 game.oas_control = -1 } // #endregion // #region UNIT DATA function is_fln_unit_type(type) { return type === FRONT || type === CADRE || type === BAND || type === FAILEK } 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 // FLN units can be rebuild, so on second pass get one from the ELIMINATED pile. if (is_fln_unit_type(type)) for (let u = 0; u < unit_count; ++u) if (unit_loc(u) === ELIMINATED && 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 (units[u].type === type && (!game.units[u] || (is_fln_unit_type(type) && unit_loc(u) === ELIMINATED))) 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 has_loc_as_airmobile_target(u, loc) { return has_enemy_unit_in_loc_boxes(loc, [OPS, OC]) && (unit_loc(u) === loc || is_elite_unit(u) || has_unit_type_in_loc(FR_XX, loc)) } function has_any_airmobile_target(u) { let has_target = false for_each_algerian_map_area(loc => { if (has_loc_as_airmobile_target(u, loc)) has_target = true }) return has_target } function is_airmobilizable_unit_type(type) { return type === FR_X || type === EL_X || type === AL_X } function can_airmobilize_unit(u) { return !is_unit_airmobile(u) && (is_airmobilizable_unit_type(unit_type(u))) && (unit_box(u) === OPS || unit_box(u) === PTL) } 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_morocco_or_tunisia(loc) && !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_algerian(loc) && !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_adjacent_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_algerian(loc) && !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) && is_area_algerian(loc) && has_enemy_unit_in_loc(loc) } function is_potential_airmobile_flush_unit(u) { return can_airmobilize_unit(u) && airmobilize_cost([u]) <= game.helo_avail && is_unit_not_neutralized(u) } function is_airmobile_flush_unit(u) { return is_unit_airmobile(u) && is_unit_not_neutralized(u) && has_enemy_unit_in_boxes([OPS, OC]) } function is_flush_unit(u) { let loc = unit_loc(u) return is_mobile_unit(u) && is_unit_not_neutralized(u) && has_enemy_unit_in_loc_boxes(loc, [OPS, OC]) } // An airmobilized unit may travel any distance to participate in a Flush or React Mission if it is an Elite unit, // or if a Division in either mode is present in the area where the mission is occurring. function is_react_unit(u) { return is_mobile_unit(u) && is_unit_not_neutralized(u) } function is_intelligence_loc(loc) { return has_enemy_unit_in_loc_boxes(loc, [UG]) && count_not_neutralized_unit_type_in_loc(POL, loc) } 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_loc(loc) { return !is_area_civil_affaired(loc) && !is_area_remote(loc) && count_not_neutralized_unit_type_in_loc(POL, loc) } 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_loc(loc) { return !is_area_suppressed(loc) && has_enemy_unit_in_loc(loc) && count_not_neutralized_unit_type_in_loc(POL, 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_loc(loc) { return is_area_rural(loc) && count_not_neutralized_unit_type_in_loc(POL, 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) || is_unit_dispersed(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 (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 (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_not_neutralized_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 && is_unit_not_neutralized(u)) 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_friendly_unit_in_loc_box(loc, box, fn) { for (let u = first_friendly_unit; u <= last_friendly_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 for_each_non_neutralized_fln_unit_in_loc(loc, fn) { for (let u = first_fln_unit; u <= last_fln_unit; ++u) if (is_unit_not_neutralized(u) && unit_loc(u) === loc) fn(u) } function count_friendly_units_on_map_of_type(type) { let count = 0 for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (unit_loc(u) > 2 && unit_type(u) === type) count++ return count } 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 count_friendly_units_in_zone(z) { let count = 0 for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (is_unit_not_neutralized(u) && area_zone(unit_loc(u)) === z) count++ return count } function for_each_friendly_unit_in_zone(z, fn) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) if (is_unit_not_neutralized(u) && area_zone(unit_loc(u)) === z) 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 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_adjacent_map_area(x, fn) { if (x in adjacents) { for (let i of adjacents[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_boxes(boxes) { for (let u = first_enemy_unit; u <= last_enemy_unit; ++u) if (unit_loc(u) > 2 && boxes.includes(unit_box(u))) 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 (is_area_algerian(loc)) 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 } function for_each_not_neutralized_unit_type_in_loc(t, x, f) { for (let u = 0; u <= unit_count; ++u) if (unit_loc(u) === x && unit_type(u) === t && is_unit_not_neutralized(u)) f(u) } function for_each_patrol_unit_in_loc(loc, f) { for (let u = first_gov_unit; u <= last_gov_unit; ++u) if (unit_loc(u) === loc && unit_box(u) === PTL && is_unit_not_neutralized(u)) f(u) } function has_gov_react_units_for_loc(loc) { let has_division = has_unit_type_in_loc(FR_XX, loc) for (let u = first_gov_unit; u <= last_gov_unit; ++u) if (is_react_unit(u) && (unit_box(u) === PTL || unit_box(u) === OPS)) { if (unit_loc(u) === loc || ((is_unit_airmobile(u) || is_potential_airmobile_flush_unit(u)) && (has_division || is_elite_unit(u)))) 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 (argument === undefined) { view.actions[action] = 1 } else { 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 } // JSON Schema for view data exports.VIEW_SCHEMA = { type: "object", properties: { log: {type: "array", items: {type: "string"}}, prompt: {type: "string"}, scenario: {type: "string"}, active: {type: "string"}, turn: {type: "integer", minimum: 0}, fln_ap: {type: "integer", minimum: 0, maximum: MAX_AP}, fln_psl: {type: "integer", minimum: 0, maximum: MAX_PSL}, gov_psl: {type: "number", minimum: 0, maximum: MAX_PSL, multipleOf: 0.5}, air_avail: {type: "integer", minimum: 0, maximum: MAX_AIR_POINT}, air_max: {type: "integer", minimum: 0, maximum: MAX_AIR_POINT}, helo_avail: {type: "integer", minimum: 0, maximum: MAX_HELO_POINT}, helo_max: {type: "integer", minimum: 0, maximum: MAX_HELO_POINT}, naval: {type: "integer", minimum: 0, maximum: MAX_NAVAL_POINT}, oas: {type: "integer", minimum: 0, maximum: area_count}, is_morocco_tunisia_independent: {type: "boolean"}, border_zone_active: {type: "boolean"}, border_zone_drm: {type: "integer", "nullable": true, minimum: MAX_BORDER_ZONE_DRM, maximum: 0}, units: {type: "array", minItems: unit_count, maxItems: unit_count, items: {type: "integer"}}, areas: {type: "array", minItems: area_count, maxItems: area_count, items: {type: "integer"}}, contacted: {type: "array", items: {type: "integer", maximum: unit_count}}, actions: {type: "object"}, selected: {type: ["array", "integer"]}, selected_loc: {type: ["array", "integer"]} }, required: [ "log", "prompt", "scenario", "active", "turn", "fln_ap", "fln_psl", "gov_psl", "air_avail", "air_max", "helo_avail", "helo_max", "naval", "oas", "is_morocco_tunisia_independent", "border_zone_active", "border_zone_drm", "units", "areas", "contacted" ], additionalProperties: false } exports.view = function(state, player) { load_state(state) view = { log: game.log, prompt: null, scenario: game.scenario, active: game.active, turn: game.turn, fln_ap: game.fln_ap, fln_psl: game.fln_psl, gov_psl: game.gov_psl, // activation cost can be fraction air_avail: game.air_avail, air_max: game.air_max, helo_avail: game.helo_avail, helo_max: game.helo_max, naval: game.naval, oas: game.oas, 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, contacted: game.contacted, } if (player === game.active) { view.selected = game.selected view.selected_loc = game.selected_loc } if (game.state === "game_over") { view.prompt = game.victory } else if (player !== game.active) { let inactive = states[game.state].inactive || game.state view.prompt = `Waiting for ${game.active} ${inactive}.` } else { view.actions = {} if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 states[game.state].prompt() } return view } exports.resign = function (state, player) { load_state(state) if (game.state !== 'game_over') { if (player === FLN_NAME) goto_game_over(GOV_NAME, "FLN resigned.") if (player === GOV_NAME) goto_game_over(FLN_NAME, "Government resigned.") } return game } function victory_scale() { let psl_diff = Math.abs(game.gov_psl - game.fln_psl) if (psl_diff <= 25) { return "Marginal" } else if (psl_diff <= 50) { return "Substantial" } else { return "Decisive" } } function check_victory() { if (game.state === "game_over") return if (game.gov_psl <= 0) { let scale = victory_scale() goto_game_over(FLN_NAME, `${scale} FLN victory.`) return true } else if (game.fln_psl <= 0) { let scale = victory_scale() goto_game_over(GOV_NAME, `${scale} Government victory.`) return true } return false } function check_shorter_victory() { if (game.state === "game_over") return // If one player would "win" with at least a Substantial Victory (that is, his PSL is 26 or more points ahead of the other player's) two checks running, // the game ends at that point and he wins the game with the level of victory he enjoyed at that moment. let psl_diff = Math.abs(game.gov_psl - game.fln_psl) if (psl_diff >= 26) { let leader = game.gov_psl > game.fln_psl ? GOV : FLN if (game.shorter_victory_leader === GOV && leader === GOV) { let scale = victory_scale() goto_game_over(GOV_NAME, `${scale} Government Shorter Game victory.`) return true } else if (game.shorter_victory_leader === FLN && leader === FLN) { let scale = victory_scale() goto_game_over(FLN_NAME, `${scale} FLN Shorter Game victory.`) return true } game.shorter_victory_leader = leader log(`${player_name(leader)} leads with ${psl_diff} PSL.