"use strict" const FLN_NAME = "FLN" const GOV_NAME = "Government" const BOTH = "Both" const area_count = 31 const unit_count = 120 const first_gov_unit = 0 const last_gov_unit = 39 const first_fln_unit = 40 const last_fln_unit = 119 const UG = 0 const OPS = 1 const PTL = 2 const OC = 3 const FLN = 0 const GOV = 1 const RURAL = 1 const URBAN = 2 const REMOTE = 3 const COUNTRY = 4 const FR_XX = 0 const FR_X = 1 const EL_X = 2 const AL_X = 3 const POL = 4 const FAILEK = 5 const BAND = 6 const CADRE = 7 const FRONT = 8 // Free deployment holding box const FREE = 0 const DEPLOY = 1 const ELIMINATED = 2 const FRANCE = 3 var states = {} var game = null var view = null const { areas, zone_areas, locations, units } = require("./data.js") var first_friendly_unit, last_friendly_unit var first_enemy_unit, last_enemy_unit // #region PLAYER STATE function set_next_player() { if (game.phasing === GOV_NAME) game.phasing = FLN_NAME else game.phasing = GOV_NAME set_active_player() } function set_active_player() { clear_undo() if (game.active !== game.phasing) { game.active = game.phasing update_aliases() } } function set_passive_player() { clear_undo() let nonphasing = (game.phasing === GOV_NAME ? FLN_NAME : GOV_NAME) if (game.active !== nonphasing) { game.active = nonphasing update_aliases() } } function set_enemy_player() { if (is_active_player()) set_passive_player() else set_active_player() } function is_active_player() { return game.active === game.phasing } function is_passive_player() { return game.active !== game.phasing } function is_gov_player() { return game.active === GOV_NAME } function is_fln_player() { return game.active === FLN_NAME } function update_aliases() { if (game.active === GOV_NAME) { first_friendly_unit = first_gov_unit last_friendly_unit = last_gov_unit first_enemy_unit = first_fln_unit last_enemy_unit = last_fln_unit } else { first_friendly_unit = first_fln_unit last_friendly_unit = last_fln_unit first_enemy_unit = first_gov_unit last_enemy_unit = last_gov_unit } } function load_state(state) { if (game !== state) { game = state update_aliases() } } // If a player's PSL rises to above 99 during the game due to various events, any such "excess" PSP gained for that player are not lost: instead they are SUBTRACTED from the other player's PSL. const MAX_PSL = 99 const MAX_AP = 99 function raise_fln_psl(amount) { game.fln_psl += amount if (game.fln_psl > MAX_PSL) { // TODO can trigger victory let excess_psl = game.fln_psl - MAX_PSL log(`FLN PSL exceeds ${MAX_PSL}; Goverment ${-excess_psl} PSL`) game.fln_psl = MAX_PSL game.gov_psl -= excess_psl } } function raise_gov_psl(amount) { game.gov_psl += amount if (game.gov_psl > MAX_PSL) { // TODO can trigger victory let excess_psl = game.gov_psl - MAX_PSL log(`Government PSL exceeds ${MAX_PSL}; FLN ${-excess_psl} PSL`) game.gov_psl = MAX_PSL game.fln_psl -= excess_psl } } function raise_fln_ap(amount) { game.fln_ap = Math.min(MAX_PSL, game.fln_ap + amount) } // #endregion // #region AREA STATE // propagandized (1 bit), struck (1 bit), raided (1 bit), civil affaired (1 bit), suppressed (1 bit), // remote (1 bit), terrorized (1 bit), gov control (1 bit), fln control (1 bit) const AREA_FLN_CONTROL_SHIFT = 0 const AREA_FLN_CONTROL_MASK = 1 << AREA_FLN_CONTROL_SHIFT const AREA_GOV_CONTROL_SHIFT = 1 const AREA_GOV_CONTROL_MASK = 1 << AREA_GOV_CONTROL_SHIFT const AREA_TERRORIZED_SHIFT = 2 const AREA_TERRORIZED_MASK = 1 << AREA_TERRORIZED_SHIFT const AREA_REMOTE_SHIFT = 3 const AREA_REMOTE_MASK = 1 << AREA_REMOTE_SHIFT // one mission / area / turn states const AREA_SUPPRESSED_SHIFT = 4 const AREA_SUPPRESSED_MASK = 1 << AREA_SUPPRESSED_SHIFT const AREA_CIVIL_AFFAIRED_SHIFT = 5 const AREA_CIVIL_AFFAIRED_MASK = 1 << AREA_CIVIL_AFFAIRED_SHIFT const AREA_RAIDED_SHIFT = 6 const AREA_RAIDED_MASK = 1 << AREA_RAIDED_SHIFT const AREA_STRUCK_SHIFT = 7 const AREA_STRUCK_MASK = 1 << AREA_STRUCK_SHIFT const AREA_PROPAGANDIZED_SHIFT = 8 const AREA_PROPAGANDIZED_MASK = 1 << AREA_PROPAGANDIZED_SHIFT // area control function is_area_fln_control(l) { return (game.areas[l] & AREA_FLN_CONTROL_MASK) === AREA_FLN_CONTROL_MASK } function is_area_gov_control(l) { return (game.areas[l] & AREA_GOV_CONTROL_MASK) === AREA_GOV_CONTROL_MASK } function is_area_contested(l) { return !(is_area_fln_control(l) || is_area_gov_control(l)) } function set_area_fln_control(l) { game.areas[l] |= AREA_FLN_CONTROL_MASK game.areas[l] &= ~AREA_GOV_CONTROL_MASK } function set_area_gov_control(l) { game.areas[l] |= AREA_GOV_CONTROL_MASK game.areas[l] &= ~AREA_FLN_CONTROL_MASK } function set_area_contested(l) { game.areas[l] &= ~AREA_FLN_CONTROL_MASK game.areas[l] &= ~AREA_GOV_CONTROL_MASK } // terrorized function is_area_terrorized(l) { return (game.areas[l] & AREA_TERRORIZED_MASK) === AREA_TERRORIZED_MASK } function set_area_terrorized(l) { game.areas[l] |= AREA_TERRORIZED_MASK } function clear_area_terrorized(l) { game.areas[l] &= ~AREA_TERRORIZED_MASK } // remote function is_area_remote(l) { return areas[l].type === REMOTE || (game.areas[l] & AREA_REMOTE_MASK) === AREA_REMOTE_MASK } function set_area_remote(l) { game.areas[l] |= AREA_REMOTE_MASK } // suppressed function is_area_suppressed(l) { return (game.areas[l] & AREA_SUPPRESSED_MASK) === AREA_SUPPRESSED_MASK } function set_area_suppressed(l) { game.areas[l] |= AREA_SUPPRESSED_MASK } function clear_area_suppressed(l) { game.areas[l] &= ~AREA_SUPPRESSED_MASK } // civil affaired function is_area_civil_affaired(l) { return (game.areas[l] & AREA_CIVIL_AFFAIRED_MASK) === AREA_CIVIL_AFFAIRED_MASK } function set_area_civil_affaired(l) { game.areas[l] |= AREA_CIVIL_AFFAIRED_MASK } function clear_area_civil_affaired(l) { game.areas[l] &= ~AREA_CIVIL_AFFAIRED_MASK } // raided function is_area_raided(l) { return (game.areas[l] & AREA_RAIDED_MASK) === AREA_RAIDED_MASK } function set_area_raided(l) { game.areas[l] |= AREA_RAIDED_MASK } function clear_area_raided(l) { game.areas[l] &= ~AREA_RAIDED_MASK } // struck function is_area_struck(l) { return (game.areas[l] & AREA_STRUCK_MASK) === AREA_STRUCK_MASK } function set_area_struck(l) { game.areas[l] |= AREA_STRUCK_MASK } function clear_area_struck(l) { game.areas[l] &= ~AREA_STRUCK_MASK } // propagandized function is_area_propagandized(l) { return (game.areas[l] & AREA_PROPAGANDIZED_MASK) === AREA_PROPAGANDIZED_MASK } function