"use strict" const FLN = "FLN" const FRA = "FRA" var states = {} var game = null var view = null exports.scenarios = [ "Standard" ] exports.roles = [ FLN, FRA ] function gen_action(action, argument) { if (!(action in view.actions)) view.actions[action] = [] view.actions[action].push(argument) } function gen_action_token(token) { gen_action("token", token) } exports.action = function (state, player, action, arg) { game = state let S = states[game.state] if (action in S) S[action](arg, player) else if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) return game } exports.view = function(state, player) { game = state view = { log: game.log, prompt: null, } 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} \u2014 ${inactive}...` } else { view.actions = {} states[game.state].prompt() if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } return view } exports.resign = function (state, player) { game = state if (game.state !== 'game_over') { if (player === FLN) goto_game_over(FRA, "FLN resigned.") if (player === FRA) goto_game_over(FLN, "France resigned.") } return game } function goto_game_over(result, victory) { game.state = "game_over" game.active = "None" game.result = result game.victory = victory log("") log(game.victory) return false } states.game_over = { prompt() { view.prompt = game.victory }, } // === PREPARATION === exports.setup = function (seed, scenario, options) { game = { seed: seed, state: null, log: [], undo: [], } game.active = RED goto_random_event() return game } // === FLOW OF PLAY === function goto_random_event() { game.state = "random_event" } states.random_event = { inactive: "to roll for a random event", prompt() { view.prompt = "Roll for a random event." gen_action("roll") }, roll() { clear_undo() let rnd = 10 * roll_d6() + roll_d6() log("Random event roll " + rnd) // goto_reinforcement_phase() }, } function goto_reinforcement_phase() { game.state = "reinforcement" } // === COMMON LIBRARY === function log(msg) { game.log.push(msg) } function clear_undo() { game.undo.length = 0 } function push_undo() { let copy = {} for (let k in game) { let v = game[k] if (k === "undo") continue else if (k === "log") v = v.length else if (typeof v === "object" && v !== null) v = object_copy(v) copy[k] = v } game.undo.push(copy) } function pop_undo() { let save_log = game.log let save_undo = game.undo game = save_undo.pop() save_log.length = game.log game.log = save_log game.undo = save_undo } function random(range) { // An MLCG using integer arithmetic with doubles. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**35 − 31 return (game.seed = game.seed * 200105 % 34359738337) % range } function shuffle(list) { // Fisher-Yates shuffle for (let i = list.length - 1; i > 0; --i) { let j = random(i + 1) let tmp = list[j] list[j] = list[i] list[i] = tmp } } function roll_d6() { return random(6) + 1; } // 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 } } // Array remove and insert (faster than splice) function array_remove(array, index) { let n = array.length for (let i = index + 1; i < n; ++i) array[i - 1] = array[i] array.length = n - 1 } function array_remove_item(array, item) { let n = array.length for (let i = 0; i < n; ++i) if (array[i] === item) return array_remove(array, i) }