`) } else { game.shorter_victory_leader = -1 } return false } function goto_game_over(result, victory) { game.state = "game_over" game.active = "None" game.result = result game.victory = victory log_h1("Game Over") log(`FLN PSL ${game.fln_psl}`) log(`Gov PSL ${game.gov_psl}`) log_br() log(victory) return true } // #endregion // #region SETUP exports.setup = function (seed, scenario, options) { load_state({ seed: seed, log: [], undo: [], state: null, selected: -1, selected_loc: -1, active: null, 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, oas: 0, oas_control: -1, 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: {}, deployed: [], contacted: [], distribute: {}, distribute_gov_psl: 0, mission_air_pts: 0, // logging summary: null, }) game.scenario = scenario setup_scenario(scenario) if (scenario === "1954") { if (options.slow_french_reaction) { log("Slow French Reaction.") game.events.slow_french_reaction = true } if (options.more_deterministic_independence) { log("More Deterministic Independence.") game.events.more_deterministic_independence = true } } if (options.shorter_game) { log("Shorter Game.") game.shorter_game = true } set_active_player(GOV_NAME) 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_max: 6, helo_max: 4, naval: 2, fln_psl: 60, is_morocco_tunisia_independent: true, border_zone_drm: -2 }, "1960": { gov_psl: 45, air_max: 7, helo_max: 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], }, gov_quick: { "I-1": [FR_XX], "I-3": [FR_X], "I-4": [FR_XX], "CONSTANTINE": [EL_X, POL, POL], "II-1": [FR_X, AL_X], "II-2": [FR_XX, EL_X], "II-3": [FR_XX, EL_X], "III-1": [FR_XX, POL], "III-3": [FR_XX, AL_X, POL], "ALGIERS": [FR_XX, EL_X, EL_X, EL_X, POL], "IV-1": [FR_XX, AL_X, POL], "IV-2": [AL_X], "ORAN": [FR_XX, EL_X, POL], "V-1": [AL_X], "V-2": [FR_X], "V-3": [FR_XX], "V-4": [FR_XX, POL], "V-5": [], }, fln_quick: { "I-1": [FRONT, CADRE, BAND, BAND], "I-2": [CADRE], "II-1": [CADRE], "II-2": [FRONT, BAND, BAND], "II-3": [CADRE], "III-1": [FRONT, CADRE, BAND], "III-3": [CADRE, BAND], "IV-1": [FRONT, CADRE], "IV-2": [FRONT, CADRE, BAND, BAND], "V-3": [FRONT, BAND], "V-5": [CADRE], "VI-2": [FRONT, CADRE, BAND], "MOROCCO": [BAND], "TUNISIA": [BAND, BAND, BAND, BAND, FAILEK] }, }, "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, 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] }, gov_quick: { // "I": [FR_XX, FR_XX, AL_X], "I-1": [FR_XX], "I-3": [AL_X], "I-4": [FR_XX], // "II": [FR_XX, FR_XX, EL_X, EL_X, EL_X, EL_X, AL_X, POL, POL], "CONSTANTINE": [EL_X, EL_X, POL, POL], "II-1": [AL_X], "II-2": [FR_XX, EL_X], "II-3": [FR_XX, EL_X], // "III": [FR_XX, FR_XX, FR_X, AL_X], "III-1": [FR_XX, FR_X], "III-3": [FR_XX, AL_X], // "IV": [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL], "ALGIERS": [FR_XX, EL_X, EL_X, EL_X, POL], "IV-1": [FR_XX, AL_X, POL], "IV-2": [AL_X], // "V": [FR_XX, FR_XX, FR_XX, FR_XX, FR_XX, AL_X, POL, POL] "ORAN": [FR_XX, FR_XX, POL], "V-1": [AL_X], "V-2": [FR_X], "V-3": [FR_XX], "V-4": [FR_XX, FR_XX, POL], "V-5": [], }, fln_quick: { // "I": [CADRE, CADRE, BAND, BAND], "I-1": [CADRE, BAND, BAND], "I-4": [CADRE], // "II": [FRONT, CADRE, CADRE, BAND, BAND], "II-1": [CADRE], "II-2": [FRONT, BAND, BAND], "II-3": [CADRE], // "III": [FRONT, FRONT, CADRE, CADRE, BAND, BAND], "III-1": [FRONT, CADRE, BAND], "III-3": [FRONT, CADRE, BAND], // "IV": [FRONT, CADRE, BAND], "IV-2": [FRONT, CADRE, BAND], // "V": [CADRE, BAND], "V-2": [BAND], "V-3": [CADRE], "VI-2": [FRONT, CADRE, BAND], "MOROCCO": [BAND, BAND, BAND, BAND], "TUNISIA": [BAND, BAND, BAND, BAND, FAILEK, FAILEK, FAILEK] }, } } 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) restore_air_helo_avail() log(`Gov PSL = ${game.gov_psl}`) log(`FLN PSL = ${game.fln_psl}`) let d1 = roll_d6() let d2 = roll_d6() game.fln_ap = d1 + d2 log(`FLN AP = F${d1} F${d2} = ${d1+d2}`) log_br() let deployment = SCENARIO_DEPLOYMENT[scenario_name] setup_units(deployment.fln) setup_units(deployment.gov) set_active_player(GOV_NAME) } function goto_scenario_setup() { game.state = "scenario_setup" log_h2(`${game.active} Setup`) game.selected = [] } 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. ${count} unit(s) remain.` if (!game.selected.length) { // first unit can be any unit in DEPLOY or on map for_each_friendly_unit(u => { gen_action_unit(u) }) if (current_player_quick_setup()) { // only allow quick-setup as the very first action if (game.undo && game.undo.length === 0) view.actions.quick_setup = 1 } } else { // subsequent units must be on the same map location (or also on DEPLOY) let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let selected_front = 0 for (let u of game.selected) { if (unit_type(u) === FRONT) selected_front = u } for_each_friendly_unit(u => { // but can only select a single FRONT if (unit_loc(u) === first_unit_loc && (unit_type(u) !== FRONT || u === selected_front || !selected_front)) { gen_action_unit(u) } }) if (first_unit_loc === DEPLOY) { for_each_map_area(loc => { if (can_all_deploy_to(game.selected, loc)) { gen_action_loc(loc) } }) } else { // once deployed, only allow shifting within zone let first_unit_zone = area_zone(first_unit_loc) for_each_map_area_in_zone(first_unit_zone, loc => { if (loc !== first_unit_loc) gen_action_loc(loc) }) } view.actions.undo = 1 } view.actions.end_deployment = !count }, quick_setup() { push_undo() for_each_friendly_unit(u => { free_unit(u) }) let deployment = current_player_quick_setup() setup_units(deployment) }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() // game.summary[to] = (game.summary[to] | 0) + list.length for (let u of list) { deploy_unit(u, to) } }, end_deployment() { clear_undo() for_each_map_area(loc => { let n = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ] for_each_friendly_unit_in_loc(loc, u => { n[units[u].type] += 1 }) let i for (i = 0; i < n.length; ++i) if (n[i] > 0) break if (i < n.length) { log("A" + loc) for (i = 0; i < n.length; ++i) if (n[i] > 0) logi(`${n[i]} ${unit_type_name[i]}`) } }) end_scenario_setup() } } function end_scenario_setup() { if (has_enemy_unit_in_loc(DEPLOY)) { set_next_player() goto_scenario_setup() } else { ensure_front_in_independent_morocco_tunisia() begin_game() } } // #endregion // #region FLOW OF PLAY function begin_game() { game.selected = [] game.summary = null game.turn = 1 log_h1("Turn: " + game.turn) goto_random_event() } function goto_random_event() { // current player gets to do the random event roll game.state = "random_event" // log_h2("Random Events Phase") if (game.events.gov_remobilize) { let n = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ] for (let u of game.events.gov_remobilize) { n[unit_type(u)] += 1 set_unit_loc(u, DEPLOY) } log("May re-mobilize this turn:") for (let i = 0; i < n.length; ++i) if (n[i] > 0) logi(`${n[i]} ${unit_type_name[i]}`) delete game.events.gov_remobilize log_br() } if (game.events.gov_return) { log_unit_summary("Units returned", game.events.gov_return) log_br() map_for_each(game.events.gov_return, (u, loc) => { deploy_unit(u, loc) }) delete game.events.gov_return } // Instead of waiting for a random event to make Morocco and Tunisia independent, // assume that this will happen some time in the first 6 turns of the 1954 scenario. // Each Random Events Phase, roll 1d6; if the number rolled is less than or equal to the number of the current turn, //the two countries immediately become independent. if (game.events.more_deterministic_independence && !game.is_morocco_tunisia_independent) { let roll = roll_d6() if (roll <= game.turn) { delete game.events.more_deterministic_independence log("More Deterministic Independence B" + roll) log("Morocco and Tunisia Gain Independence.") grant_morocco_tunisia_independence() } else { log("More Deterministic Independence W" + roll) } log_br() } } states.random_event = { inactive: "to do random event", prompt() { view.prompt = "Roll for a random event." gen_action("roll") }, roll() { let a = roll_d6() let b = roll_d6() let rnd = 10 * a + b log(`Random Event G${a} F${b}`) log_br() if (rnd <= 26) { goto_no_event() } else if (rnd <= 33) { goto_fln_foreign_arms_shipment() } else if (rnd <= 36) { goto_jealousy_and_paranoia() } else if (rnd <= 42) { goto_elections_in_france() } else if (rnd <= 44) { goto_un_debate() } else if (rnd <= 46) { goto_fln_factional_purge() } else if (rnd <= 54) { goto_morocco_tunisia_independence() } else if (rnd <= 56) { goto_nato_pressure() } else if (rnd <= 62) { goto_suez_crisis() } else if (rnd <= 64) { goto_amnesty() } else if (rnd <= 66) { goto_jean_paul_sartre() } else { throw Error("Invalid random value, out of range (11-66)") } } } function goto_no_event() { log_event("No Event.") end_random_event() } function goto_fln_foreign_arms_shipment() { log_event("FLN Foreign arms shipment.") // The FLN player adds 2d6 AP, minus the current number of Naval Points. let roll = roll_nd6(2, "F", "Shipment") if (game.naval) logi(`-${game.naval} Naval PTS`) let delta_ap = Math.max(roll - game.naval, 0) raise_fln_ap(delta_ap) end_random_event() } function goto_jealousy_and_paranoia() { log_event("Jealousy and Paranoia.") log("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_event("Elections in France.") // Government player rolls on the Coup Table (no DRM) and adds or subtracts // the number of PSP indicated: no units are mobilized or removed. roll_coup_table() end_random_event() } function goto_un_debate() { log_event("UN debates Algerian Independence.") // Player with higher PSL raises FLN or lowers Government PSL by 1d6. if (game.gov_psl <= game.fln_psl) { set_active_player(FLN_NAME) } else { set_active_player(GOV_NAME) } game.state = "random_event_un_debate" } states.random_event_un_debate = { inactive: "to do UN debate", prompt() { view.prompt = "Random Event: UN Debate." gen_action("raise_fln_psl_1d6") gen_action("lower_gov_psl_1d6") }, raise_fln_psl_1d6() { let roll = roll_d6() log("Raised FLN PSL by F" + roll) raise_fln_psl(roll) end_random_event() }, lower_gov_psl_1d6() { let roll = roll_d6() log("Lowered Gov PSL by G" + roll) lower_gov_psl(roll) end_random_event() } } function goto_fln_factional_purge() { log_event("FLN Factional Purge.") // The Government player chooses one wilaya and rolls 1d6, neutralizing // that number of FLN units there (the FLN player's choice which ones). set_active_player(GOV_NAME) game.state = "event_fln_factional_purge_select_zone" } states.event_fln_factional_purge_select_zone = { inactive: "to do FLN Factional Purge", prompt() { view.prompt = "FLN Factional Purge: Choose one wilaya (zone) where to neutralize 1d6 FLN units." gen_action("zone_I") gen_action("zone_II") gen_action("zone_III") gen_action("zone_IV") gen_action("zone_V") gen_action("zone_VI") }, zone_I() { game.events.fln_purge_zone = "I" continue_fln_factional_purge() }, zone_II() { game.events.fln_purge_zone = "II" continue_fln_factional_purge() }, zone_III() { game.events.fln_purge_zone = "III" continue_fln_factional_purge() }, zone_IV() { game.events.fln_purge_zone = "IV" continue_fln_factional_purge() }, zone_V() { game.events.fln_purge_zone = "V" continue_fln_factional_purge() }, zone_VI() { game.events.fln_purge_zone = "VI" continue_fln_factional_purge() } } function continue_fln_factional_purge() { set_active_player(FLN_NAME) let roll = roll_d6() log(`Purge in wilaya ${game.events.fln_purge_zone} G${roll}`) game.events.fln_purge_num = Math.min(roll, count_friendly_units_in_zone(game.events.fln_purge_zone)) if (game.events.fln_purge_num > 0) { game.summary = [] game.state = "event_fln_factional_purge_select_units" } else { log("No FLN units to purge.") end_random_event() } } states.event_fln_factional_purge_select_units = { inactive: "to do FLN Factional Purge", prompt() { if (game.events.fln_purge_num > 0) { view.prompt = `FLN Factional Purge: Neutralize ${game.events.fln_purge_num} unit(s) in wilaya ${game.events.fln_purge_zone}.` for_each_friendly_unit_in_zone(game.events.fln_purge_zone, u => { gen_action_unit(u) }) } else { view.prompt = `FLN Factional Purge: Done.` gen_action("done") } }, unit(u) { push_undo() game.events.fln_purge_num -= 1 add_unit_summary(game.summary, u) neutralize_unit(u, false) }, done() { log_unit_summary("Neutralized", game.summary) game.summary = null delete game.events.fln_purge_zone delete game.events.fln_purge_num end_random_event() } } function grant_morocco_tunisia_independence() { log_br() // Raise both FLN and Government PSL by 2d6; let fln_roll = roll_nd6(2, "F") raise_fln_psl(fln_roll) let gov_roll = roll_nd6(2, "G") raise_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 ensure_front_in_independent_morocco_tunisia() } function goto_morocco_tunisia_independence() { log_event("Morocco and Tunisia Gain Independence.") 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). let roll = roll_d6() log("Infiltration F" + roll) let [result, _effect] = roll_mst(roll) if (result) raise_fln_ap(result) end_random_event() return } grant_morocco_tunisia_independence() end_random_event() } function goto_nato_pressure() { log_event("NATO pressures France to boost European defense.") // The Government player rolls 1d6 and must remove that number of French Army brigades // (a division counts as three brigades) from the map. set_active_player(GOV_NAME) let roll = roll_d6() log("Remove French brigades G" + roll) let num_fr_x = count_friendly_units_on_map_of_type(FR_X) let num_fr_xx = count_friendly_units_on_map_of_type(FR_XX) let to_remove = Math.min(roll, num_fr_x + 3 * num_fr_xx) if (to_remove) { game.events.gov_remove_num = to_remove game.summary = [] game.state = "event_gov_nato_pressure_select_units" } else { log("No French Army brigades to remove") end_random_event() } } states.event_gov_nato_pressure_select_units = { inactive: "to do NATO Pressure", prompt() { if (game.events.gov_remove_num > 0) { view.prompt = `NATO Pressure: Remove ${game.events.gov_remove_num} French Army brigade(s) (division counts as 3).` for_each_friendly_unit_on_map(u => { if (unit_type(u) === FR_X || unit_type(u) === FR_XX) gen_action_unit(u) }) } else { view.prompt = `NATO Pressure: Done.` gen_action("done") } }, unit(u) { push_undo() add_unit_summary(game.summary, u) if (unit_type(u) === FR_XX) game.events.gov_remove_num -= 3 else game.events.gov_remove_num -= 1 game.events.gov_remove_num = Math.max(0, game.events.gov_remove_num) // The units may be re-mobilized at least one turn later. if (!game.events.gov_remobilize) game.events.gov_remobilize = [] set_add(game.events.gov_remobilize, u) remove_unit(u, ELIMINATED) }, done() { log_unit_summary("Removed (can re-mobilize)", game.summary) game.summary = null delete game.events.gov_remove_num end_random_event() } } function goto_suez_crisis() { log_event("Suez Crisis.") 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 effect.") end_random_event() return } set_active_player(GOV_NAME) game.events.suez_crisis = true // The Government player must remove 1d6 elite units from the map, up to the number actually available let roll = roll_d6() log("Crisis G" + roll) let num_el_x = count_friendly_units_on_map_of_type(EL_X) let to_remove = Math.min(roll, num_el_x) if (to_remove) { game.events.gov_remove_num = to_remove game.summary = [] game.state = "event_gov_suez_crisis_select_units" } else { log("No French elite units to remove.") end_random_event() } } states.event_gov_suez_crisis_select_units = { inactive: "to do Suez Crisis", prompt() { if (game.events.gov_remove_num > 0) { view.prompt = `Suez Crisis: Remove ${game.events.gov_remove_num} French elite unit(s).` for_each_friendly_unit_on_map(u => { if (unit_type(u) === EL_X) gen_action_unit(u) }) } else { view.prompt = `Suez Crisis: Done.` gen_action("done") } }, unit(u) { push_undo() // they will return in the Random Event Phase of the next turn automatically // - they do not need to be mobilized again but do need to be activated. // The units may be re-mobilized at least one turn later. if (!game.events.gov_return) game.events.gov_return = [] map_set(game.events.gov_return, u, unit_loc(u)) add_unit_summary(game.summary, u) game.events.gov_remove_num -= 1 remove_unit(u, ELIMINATED) }, done() { log_unit_summary("Removed (will return)", game.summary) game.summary = null delete game.events.gov_remove_num end_random_event() } } function goto_amnesty() { log_event("Amnesty.") log("All Government Civil Affairs and Suppression missions get a +1 DRM this turn.") game.events.amnesty = true end_random_event() } function goto_jean_paul_sartre() { log_event("Jean-Paul Sartre writes article condemning the war.") // Reduce Government PSL by 1 PSP. lower_gov_psl(1) end_random_event() } function end_random_event() { if (check_victory()) return // See who controls OAS if (game.oas) { log_br() log_h3("OAS Active") roll_oas_control() } goto_gov_reinforcement_phase() } function goto_gov_reinforcement_phase() { set_active_player(GOV_NAME) log_h2(`${game.active} Reinforcement`) game.selected = [] game.summary = { mobilize: [], mobilize_cost: 0, activate: [], activate_cost: 0, removed: [], air_pts: 0, helo_pts: 0, naval_pts: 0, } if (!game.oas && game.gov_psl <= 30) { activate_oas() roll_oas_control() } else if (game.oas && game.gov_psl >= 70) { remove_oas() } // 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 => { if (is_unit_not_neutralized(u)) set_unit_box(u, OPS) }) if (is_slow_french_reaction() && game.fln_psl > game.gov_psl) { log("French Reaction:") logi("FLN PSL > Gov PSL") log_br() delete game.events.slow_french_reaction } // In the Reinforcement Phase, the controlling player places the OAS marker in any urban area of Algeria or in France. if (game.oas && game.oas_control === GOV) { game.state = "place_oas" } else { game.state = "gov_reinforcement" } } states.place_oas = { inactive: "to place OAS", prompt() { view.prompt = "Reinforcement: Place OAS in Urban area or France." for_each_map_area(loc => { if (is_area_urban(loc)) gen_action_loc(loc) }) gen_action_loc(FRANCE) }, loc(to) { push_undo() game.oas = to log(`OAS placed in A${to}.`) log_br() if (is_gov_player()) { game.state = "gov_reinforcement" } else { game.state = "fln_reinforcement" } } } function mobilization_cost(units) { let cost = 0 for (let u of units) { cost += GOV_UNIT_MOBILIZE_COST[unit_type(u)] } return cost } 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) } } function is_slow_french_reaction() { return game.events.slow_french_reaction } states.gov_reinforcement = { inactive: "to do Reinforcement", prompt() { // when slow french reaction // he may not mobilize more than 1 mobile unit or Point of any type (Air, Helo, or Naval) per turn; let limited = is_slow_french_reaction() && game.events.gov_has_mobilized if (!game.selected.length) { if (!is_slow_french_reaction()) { view.prompt = "Reinforcement: Mobilize & activate units, and acquire assets." } else { view.prompt = "Reinforcement: Mobilize & activate units, and acquire assets (Slow French Reaction)." } // first unit can be any unit in DEPLOY or on map for_each_friendly_unit_in_loc(DEPLOY, u => { if (!limited || !is_mobile_unit(u)) gen_action_unit(u) }) // activate french mobile units let has_inactive = false for_each_friendly_not_neutralized_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 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 && !limited) gen_action("acquire_air_point") if (game.gov_psl > COST_HELO_POINT && game.helo_max < MAX_HELO_POINT && !limited) gen_action("acquire_helo_point") if (game.gov_psl > COST_NAVAL_POINT && game.naval < MAX_NAVAL_POINT && !limited) 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") } } // XXX confirmation when no units are activated? gen_action("end_reinforcement") } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let first_unit_type = unit_type(first_unit) view.actions.undo = 1 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).` if (!is_slow_french_reaction()) { for_each_friendly_unit_in_loc(DEPLOY, u => { gen_action_unit(u) }) } else { for_each_friendly_unit_in_loc(DEPLOY, u => { if (!is_mobile_unit(u) || u === first_unit) gen_action_unit(u) }) } // don't allow PSL to go <= 0 if (Math.floor(game.gov_psl - cost) > 0) { 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_not_neutralized_unit_on_map_box(OC, u => { gen_action_unit(u) }) // don't allow PSL to go <= 0 if (Math.floor(game.gov_psl - cost) > 0) { gen_action("activate") } } } }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() for (let u of list) { mobilize_unit(u, to) add_unit_summary(game.summary.mobilize, u) } let cost = mobilization_cost(list) game.summary.mobilize_cost += cost lower_gov_psl(cost, false) if (is_slow_french_reaction()) game.events.gov_has_mobilized = true }, select_all_inactive() { push_undo() for_each_friendly_not_neutralized_unit_on_map_box(OC, u => { set_toggle(game.selected, u) }) }, activate() { let list = game.selected game.selected = [] push_undo() for (let u of list) { set_unit_box(u, OPS) add_unit_summary(game.summary.activate, u) } // cost can be fraction let cost = activation_cost(list) if (cost) { game.summary.activate_cost += cost lower_gov_psl(cost, false) } }, remove() { let list = game.selected game.selected = [] push_undo() for (let u of list) { add_unit_summary(game.summary.removed, u) remove_unit(u, DEPLOY) } }, acquire_air_point() { push_undo() game.summary.air_pts += 1 lower_gov_psl(COST_AIR_POINT, false) game.air_avail += 1 game.air_max += 1 if (is_slow_french_reaction()) game.events.gov_has_mobilized = true }, acquire_helo_point() { push_undo() game.summary.helo_pts += 1 lower_gov_psl(COST_HELO_POINT, false) game.helo_avail += 1 game.helo_max += 1 if (is_slow_french_reaction()) game.events.gov_has_mobilized = true }, acquire_naval_point() { push_undo() game.summary.naval_pts += 1 lower_gov_psl(COST_NAVAL_POINT, false) game.naval += 1 if (is_slow_french_reaction()) game.events.gov_has_mobilized = true }, activate_border_zone() { push_undo() log("Activated Border Zone.") lower_gov_psl(COST_ACTIVATE_BORDER_ZONE) game.border_zone_active = true }, mobilize_border_zone() { push_undo() log("Mobilized Border Zone.") lower_gov_psl(COST_BORDER_ZONE) game.border_zone_drm = 0 game.events.border_zone_mobilized = true }, improve_border_zone() { push_undo() log("Improved Border Zone.") lower_gov_psl(COST_BORDER_ZONE) game.border_zone_drm -= 1 }, end_reinforcement() { // PSL rounded down as cost can be fractions game.gov_psl = Math.floor(game.gov_psl) delete game.events.gov_has_mobilized log_unit_summary("Removed", game.summary.removed) log_unit_summary("Mobilized", game.summary.mobilize) log_lower_gov_psl(game.summary.mobilize_cost) log_unit_summary("Activated", game.summary.activate) log_lower_gov_psl(game.summary.activate_cost) if (game.summary.air_pts) { log_br() log("Air PTS +" + game.summary.air_pts) log_lower_gov_psl(game.summary.air_pts * COST_AIR_POINT) } if (game.summary.helo_pts) { log_br() log("Helo PTS +" + game.summary.helo_pts) log_lower_gov_psl(game.summary.helo_pts * COST_HELO_POINT) } if (game.summary.naval_pts) { log_br() log("Naval PTS +" + game.summary.naval_pts) log_lower_gov_psl(game.summary.naval_pts * COST_NAVAL_POINT) } goto_fln_reinforcement_phase() } } function give_fln_ap() { // Give AP // log("Areas under FLN control:") // log_br() log_br() let total_ap = 0 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)) { log("A" + loc) logi("+5 Urban, control") control_ap += 5 } else if (has_friendly_not_neutralized_unit_in_loc(loc)) { log("A" + loc) logi("+2 Urban, units") 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)) { log("A" + loc) logi("+2 Rural, control") control_ap += 2 } else if (has_friendly_not_neutralized_unit_in_loc(loc)) { log("A" + loc) logi("+1 Rural, units") control_ap += 1 } } // If an area is Terrorized, he gets 1 fewer AP than he normally would. if (is_area_terrorized(loc)) { if (control_ap > 0) { logi("-1 Terrorized") control_ap -= 1 } } total_ap += control_ap }) raise_fln_ap(total_ap) log_br() // 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_br() if (game.naval) log(`10% of ${game.fln_psl} PSL (- ${game.naval} Naval PTS)`) else log(`10% of ${game.fln_psl} PSL`) if (psl_ap) { raise_fln_ap(psl_ap) } log_br() } function ensure_front_in_independent_morocco_tunisia() { // If Morocco & Tunisia are independent, make sure we have a Front there if (game.is_morocco_tunisia_independent) { if (!has_unit_type_in_loc(FRONT, MOROCCO)) { let u = find_free_unit_by_type(FRONT) log(`Deployed U${u} to A${MOROCCO}.`) deploy_unit(u, MOROCCO) } if (!has_unit_type_in_loc(FRONT, TUNISIA)) { let u = find_free_unit_by_type(FRONT) deploy_unit(u, TUNISIA) log(`Deployed U${u} to A${TUNISIA}.`) } } } function goto_fln_reinforcement_phase() { set_active_player(FLN_NAME) log_h2(`${game.active} Reinforcement`) game.selected = [] // Make sure all available units can be build / converted for_each_friendly_unit_in_locs([FREE, DEPLOY], u => { free_unit(u) }) // If Morocco & Tunisia are independent, make sure we have a Front there ensure_front_in_independent_morocco_tunisia() give_fln_ap() game.summary = { build: [], build_cost: 0, convert: [], convert_cost: 0, } // In the Reinforcement Phase, the controlling player places the OAS marker in any urban area of Algeria or in France. if (game.oas && game.oas_control === FLN) { game.state = "place_oas" } else { game.state = "fln_reinforcement" } } 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) set_unit_loc(u, where) set_unit_box(u, UG) add_unit_summary(game.summary.build, u) let cost = build_cost(where) game.summary.build_cost += pay_ap(cost, false) } function convert_fln_unit(u, type) { let loc = unit_loc(u) let n = find_free_unit_by_type(type) set_unit_loc(n, loc) set_unit_box(n, UG) free_unit(u) add_unit_summary(game.summary.convert, n) let cost = convert_cost(type) game.summary.convert_cost += pay_ap(cost, false) return n } states.fln_reinforcement = { inactive: "to do Reinforcement", prompt() { 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) && !is_area_france(unit_loc(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) }) gen_action("end_reinforcement") if (game.selected.length > 0) { 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) // view.actions.undo = 1 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)) view.actions.build_cadre = 1 else view.actions.build_cadre = 0 if (has_free_unit_by_type(BAND) && game.fln_ap >= build_cost(first_unit_loc)) view.actions.build_band = 1 else view.actions.build_band = 0 if (has_free_unit_by_type(CADRE) && !is_area_morocco_or_tunisia(first_unit_loc)) view.actions.convert_front_to_cadre = 1 else view.actions.convert_front_to_cadre = 0 } 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)) view.actions.convert_cadre_to_front = 1 else view.actions.convert_cadre_to_front = 0 if (has_free_unit_by_type(BAND) && game.fln_ap >= convert_cost(BAND)) view.actions.convert_cadre_to_band = 1 else view.actions.convert_cadre_to_band = 0 } else if (first_unit_type === BAND) { view.prompt = "Reinforcement: Convert Band." if (has_free_unit_by_type(FAILEK) && game.fln_ap >= convert_cost(FAILEK)) view.actions.convert_band_to_failek = 1 else view.actions.convert_band_to_failek = 0 } } }, Xundo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { if (game.selected.length > 0) { if (game.selected[0] === u) game.selected.length = 0 else game.selected[0] = u } else { game.selected[0] = u } }, build_cadre() { let unit = game.selected[0] let loc = unit_loc(unit) push_undo() build_fln_unit(CADRE, loc) }, build_band() { let unit = game.selected[0] let loc = unit_loc(unit) push_undo() build_fln_unit(BAND, loc) }, convert_front_to_cadre() { push_undo() let unit = pop_selected() game.selected[0] = convert_fln_unit(unit, CADRE) }, convert_cadre_to_front() { push_undo() let unit = pop_selected() game.selected[0] = convert_fln_unit(unit, FRONT) }, convert_cadre_to_band() { push_undo() let unit = pop_selected() convert_fln_unit(unit, BAND) }, convert_band_to_failek() { push_undo() let unit = pop_selected() convert_fln_unit(unit, FAILEK) }, end_reinforcement() { log_unit_summary("Converted", game.summary.convert) log_pay_ap(game.summary.convert_cost) log_unit_summary("Built", game.summary.build) log_pay_ap(game.summary.build_cost) game.summary = null end_reinforcement() } } function end_reinforcement() { goto_gov_deployment_phase() } function goto_gov_deployment_phase() { set_active_player(GOV_NAME) log_h2(`${game.active} Deployment`) game.summary = { operations: [], patrol: [], dispersed: [], concentrated: [], } game.state = "gov_deployment" game.selected = [] game.deployed = [] game.mode_changed = [] } function can_airmobilize_any_unit() { let result = false for_each_friendly_unit_on_map(u => { if (can_airmobilize_unit(u) && has_any_airmobile_target(u) && airmobilize_cost([u]) <= game.helo_avail) result = true }) return result } 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) { for_each_friendly_unit_on_map(u => { if ((!set_has(game.deployed, u) && unit_box(u) === OPS) || (is_division_unit(u) && !set_has(game.mode_changed, u) && !is_slow_french_reaction())) gen_action_unit(u) }) if (game.helo_avail && can_airmobilize_any_unit()) gen_action("airmobilize") gen_action("end_deployment") } 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) view.actions.undo = 1 if (first_unit_type == FR_XX && game.selected.length === 1 && !is_slow_french_reaction() && !set_has(game.mode_changed, first_unit)) { if (is_unit_not_neutralized(first_unit) && unit_box(first_unit) === OPS) { 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) === OPS && unit_box(u) === first_unit_box && is_mobile_unit(u) && !set_has(game.deployed, u)) || u === first_unit) { gen_action_unit(u) } }) if (is_unit_not_neutralized(first_unit) && unit_box(first_unit) === OPS && !set_has(game.deployed, first_unit)) { for_each_algerian_map_area(loc => { gen_action_loc(loc) }) } } }, airmobilize() { push_undo() goto_gov_airmobilize() }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() for (let u of list) { let loc = unit_loc(u) if (loc === to) { set_unit_box(u, PTL) add_unit_summary(game.summary.patrol, u) } else { set_unit_loc(u, to) set_unit_box(u, OPS) add_unit_summary(game.summary.operations, u) } set_add(game.deployed, u) } }, change_division_mode() { let u = pop_selected() push_undo() if (is_unit_dispersed(u)) { clear_unit_dispersed(u) add_unit_summary(game.summary.concentrated, u) } else { set_unit_dispersed(u) add_unit_summary(game.summary.dispersed, u) } set_add(game.mode_changed, u) }, end_deployment() { delete game.deployed delete game.mode_changed log_unit_summary("Patrol", game.summary.patrol) log_unit_summary("Operations", game.summary.operations) log_unit_summary("Concentrated", game.summary.concentrated) log_unit_summary("Dispersed", game.summary.dispersed) game.summary = null goto_fln_deployment_phase() } } function goto_fln_deployment_phase() { set_active_player(FLN_NAME) log_h2(`${game.active} Deployment`) game.summary = [] game.state = "fln_deployment" game.selected = [] // Reset Cadre in France automatically. for_each_friendly_unit_in_loc(FRANCE, u => { set_unit_box(u, UG) }) } function has_cadre_and_front_in_any_loc_in_algeria() { // each algerian area for (let loc = 3; loc < area_count; ++loc) if (has_unit_type_in_loc(CADRE, loc) && has_unit_type_in_loc(FRONT, loc)) return true return false } function can_deploy_cadre_to_france() { return ( !game.deploy_cadre_france && !has_friendly_unit_in_loc(FRANCE) && has_cadre_and_front_in_any_loc_in_algeria() ) } states.fln_deployment = { inactive: "to do Deployment", prompt() { view.prompt = "Deploy units to OPS." if (can_deploy_cadre_to_france()) view.actions.deploy_cadre_to_france = 1 for_each_friendly_not_neutralized_unit_on_map_box(UG, u => { let loc = unit_loc(u) if (!is_area_morocco_or_tunisia(loc) && !(is_area_france(loc) && game.deploy_cadre_france)) gen_action_unit(u) }) view.actions.end_deployment = 1 }, deploy_cadre_to_france() { push_undo() game.state = "fln_deploy_cadre_to_france" }, unit(u) { push_undo() let loc = unit_loc(u) if (is_area_france(loc)) { game.state = "fln_deploy_cadre_from_france" game.selected = u return } set_unit_box(u, OPS) add_unit_summary(game.summary, u) }, end_deployment() { log_unit_summary("Deployed", game.summary) game.summary = null end_deployment() }, } states.fln_deploy_cadre_to_france = { inactive: "to do Deployment", prompt() { view.prompt = "Deploy Cadre to France." for_each_friendly_not_neutralized_unit_on_map_box(UG, u => { let loc = unit_loc(u) if (unit_type(u) === CADRE) if (!is_area_morocco_or_tunisia(loc) && !is_area_france(loc)) if (has_unit_type_in_loc(FRONT, loc)) gen_action_unit(u) }) }, unit(u) { log(`U${u} to A${FRANCE} from A${unit_loc(u)}.`) game.deploy_cadre_france = true set_unit_loc(u, FRANCE) set_unit_box(u, UG) game.state = "fln_deployment" }, } states.fln_deploy_cadre_from_france = { inactive: "to do Deployment", prompt() { view.prompt = "Deploy Cadre to Area with Front." for_each_friendly_unit_on_map_of_type(FRONT, u => { gen_action_loc(unit_loc(u)) }) }, loc(to) { let u = game.selected game.selected = [] log(`U${u} from A${FRANCE} to A${to}.`) game.deploy_cadre_france = true set_unit_loc(u, to) set_unit_box(u, UG) game.state = "fln_deployment" }, } function end_deployment() { // automatically deploy mobile units in Morocco & Tunisia for_each_friendly_unit_in_locs([MOROCCO, TUNISIA], u => { if (is_mobile_unit(u)) set_unit_box(u, OPS) }) delete game.deploy_cadre_france goto_operations_phase() } function goto_operations_phase() { game.passes = 0 delete game.fln_auto_pass delete game.gov_auto_pass // In Algeria, the OAS marker will automatically conduct one Suppression mission in the Operations Phase, at no cost in PSP and no requirement for a Police unit. if (is_area_algerian(game.oas)) { let loc = game.oas log_br() log(".h3.oas OAS Suppression") log_br() log("A" + loc) log_br() // no cost do_suppression(loc) // Whatever the result of the mission, it will automatically cause a Terror marker to be placed in the Area (if there isn't one there already). if (!is_area_terrorized(loc)) { log("Terrorized.") set_area_terrorized(loc) } if (check_victory()) return } goto_fln_operations_phase() } function goto_fln_operations_phase() { set_active_player(FLN_NAME) clear_combat() if (game.fln_auto_pass) { fln_pass() } else { 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." view.prompt = "Operations." view.prompt = "Perform a Mission." // 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_not_neutralized_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 }) if (game.fln_ap >= FLN_PROPAGANDA_COST) { for_each_friendly_unit_in_loc(FRANCE, u => { if (is_propaganda_unit(u)) view.actions.propaganda = 1 }) } for_each_friendly_unit_in_locs([MOROCCO, TUNISIA], u => { if (is_mobile_unit(u) && unit_box(u) === OPS) view.actions.move = 1 }) // Only allow to Government to take a mission if they didn't just pass. view.actions.gov_mission = !game.passes view.actions.pass = 1 }, 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 log_mission("Government Mission") goto_gov_operations_phase() }, pass() { game.fln_auto_pass = true fln_pass() } } function fln_pass() { log_mission("Pass") game.passes += 1 if (game.passes >= 2) { end_operations_phase() } else { goto_gov_operations_phase() } } function goto_fln_propaganda_mission() { push_undo() log_mission("Propaganda") game.passes = 0 game.state = "fln_propaganda" game.selected = [] } function reduce_unit(u, type) { // Running out of FLN counters should rarely happen, but we don't want to crash the game if we do if (!has_free_unit_by_type(type)) { log(`No counter to reduce U${u} to ${unit_type_name[type]}. Eliminated U${u}.`) raise_gov_psl(2) lower_fln_psl(1) set_delete(game.contacted, u) game.units[u] = 0 set_unit_loc(u, ELIMINATED) set_unit_box(u, OC) clear_unit_neutralized(u) return -1 } let loc = unit_loc(u) let box = unit_box(u) let n = find_free_unit_by_type(type) log(`Reduced U${u} to U${n}.`) raise_gov_psl(2) lower_fln_psl(1) set_delete(game.contacted, u) set_add(game.contacted, n) set_unit_loc(n, loc) set_unit_box(n, box) if (is_unit_neutralized(u)) set_unit_neutralized(n) free_unit(u) return n } states.fln_propaganda = { inactive: "to do Propaganda mission", prompt() { if (!game.selected.length) { 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) } }) for_each_friendly_unit_in_loc(FRANCE, u => { if (is_propaganda_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = `Propaganda: Execute mission (cost ${FLN_PROPAGANDA_COST} AP).` let first_unit = game.selected[0] // Allow deselect gen_action_unit(first_unit) gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let unit = pop_selected() let loc = unit_loc(unit) clear_undo() log("A" + loc) logi("U" + unit) // pay cost & update flags pay_ap(FLN_PROPAGANDA_COST) set_area_propagandized(loc) set_unit_box(unit, OC) let roll = roll_d6() //log(`U${unit} F${roll}`) log("Mission F" + roll) if (is_area_terrorized(loc)) { logi(`-1 Terrorized`) roll -= 1 } for_each_patrol_unit_in_loc(loc, u => { logi(`-1 U${u} PTL`) roll -= 1 }) let [result, effect] = roll_mst(roll) if (is_area_urban(loc)) { logi('x2 Urban') result *= 2 } set_add(game.contacted, unit) 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() { if (check_victory()) return // Gov can React if (can_gov_react()) { goto_gov_react_mission() } else { check_mandatory_react() if (check_victory()) return goto_fln_operations_phase() } } function goto_distribute_psp(who, psp, reason) { // XXX ensure no remaining PSL to distribute if (who === GOV && game.distribute_gov_psl) game.distribute_gov_psl = 0 game.distribute = { who, psp, reason } if (who == GOV) { set_active_player(GOV_NAME) } else { set_active_player(FLN_NAME) } log_br() if (game.active === FLN_NAME) log(`FLN to distribute ${psp} PSP.`) else log(`Gov to distribute ${psp} PSP.`) game.state = "distribute_psp" } function distribute_psl(where, delta) { push_undo() if (where === FLN) { if (delta > 0) { raise_fln_psl(delta) } else { lower_fln_psl(-delta) } } else { if (delta > 0) { raise_gov_psl(delta) } else { lower_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 'move_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() log_mission("Strike") game.passes = 0 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) { 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 (cost ${FLN_STRIKE_COST} AP).` let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let can_assist = false for_each_friendly_unit_in_loc_box(first_unit_loc, OPS, u => { if (unit_type(u) === CADRE) { gen_action_unit(u) can_assist = true } }) if (can_assist) { view.prompt = `Strike: Execute mission (or select Cadres to assist) (cost ${FLN_STRIKE_COST} AP).` } // Allow deselect gen_action_unit(first_unit) gen_action("roll") } }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] let front_unit = list[0] let loc = unit_loc(front_unit) let assist = list.length - 1 clear_undo() log("A" + loc) for (let u of list) if (unit_type(u) === FRONT) logi("U" + u) for (let u of list) if (unit_type(u) === CADRE) logi("U" + u) // pay cost & update flags pay_ap(FLN_STRIKE_COST) set_area_struck(loc) for (let u of list) { set_unit_box(u, OC) set_add(game.contacted, u) } let roll = roll_d6() log("Mission F" + roll) if (assist) { logi(`+${assist} Assist`) roll += assist } if (is_area_terrorized(loc)) { logi(`-1 Terrorized`) roll -= 1 } for_each_patrol_unit_in_loc(loc, u => { logi(`-1 U${u} PTL`) roll -= 1 }) let [result, effect] = roll_mst(roll) 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 for_each_enemy_unit_in_loc(loc, u => { if (is_police_unit(u)) { neutralize_unit(u) } }) } // Government must react with atleast one unit, otherwise -1d6 PSP // XXX move to mission? game.events.must_react = 1 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() } } function goto_fln_move_mission() { push_undo() log_mission("Move") game.passes = 0 game.state = "fln_move" } states.fln_move = { inactive: "to do Move mission", prompt() { if (!game.selected.length) { 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) } }) for_each_friendly_unit_in_locs([MOROCCO, TUNISIA], u => { if (is_mobile_unit(u) && unit_box(u) === OPS) 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_adjacent_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) view.actions.undo = 1 } }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let unit = pop_selected() let loc = unit_loc(unit) push_undo() log("U" + unit) logi("from A" + loc) logi("to A" + to) log_br() // no cost let roll = roll_d6() log("Mission F" + roll) // Note that the die roll is modified by the number of Government units on Patrol in the area moved to, not from. if (is_border_crossing(loc, to) && game.border_zone_active) { logi(`${game.border_zone_drm} Border Zone`) roll += game.border_zone_drm } for_each_patrol_unit_in_loc(to, u => { logi(`-1 U${u} PTL`) roll -= 1 }) let [_result, effect] = roll_mst(roll) if (effect === '+') { eliminate_unit(unit) } else { log("Moved.") move_unit(unit, to) } if (game.distribute_gov_psl) { goto_distribute_psp(GOV, game.distribute_gov_psl, 'move_distribute_gov_psl') } else { end_fln_mission() } } } function goto_fln_raid_mission() { push_undo() log_mission("Raid") game.passes = 0 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) { for_each_friendly_unit_on_map_box(OPS, u => { if (is_raid_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = `Raid: Execute mission (cost ${FLN_RAID_COST} AP).` let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) for_each_friendly_unit_in_loc_box(first_unit_loc, OPS, u => { if (is_raid_unit(u)) { gen_action_unit(u) } }) view.actions.undo = 1 gen_action("roll") } }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] let first_unit = list[0] let loc = unit_loc(first_unit) let assist = list.length - 1 clear_undo() log("A" + loc) for (let u of list) logi("U" + u) // pay cost & update flags pay_ap(FLN_RAID_COST) set_area_raided(loc) for (let u of list) { set_unit_box(u, OC) set_add(game.contacted, u) } let roll = roll_d6() log("Mission F" + roll) if (assist) { logi(`+${assist} Assist`) roll += assist } for_each_patrol_unit_in_loc(loc, u => { logi(`-1 U${u} PTL`) roll -= 1 }) let [result, effect] = roll_mst(roll) if (result > 0) { if (is_area_urban(loc)) { logi('x2 Urban') result *= 2 } raise_fln_ap(result) } if (effect === '+') { // bad effect: 1 Band/Failek neutralized, area is Terrorized neutralize_unit(first_unit) if (!is_area_terrorized(loc)) { log("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)) { neutralize_unit(u) done = true } }) if (!is_area_terrorized(loc)) { log("Terrorized.") set_area_terrorized(loc) } } end_fln_mission() } } function goto_fln_harass_mission() { push_undo() log_mission("Harass") game.passes = 0 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) { 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_in_loc_box(first_unit_loc, 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) }) view.actions.undo = 1 } }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] clear_undo() let loc = unit_loc(list[0]) log("A" + loc) log_br() // no cost game.combat = { fln_units: [], gov_units: [], harass: 1 } for (let u of list) { if (is_gov_unit(u)) { set_add(game.combat.gov_units, u) } else { set_add(game.contacted, u) set_add(game.combat.fln_units, u) } } goto_combat() } } function goto_combat() { // TODO merge contacted / fln_units // game.combat = {fln_units: [], gov_units: [], harass: false} // game.combat = {hits_on_fln: 0, hits_on_gov: 0, distribute_gov_psl: 0} let loc = unit_loc(game.combat.fln_units[0]) // Result is the number of 'hits' on enemy units. log_br() let fln_roll = roll_d6() let fln_firepower = 0 log("FLN Firepower F" + fln_roll) //logi("F" + fln_roll + " Combat") for (let u of game.combat.fln_units) { logi(`${unit_firepower(u)} U${u}`) fln_firepower += unit_firepower(u) } game.combat.hits_on_gov = combat_result(fln_firepower, fln_roll) log(`${game.combat.hits_on_gov} hits on Gov.`) log_br() let gov_roll = roll_d6() let gov_firepower = 0 log("Gov Firepower G" + gov_roll) //logi("G" + gov_roll + " Combat") for (let u of game.combat.gov_units) { if (game.combat.harass) { // When units fire at half Firepower Rating, round fractions up. let fp = Math.ceil(unit_firepower(u)/2) logi(`${fp} U${u} (half)`) gov_firepower += fp } else { logi(`${unit_firepower(u)} U${u}`) gov_firepower += unit_firepower(u) } // move airmobile units to combat if (is_unit_airmobile(u) && unit_loc(u) !== loc) set_unit_loc(u, loc) } for (let i = 0; i < game.mission_air_pts; ++i) { let roll = roll_d6() logi("G" + roll + " Air PTS") gov_firepower += roll } game.combat.hits_on_fln = combat_result(gov_firepower, gov_roll) log(`${game.combat.hits_on_fln} hits on FLN.`) log_br() // 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.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). log_br() if (game.combat.hits_on_gov > game.combat.hits_on_fln) { for (let u of game.combat.gov_units) { neutralize_unit(u) } } else if (game.combat.hits_on_gov < game.combat.hits_on_fln && game.combat.fln_units.length) { for (let u of game.combat.fln_units) { neutralize_unit(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) } // allow React on Harass mission if (game.combat.harass) { if (check_victory()) return // Gov can React delete game.combat.harass if (can_gov_react()) { goto_gov_react_mission() return } } end_gov_mission() } function goto_combat_fln_losses() { set_active_player(FLN_NAME) game.state = "fln_combat_fln_losses" } function eliminate_fln_unit(u) { push_undo() 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(u, to_type) { push_undo() let n = reduce_unit(u, to_type) if (n !== -1) set_add(game.combat.fln_units, n) 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). for (let u of game.combat.fln_units) gen_action_unit(u) }, unit(u) { switch (unit_type(u)) { case FRONT: reduce_fln_unit(u, CADRE) break case FAILEK: reduce_fln_unit(u, BAND) break case BAND: case CADRE: eliminate_fln_unit(u) break } } } function goto_gov_operations_phase() { set_active_player(GOV_NAME) clear_combat() if (game.gov_auto_pass) { gov_pass() } else { 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." view.prompt = "Perform a Mission." // 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) || is_airmobile_flush_unit(u) || is_potential_airmobile_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) && !is_slow_french_reaction()) { view.actions.civil_affairs = 1 } if (game.gov_psl > GOV_SUPPRESSION_COST && is_suppression_unit(u) && !is_slow_french_reaction()) { view.actions.suppression = 1 } if (game.gov_psl > GOV_POPULATION_RESETTLEMENT_COST && is_population_resettlement_unit(u) && !is_slow_french_reaction()) { view.actions.population_resettlement = 1 } }) if (!game.fln_auto_pass) gen_action("auto_pass") 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() }, auto_pass() { game.gov_auto_pass = true gov_pass() }, pass() { gov_pass() } } function gov_pass() { log_mission("Pass") game.passes += 1 if (game.passes >= 2) { end_operations_phase() } else { goto_fln_operations_phase() } } function goto_gov_flush_mission() { push_undo() log_mission("Flush") game.passes = 0 game.state = "gov_flush" game.selected_loc = -1 } function can_gov_react() { if (!game.contacted.length) return false let loc = unit_loc(game.contacted[0]) if (is_area_france(loc)) return false return has_gov_react_units_for_loc(loc) } states.gov_flush = { inactive: "to do Flush mission", prompt() { view.prompt = "Flush: Select location." let has_loc = false for_each_algerian_map_area(loc => { if (has_enemy_unit_in_loc_boxes(loc, [OPS, OC]) && has_gov_react_units_for_loc(loc)) { gen_action_loc(loc) has_loc = true } }) if (game.helo_avail && can_airmobilize_any_unit()) { if (!has_loc) view.prompt = "Flush: Select location (you need to Airmobilize first)." gen_action("airmobilize") } }, airmobilize() { push_undo() goto_gov_airmobilize() }, loc(l) { game.selected_loc = l game.state = "gov_flush_select_units" } } states.gov_flush_select_units = { inactive: "to do Flush mission", prompt() { if (!game.selected.length) { view.prompt = "Flush: Select (air)mobile unit(s)." for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if ((unit_loc(u) === game.selected_loc && is_flush_unit(u)) || is_airmobile_flush_unit(u)) { gen_action_unit(u) } }) if (game.helo_avail && can_airmobilize_any_unit()) gen_action("airmobilize") } else { let first_unit = game.selected[0] if (is_area_urban(game.selected_loc) || !game.air_max) { view.prompt = "Flush: Execute mission." } else { view.prompt = `Flush: Execute mission (using ${game.mission_air_pts} Air PTS).` view.actions.use_air_point = game.air_avail > 0 } // airmobile if (has_unit_type_in_loc(FR_XX, game.selected_loc)) { // any combination when division present for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (is_mobile_unit(u) && (unit_loc(u) === game.selected_loc || is_unit_airmobile(u))) { gen_action_unit(u) } }) } else if (is_elite_unit(first_unit)) { // all elite for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (is_elite_unit(u) && (unit_loc(u) === game.selected_loc || is_unit_airmobile(u))) { gen_action_unit(u) } }) } else { // Allow deselect gen_action_unit(first_unit) } view.actions.undo = 1 gen_action("roll") } }, airmobilize() { push_undo() goto_gov_airmobilize() }, use_air_point() { push_undo() game.air_avail -= 1 game.mission_air_pts += 1 }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { set_toggle(game.selected, u) }, roll() { let list = game.selected game.selected = [] let loc = game.selected_loc game.selected_loc = -1 clear_undo() log("A" + loc) log_br() // no cost // Total the Contact Ratings of Government units participating in the mission. log("Contact Ratings") let contact_ratings = 0 for (let u of list) { logi(`${unit_contact(u)} U${u}`) contact_ratings += unit_contact(u) // move airmobile units to combat if (is_unit_airmobile(u) && unit_loc(u) !== loc) set_unit_loc(u, loc) } // logi(`Total ${contact_ratings}`) log_br() // (DRM: +1 if target unit has an Evasion rating higher than the total Contact ratings involved, // or Flush is in a Remote area, or if a Terror marker is present; -1 if Flush is in an Urban area). for_each_enemy_unit_in_loc_boxes(loc, [OPS, OC], u => { let roll = roll_d6() log(`U${u} G${roll}`) if (is_area_remote(loc)) { logi("+1 Remote") roll += 1 } if (is_area_terrorized(loc)) { logi("+1 Terrorized") roll += 1 } if (is_area_urban(loc)) { logi("-1 Urban") roll -= 1 } if (unit_evasion(u) > contact_ratings) { logi("+1 Evasion") roll += 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. if (roll <= contact_ratings) { logi("Contact") set_add(game.contacted, u) } else { logi("No contact") } log_br() }) if (game.contacted.length) { // Contacted FLN units then fire on the Combat Results Table, and the Government units return fire. game.combat = { fln_units: game.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_airmobilize() { game.selected = [] push_undo() game.from_state = game.state game.state = "gov_airmobilize_select_units" } function airmobilize_cost(units) { let cost = 0 for (let u of units) { cost += GOV_UNIT_AIRMOBILIZE_COST[unit_type(u)] } return cost } states.gov_airmobilize_select_units = { inactive: "to Airmobilize", prompt() { let cost = airmobilize_cost(game.selected) if (game.contacted.length) { // React let loc = unit_loc(game.contacted[0]) for_each_friendly_unit_on_map(u => { if ((can_airmobilize_unit(u) && has_loc_as_airmobile_target(u, loc) && (cost + airmobilize_cost([u]) <= game.helo_avail)) || set_has(game.selected, u)) gen_action_unit(u) }) } else { // Flush for_each_friendly_unit_on_map(u => { if ((can_airmobilize_unit(u) && has_any_airmobile_target(u) && (cost + airmobilize_cost([u]) <= game.helo_avail)) || set_has(game.selected, u)) gen_action_unit(u) }) } if (!game.selected.length) { view.prompt = `Airmobilize: Select mobile brigade unit(s) to airmobilize.` } else { view.prompt = `Airmobilize: Select mobile brigade unit(s) to airmobilize (cost ${cost} Helo PTS).` } gen_action("done") }, unit(u) { set_toggle(game.selected, u) // preview selection to see backside of counter if (set_has(game.selected, u)) { set_unit_airmobile(u) } else { clear_unit_airmobile(u) } }, done() { let list = game.selected game.selected = [] let cost = airmobilize_cost(list) game.helo_avail -= cost log_unit_list("Airmobilized", list) for (let u of list) set_unit_airmobile(u) logi(`-${cost} Helo PTS`) log_br() game.state = game.from_state delete game.from_state } } function goto_gov_react_mission() { set_active_player(GOV_NAME) game.state = "gov_react" } states.gov_react = { inactive: "to do React mission", prompt() { if (!game.selected.length) { view.prompt = "React: Select mobile unit(s) or No React." let loc = unit_loc(game.contacted[0]) for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (is_mobile_unit(u) && (unit_loc(u) === loc || is_unit_airmobile(u))) { gen_action_unit(u) } }) if (game.helo_avail && can_airmobilize_any_unit()) gen_action("airmobilize") gen_action("no_react") } else { let first_unit = game.selected[0] let contact_loc = unit_loc(game.contacted[0]) if (is_area_urban(contact_loc) || !game.air_max) { view.prompt = "React: Execute mission." } else { view.prompt = `React: Execute mission (using ${game.mission_air_pts} Air PTS).` view.actions.use_air_point = game.air_avail > 0 } // airmobile if (has_unit_type_in_loc(FR_XX, contact_loc)) { // any combination when division present for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (is_mobile_unit(u) && (unit_loc(u) === contact_loc || is_unit_airmobile(u))) { gen_action_unit(u) } }) } else if (is_elite_unit(first_unit)) { // all elite for_each_friendly_unit_on_map_boxes([OPS, PTL], u => { if (is_elite_unit(u) && (unit_loc(u) === contact_loc || is_unit_airmobile(u))) { gen_action_unit(u) } }) } else { // Allow deselect gen_action_unit(first_unit) } view.actions.undo = 1 gen_action("roll") } }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, airmobilize() { push_undo() goto_gov_airmobilize() }, use_air_point() { push_undo() game.air_avail -= 1 game.mission_air_pts += 1 }, unit(u) { set_toggle(game.selected, u) }, no_react() { clear_undo() log_br() log("No React.") end_gov_mission() }, roll() { let list = game.selected game.selected = [] let loc = unit_loc(game.contacted[0]) clear_undo() log_mission("React") log("A" + loc) for (let u of list) // TODO: log where from? logi("U" + u) log_br() delete game.events.must_react // FLN player has a chance to evade to the UG box. // Units roll 1d6 individually, and move to the UG box if they roll equal to or less than their Evasion Rating. log("Evade") for (let u of game.contacted) { let roll = roll_d6() if (roll <= unit_evasion(u)) { logi(`U${u} F${roll} to UG`) evade_unit(u) } else { logi(`U${u} W${roll}`) } } if (game.contacted.length) { // Contacted FLN units then fire on the Combat Results Table, and the Government units return fire. game.combat = { fln_units: game.contacted, gov_units: list } goto_combat() } else { // React Gov units go to OC if all FLN units evade and there isn't actually any combat for (let u of list) { if (is_mobile_unit(u)) set_unit_box(u, OC) // move airmobile units to combat zone anyway if (is_unit_airmobile(u) && unit_loc(u) !== loc) set_unit_loc(u, loc) } end_gov_mission() } } } function goto_gov_intelligence_mission() { push_undo() log_mission("Intelligence") game.passes = 0 game.state = "gov_intelligence" game.selected_loc = -1 } states.gov_intelligence = { inactive: "to do Intelligence mission", prompt() { if (game.selected_loc === -1) { view.prompt = "Intelligence: Select location." for_each_algerian_map_area(loc => { if (is_intelligence_loc(loc)) gen_action_loc(loc) }) } else { view.prompt = `Intelligence: Execute mission (cost ${GOV_INTELLIGENCE_COST} PSP).` gen_action("roll") } }, loc(l) { push_undo() game.selected_loc = l }, roll() { let loc = game.selected_loc game.selected_loc = -1 clear_undo() // The Government player pays 1 PSP, // indicates the area, // totals the Contact Ratings of the non-neutralized Police units there //log("Intelligence") //logi("A" + loc) log("A" + loc) lower_gov_psl(GOV_INTELLIGENCE_COST) log("Contact Ratings") let contact_ratings = 0 for_each_friendly_unit_in_loc(loc, u => { if (is_intelligence_unit(u)) { logi(`${unit_contact(u)} U${u}`) contact_ratings += unit_contact(u) } }) log_br() // (DRM: +1 if target unit has an Evasion rating higher than the total Contact ratings involved, // or mission is in a Remote area, or if a Terror marker is present; -1 if mission is in an Urban area). for_each_enemy_unit_in_loc_boxes(loc, [UG], u => { let roll = roll_d6() log(`U${u} G${roll}`) if (is_area_remote(loc)) { logi("+1 Remote") roll += 1 } if (is_area_terrorized(loc)) { logi("+1 Terrorized") roll += 1 } if (is_area_urban(loc)) { logi("-1 Urban") roll -= 1 } if (unit_evasion(u) > contact_ratings) { logi("+1 Evasion") roll += 1 } // and rolls to contact each FLN unit in the UG box of that area by rolling equal to or less than this number if (roll <= contact_ratings) { logi("Contact") set_unit_box(u, OC) } else { logi("No contact") } log_br() }) end_gov_mission() } } function goto_gov_civil_affairs_mission() { push_undo() log_mission("Civil Affairs") game.passes = 0 game.state = "gov_civil_affairs" game.selected_loc = -1 } states.gov_civil_affairs = { inactive: "to do Civil Affairs mission", prompt() { if (game.selected_loc === -1) { view.prompt = "Civil Affairs: Select location." for_each_algerian_map_area(loc => { if (is_civil_affairs_loc(loc)) gen_action_loc(loc) }) } else { view.prompt = `Civil Affairs: Execute mission (cost ${GOV_CIVIL_AFFAIRS_COST} PSP).` gen_action("roll") } }, loc(l) { push_undo() game.selected_loc = l }, roll() { let loc = game.selected_loc game.selected_loc = -1 clear_undo() //log("Civil Affairs") //logi("A" + loc) log("A" + loc) lower_gov_psl(GOV_CIVIL_AFFAIRS_COST) set_area_civil_affaired(loc) // rolls 1d6, applies any DRM and reads the result off the Mission Success Table. // A DRM of +1 is applied if the "Amnesty" random event is in effect. let roll = roll_d6() log("Mission G" + roll) if (game.events.amnesty) { logi("+1 Amnesty") roll += 1 } let [result, effect] = roll_mst(roll) // PSP from successful Civil Affairs missions are subtracted from the FLN PSL (note this is different from the FLN Propaganda mission). lower_fln_psl(result) // remove Terror marker on a @ or +. if (is_area_terrorized(loc) && (effect === '+' || effect === '@')) { logi("Terror marker removed") clear_area_terrorized(loc) } end_gov_mission() } } function goto_gov_suppression_mission() { push_undo() log_mission("Suppression") game.passes = 0 game.state = "gov_suppression" game.selected_loc = -1 } function do_suppression(loc, add_elite=false) { // can also be initiated by OAS set_area_suppressed(loc) // rolls 1d6, applies any DRM and reads the result off the Mission Success Table. // Elite units may assist in this mission, each one yielding a +1 DRM. // A DRM of +1 is applied if the "Amnesty" random event is in effect. let roll = roll_d6() log("Mission G" + roll) if (game.events.amnesty) { logi("+1 Amnesty") roll += 1 } if (add_elite) { for_each_not_neutralized_unit_type_in_loc(EL_X, loc, u => { logi(`+1 U${u}`) roll += 1 }) } let [result, effect] = roll_mst(roll) // 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_non_neutralized_fln_unit_in_loc(loc, u => { let type = unit_type(u) if (type === BAND || type === FAILEK) { targets.push(u) } }) if (!targets.length) { log("No Bands/Faileks.") } // TODO FLN player chooses which exact units are neutralized) shuffle(targets) for(let u of targets.slice(0, result)) { neutralize_unit(u) } // 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) { neutralize_unit(u) } }) if (!is_area_terrorized(loc)) { log("Terrorized.") set_area_terrorized(loc) } } else if (effect === '+') { let roll = roll_d6() log("Backfired G" + roll) lower_gov_psl(roll) if (!is_area_terrorized(loc)) { log("Terrorized.") set_area_terrorized(loc) } } } states.gov_suppression = { inactive: "to do Suppression mission", prompt() { if (game.selected_loc === -1) { view.prompt = "Suppression: Select location." for_each_algerian_map_area(loc => { if (is_suppression_loc(loc)) gen_action_loc(loc) }) } else { view.prompt = `Suppression: Execute mission (cost ${GOV_SUPPRESSION_COST} PSP).` gen_action("roll") } }, loc(l) { push_undo() game.selected_loc = l }, roll() { let loc = game.selected_loc game.selected_loc = -1 clear_undo() //log("Suppression") //logi("A" + loc) log("A" + loc) lower_gov_psl(GOV_SUPPRESSION_COST) do_suppression(loc, true) end_gov_mission() } } function goto_gov_population_resettlement_mission() { push_undo() log_mission("Population Resettlement") game.passes = 0 game.state = "gov_population_resettlement" game.selected_loc = -1 } states.gov_population_resettlement = { inactive: "to do Population Resettlement mission", prompt() { if (game.selected_loc === -1) { view.prompt = "Population Resettlement: Select location." for_each_algerian_map_area(loc => { if (is_population_resettlement_loc(loc)) gen_action_loc(loc) }) } else { view.prompt = `Population Resettlement: Execute mission (cost ${GOV_POPULATION_RESETTLEMENT_COST} PSP).` gen_action("roll") } }, loc(l) { push_undo() game.selected_loc = l }, roll() { let loc = game.selected_loc game.selected_loc = -1 clear_undo() //log("Population Resettlement") //logi("A" + loc) log("A" + loc) lower_gov_psl(GOV_POPULATION_RESETTLEMENT_COST) set_area_remote(loc) log("Remote.") if (!is_area_terrorized(loc)) { set_area_terrorized(loc) log("Terrorized.") } let d1 = roll_d6() let d2 = roll_d6() let d3 = roll_d6() log(`Penalty W${d1} W${d2} W${d3}`) raise_fln_psl(d1+d2+d3) for_each_enemy_unit_in_loc(loc, u => { if (unit_type(u) === FRONT) { reduce_unit(u, CADRE) } }) end_gov_mission() } } function check_mandatory_react() { if (game.events.must_react) { // Government must react with at least 1 unit, otherwise -1d6 PSP let roll = roll_d6() log("Penalty for No React W" + roll) lower_gov_psl(roll) } } function end_gov_mission() { check_mandatory_react() if (check_victory()) return goto_fln_operations_phase() } function clear_combat() { game.selected = [] game.combat = {} set_clear(game.contacted) game.distribute_gov_psl = 0 game.mission_air_pts = 0 delete game.events.must_react } function end_operations_phase() { game.passes = 0 delete game.fln_auto_pass delete game.gov_auto_pass clear_combat() goto_turn_interphase() } function determine_control() { log_h3("Control") 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 } }) // log("Contested") for_each_algerian_map_area(loc => { let diff = Math.abs(fln_pts[loc] - gov_pts[loc]) if (!diff || (!fln_pts[loc] && !gov_pts[loc])) { // logi("A" + loc) set_area_contested(loc) } }) // log_br() log("FLN Control") for_each_algerian_map_area(loc => { let diff = Math.abs(fln_pts[loc] - gov_pts[loc]) if (!diff || (!fln_pts[loc] && !gov_pts[loc])) return if (fln_pts[loc] >= 2 * gov_pts[loc]) { logi("A" + loc) set_area_fln_control(loc) } }) log_br() log("Gov Control") for_each_algerian_map_area(loc => { let diff = Math.abs(fln_pts[loc] - gov_pts[loc]) if (!diff || (!fln_pts[loc] && !gov_pts[loc])) return if (gov_pts[loc] >= 2 * fln_pts[loc]) { logi("A" + loc) set_area_gov_control(loc) } }) log_br() for_each_algerian_map_area(loc => { let diff = Math.abs(fln_pts[loc] - gov_pts[loc]) if (!diff || (!fln_pts[loc] && !gov_pts[loc])) return if (gov_pts[loc] >= 2 * fln_pts[loc]) return if (fln_pts[loc] >= 2 * gov_pts[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. log(`A${loc} (${diff})`) let fln_roll = roll_d6() let gov_roll = roll_d6() let fln_claim = fln_roll <= diff if (fln_claim) logi(`F${fln_roll} FLN`) else logi(`W${fln_roll} FLN`) let gov_claim = gov_roll <= diff if (gov_claim) logi(`G${gov_roll} Gov`) else logi(`W${gov_roll} Gov`) // 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(`Gov Control.`) set_area_gov_control(loc) } else { log(`Contested.`) set_area_contested(loc) } log_br() }) } 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_depreciate_asset(title, num_max) { let loss = depreciation_loss_number(num_max) let roll = roll_d6() log(`${title} G${roll}`) logi(`Points ${num_max}`) logi(`Loss Number ${loss}`) if (game.gov_psl <= 30) { logi("-1 Gov PSL ≤ 30") roll -= 1 } if (game.gov_psl >= 70) { logi("+1 Gov PSL ≥ 70") roll += 1 } if (roll <= loss) { num_max = Math.max(num_max - loss, 0) log(`Lost ${loss}.`) } else { log(`No change.`) } log_br() return num_max } function gov_depreciation() { if (!game.air_max && !game.helo_max) { return; } if (game.air_max) { game.air_max = gov_depreciate_asset('Air Max', game.air_max) } if (game.helo_max) { game.helo_max = gov_depreciate_asset('Helo Max', game.helo_max) } } function fln_depreciation() { if (!game.fln_ap) { return; } let roll = roll_d6() let loss = depreciation_loss_number(game.fln_ap) log("Unused FLN AP F" + roll) logi(`Points ${game.fln_ap}`) logi(`Loss Number ${loss}`) if (game.fln_psl <= 30) { logi("-1 FLN PSL ≤ 30") roll -= 1 } if (game.fln_psl >= 70) { logi("+1 FLN PSL ≥ 70") roll += 1 } if (roll <= loss) { game.fln_ap = Math.max(game.fln_ap - loss, 0) log(`Lost ${loss}.`) } else { log(`No change.`) } } function unit_and_area_recovery() { log_h3("Recovery of Neutralized Units") for (let loc = 0; loc < area_count; ++loc) { let first = true for_each_neutralized_unit_in_algeria(u => { if (unit_loc(u) !== loc) return if (first) { log("A" + loc) first = false } let roll = roll_d6() let drm = 0 if (is_gov_unit(u)) { logi(`U${u} G${roll}`) if (game.gov_psl <= 30) { logii("-1 Gov PSL ≤ 30") drm += 1 } if (game.gov_psl >= 70) { logii("+1 Gov PSL ≥ 70") drm += 1 } else if (is_elite_unit(u)) { logii("+1 Elite") drm += 1 } } else { logi(`U${u} F${roll}`) if (game.fln_psl <= 30) { logii("-1 FLN PSL ≤ 30") drm += 1 } else if (game.fln_psl >= 70) { logii("+1 FLN PSL ≥ 70") drm += 1 } } if (roll + drm >= 5) { logii("Recovered") clear_unit_neutralized(u) } else { logii("Not recovered") } }) } log_h3("Recovery of Terrorized Areas") for_each_algerian_map_area(loc => { if (is_area_terrorized(loc)) { let roll = roll_d6() log(`A${loc} B${roll}`) if (!has_fln_not_neutralized_unit_in_loc(loc)) { logi("+1 No active FLN") roll += 1 } if (roll >= 5) { logi("Recovered") clear_area_terrorized(loc) } else { logi("Not recovered") } } }) } function restore_air_helo_avail() { game.air_avail = game.air_max game.helo_avail = game.helo_max // log(`Air Avail=${game.air_avail} Helo Avail=${game.helo_avail}`) } function unit_redeployment() { // log_h3("Redeployment") for_each_non_neutralized_unit_in_algeria(u => { // let loc = unit_loc(u) let box = unit_box(u) if (is_fln_unit(u) && box !== UG) { // logi(`U${u} in A${loc} to UG`) set_unit_box(u, UG) } else if (is_gov_unit(u) && is_mobile_unit(u)) { if (box !== OC) { // logi(`U${u} in A${loc} to OC`) set_unit_box(u, OC) } if (is_unit_airmobile(u)) { // logi(`flipped airmobile back`) clear_unit_airmobile(u) } } }) restore_air_helo_avail() game.border_zone_active = false } function roll_coup_table(oas_drm=false) { let d1 = roll_d6() let d2 = roll_d6() log_br() log(`Result G${d1} G${d2}`) let coup = d1 + d2 if (oas_drm) { logi("+1 OAS deployed in France") coup += 1 } let delta_psp = 0 if (coup === 2) { logi(`Wild success`) //: +3d6 PSP, mobilize 2d6 PSP of units for free delta_psp = roll_nd6(3, "G", "Gained") raise_gov_psl(delta_psp) return 'wild_success' } else if (coup <= 4) { logi(`Big success`) //: +2d6 PSP, mobilize 1d6 PSP of units for free delta_psp = roll_nd6(2, "G", "Gained") raise_gov_psl(delta_psp) return 'big_success' } else if (coup <= 6) { logi(`Success`) //: +1d6 PSP delta_psp = roll_nd6(1, "G", "Gained") raise_gov_psl(delta_psp) return 'success' } else if (coup === 7) { logi(`Fizzle`) //: -1d6 PSP delta_psp = roll_nd6(1, "W", "Lost") lower_gov_psl(delta_psp) return 'fizzle' } else if (coup <= 9) { logi(`Failure`) //: -2d6 PSP, remove 1 elite unit from the game delta_psp = roll_nd6(2, "W", "Lost") lower_gov_psl(delta_psp) return 'failure' } else { logi(`Abject failure`) //: -3d6 PSP, remove 1d6 elite units from the game delta_psp = roll_nd6(3, "W", "Lost") lower_gov_psl(delta_psp) return 'abject_failure' } } function coup_attempt() { let d1, d2 let result = roll_coup_table(is_area_france(game.oas)) if (check_victory()) return // mobilize / remove units switch (result) { case 'wild_success': d1 = roll_d6() d2 = roll_d6() log(`Mobilize G${d1} G${d2} PSP of units for free.`) goto_coup_attempt_free_mobilize(d1 + d2) break case 'big_success': d1 = roll_d6() log(`Mobilize G${d1} PSP of units for free.`) goto_coup_attempt_free_mobilize(d1) break case 'success': case 'fizzle': continue_final_psl_adjustment() break case 'failure': log(`Remove 1 elite unit from the game.`) goto_coup_attempt_remove_elite(1) break case 'abject_failure': d1 = roll_d6() log(`Remove G${d1} elite units.`) goto_coup_attempt_remove_elite(d1) break default: throw Error("Unknown coup result: " + result) } } function goto_coup_attempt_free_mobilize(value) { set_active_player(GOV_NAME) game.selected = [] game.summary = [] game.events.gov_free_mobilize = value game.state = "gov_coup_attempt_free_mobilize" } states.gov_coup_attempt_free_mobilize = { inactive: "to do Coup Attempt", prompt() { view.prompt = `Coup Attempt: Mobilize ${game.events.gov_free_mobilize} PSP of units for free.` if (!game.selected.length) { // first unit can be any unit in DEPLOY or on map for_each_friendly_unit_in_loc(DEPLOY, u => { if (mobilization_cost([u]) <= game.events.gov_free_mobilize) gen_action_unit(u) }) } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) if (first_unit_loc === DEPLOY) { let cost = mobilization_cost(game.selected) view.prompt = `Coup Attempt: Mobilize ${game.events.gov_free_mobilize} PSP of units for free (selected ${cost} PSP).` for_each_friendly_unit_in_loc(DEPLOY, u => { if (set_has(game.selected, u) || (cost + mobilization_cost([u]) <= game.events.gov_free_mobilize)) gen_action_unit(u) }) // don't allow free PSP to go <= 0 if (Math.floor(game.events.gov_free_mobilize - cost) >= 0) { for_each_algerian_map_area(loc => { gen_action_loc(loc) }) } } view.actions.undo = 1 } gen_action("done") }, undo() { if (game.selected.length > 0) set_clear(game.selected) else pop_undo() }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() for (let u of list) { mobilize_unit(u, to) add_unit_summary(game.summary, u) } let cost = mobilization_cost(list) game.events.gov_free_mobilize -= cost }, done() { log_unit_summary("Mobilized", game.summary) game.summary = null delete game.events.gov_free_mobilize continue_final_psl_adjustment() } } function goto_coup_attempt_remove_elite(num) { set_active_player(GOV_NAME) let num_el_x = count_friendly_units_on_map_of_type(EL_X) let to_remove = Math.min(num, num_el_x) if (to_remove) { game.summary = [] game.events.gov_remove_num = to_remove game.state = "gov_coup_attempt_select_units" } else { log("No French elite units.") log_br() continue_final_psl_adjustment() } } states.gov_coup_attempt_select_units = { inactive: "to do Coup Attempt", prompt() { if (game.events.gov_remove_num > 0) { view.prompt = `Coup Attempt: Remove ${game.events.gov_remove_num} French elite unit(s).` for_each_friendly_unit_on_map(u => { if (unit_type(u) === EL_X) gen_action_unit(u) }) } else { view.prompt = `Coup Attempt: Done.` gen_action("done") } }, unit(u) { push_undo() add_unit_summary(game.summary, u) remove_unit(u, ELIMINATED) game.events.gov_remove_num -= 1 }, done() { log_unit_summary("Removed", game.summary) game.summary = null delete game.events.gov_remove_num continue_final_psl_adjustment() } } function final_psl_adjustment() { log_h3("Political Support Adjustment") if (game.gov_psl <= 30) { //log("Gov PSL ≤ 30") let roll = roll_d6() log(`Coup d'etat G${roll}`) if (is_area_france(game.oas)) { logi("+1 OAS deployed in France") roll += 1 } if (roll >= 6) { logi("Coup attempt!") coup_attempt() return } else { logi("No coup") } } continue_final_psl_adjustment() } function continue_final_psl_adjustment() { game.state = "turn_interphase" log_br() if (game.oas) { log_br() if (is_area_algerian(game.oas)) { log("OAS deployed in Algeria.") lower_gov_psl(1) } else if (is_area_france(game.oas)) { log("OAS deployed in France.") lower_gov_psl(2) } } // 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("Terrorized or Resettled areas.") for_each_algerian_map_area(loc => { if (is_area_terrorized(loc) || is_area_resettled(loc)) { logi("A" + loc) } }) 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, "F", "Lost") 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(`Side that controls more areas.`) logi(`${gov_control} Gov`) logi(`${fln_control} FLN`) 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() { // current player gets to do the interphrase // clear_undo() game.state = "turn_interphase" // XXX debug push_undo() log_h2("Turn Interphase") determine_control() log_h3("Depreciation") gov_depreciation() fln_depreciation() unit_and_area_recovery() unit_redeployment() final_psl_adjustment() if (check_victory()) return if (game.shorter_game && !(game.turn % 6)) { // Players can agree to an open-ended game, checking their respective PSLs every 6 turns, at the end of the Turn Interphase. log_br() log("Checking for Shorter Game Victory every 6 turns") if (check_shorter_victory()) return } } states.turn_interphase = { inactive: "to do 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 add_unit_summary(list, u) { map_set(list, u, unit_loc(u)) } function log_unit_summary(verb, list) { if (list.length === 0) return log_br() log(verb) if (0) { /* log units individually */ for (let loc = 0; loc < area_count; ++loc) { let first = true map_for_each(list, (u, u_loc) => { if (u_loc === loc) { if (first) { logi("A" + loc) first = false } logii("U" + u) } }) } } else { /* log by count + type */ let n = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ] for (let loc = 0; loc < area_count; ++loc) { n.fill(0) map_for_each(list, (u, u_loc) => { if (u_loc === loc) n[units[u].type] += 1 }) let i for (i = 0; i < n.length; ++i) if (n[i] > 0) break if (i < n.length) { logi("A" + loc) for (i = 0; i < n.length; ++i) if (n[i] > 0) logii(`${n[i]} ${unit_type_name[i]}`) } } } } function log_unit_list(verb, list) { if (list.length === 0) return log_br() log(verb) for (let loc = 0; loc < area_count; ++loc) { let first = true for (let u of list) { if (unit_loc(u) === loc) { if (first) { logi("A" + loc) first = false } logii("U" + u) } } } } function log(msg) { game.log.push(msg) } function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } function logi(msg) { game.log.push(">" + msg) } function logii(msg) { game.log.push(">>" + msg) } function logp(msg) { game.log.push("$" + 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) log_br() } function log_event(msg) { log(".evt " + msg) log_br() } function log_mission(msg) { log_br() if (game.active === GOV_NAME) log(".h3.gov " + msg) else log(".h3.fln " + msg) log_br() } // #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() { clear_undo() return random(6) + 1 } function roll_nd6(n, color="B", prefix="Rolled") { clear_undo() let result = 0 let summary = [] for (let i = 0; i < n; ++i) { let roll = roll_d6() result += roll summary.push(color + roll) } log(prefix + " " + summary.join(" ")) return result } const MST = [0, 0, 1, 1, 1, 2, 2, 3, 4, 5] const MST_EFFECT = ['+', '+', '+', '', '', '', '', '@', '@', '@'] function roll_mst(roll) { let num = clamp(roll, -1, 8) let result = MST[num + 1] let effect = MST_EFFECT[num + 1] /* let effect_str = '' if (effect === '+') effect_str = ' (bad)' if (effect === '@') effect_str = ' (good)' */ //logi(`Result ${result}${effect}${effect_str}`) //logi(`Result ${result}${effect}`) logi(`Result ${result}${effect}`) 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 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) { // eslint-disable-line no-unused-vars 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 array_insert_pair(array, index, key, value) { for (let i = array.length; i > index; i -= 2) { array[i] = array[i-2] array[i+1] = array[i-1] } array[index] = key array[index+1] = value } 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))) } function map_set(map, key, value) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m<<1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else { map[(m<<1)+1] = value return } } array_insert_pair(map, a<<1, key, value) } function map_for_each(map, f) { for (let i = 0; i < map.length; i += 2) f(map[i], map[i+1]) } // 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