set_area_propagandized(l) { game.areas[l] |= AREA_PROPAGANDIZED_MASK } function clear_area_propagandized(l) { game.areas[l] &= ~AREA_PROPAGANDIZED_MASK } function clear_area_all_mission_flags(l) { // XXX could be combined with &= ~(X_MASK | Y_MASK) clear_area_propagandized(l) clear_area_raided(l) clear_area_struck(l) clear_area_civil_affaired(l) clear_area_suppressed(l) } // #endregion // #region AREA DATA function area_zone(l) { return areas[l].zone } function is_area_country(l) { return areas[l].type === COUNTRY } function is_area_algerian(l) { return areas[l].type !== COUNTRY } function is_area_france(l) { return l === FRANCE } function is_area_urban(l) { return areas[l].type === URBAN } function is_area_rural(l) { return areas[l].type === RURAL } // #endregion // #region UNIT STATE function pop_selected() { let u = game.selected[0] game.selected = [] return u } // location (8 bits), op box (2 bits), dispersed (1 bit), airmobile (1 bit), neutralized (1 bit) const UNIT_NEUTRALIZED_SHIFT = 0 const UNIT_NEUTRALIZED_MASK = 1 << UNIT_NEUTRALIZED_SHIFT const UNIT_AIRMOBILE_SHIFT = 1 const UNIT_AIRMOBILE_MASK = 1 << UNIT_AIRMOBILE_SHIFT const UNIT_DISPERSED_SHIFT = 2 const UNIT_DISPERSED_MASK = 1 << UNIT_DISPERSED_SHIFT const UNIT_BOX_SHIFT = 3 const UNIT_BOX_MASK = 3 << UNIT_BOX_SHIFT const UNIT_LOC_SHIFT = 5 const UNIT_LOC_MASK = 255 << UNIT_LOC_SHIFT // neutralized function is_unit_neutralized(u) { return (game.units[u] & UNIT_NEUTRALIZED_MASK) === UNIT_NEUTRALIZED_MASK } function is_unit_not_neutralized(u) { return (game.units[u] & UNIT_NEUTRALIZED_MASK) !== UNIT_NEUTRALIZED_MASK } function set_unit_neutralized(u) { game.units[u] |= UNIT_NEUTRALIZED_MASK } function clear_unit_neutralized(u) { game.units[u] &= ~UNIT_NEUTRALIZED_MASK } // location function unit_loc(u) { return (game.units[u] & UNIT_LOC_MASK) >> UNIT_LOC_SHIFT } function set_unit_loc(u, x) { game.units[u] = (game.units[u] & ~UNIT_LOC_MASK) | (x << UNIT_LOC_SHIFT) } // box function unit_box(u) { return (game.units[u] & UNIT_BOX_MASK) >> UNIT_BOX_SHIFT } function set_unit_box(u, x) { game.units[u] = (game.units[u] & ~UNIT_BOX_MASK) | (x << UNIT_BOX_SHIFT) } // airmobile function is_unit_airmobile(u) { return (game.units[u] & UNIT_AIRMOBILE_MASK) === UNIT_AIRMOBILE_MASK } function is_unit_not_airmobile(u) { return (game.units[u] & UNIT_AIRMOBILE_MASK) !== UNIT_AIRMOBILE_MASK } function set_unit_airmobile(u) { game.units[u] |= UNIT_AIRMOBILE_MASK } function clear_unit_airmobile(u) { game.units[u] &= ~UNIT_AIRMOBILE_MASK } // dispersed function is_unit_dispersed(u) { return (game.units[u] & UNIT_DISPERSED_MASK) === UNIT_DISPERSED_MASK } function is_unit_not_dispersed(u) { return (game.units[u] & UNIT_DISPERSED_MASK) !== UNIT_DISPERSED_MASK } function set_unit_dispersed(u) { game.units[u] |= UNIT_DISPERSED_MASK } function clear_unit_dispersed(u) { game.units[u] &= ~UNIT_DISPERSED_MASK } function eliminate_unit(u) { game.units[u] = 0 set_unit_loc(u, ELIMINATED) set_unit_box(u, OC) } function is_unit_eliminated(u) { return unit_loc(u) === ELIMINATED } function free_unit(u) { game.units[u] = 0 } // #endregion // #region UNIT DATA function find_free_unit_by_type(type) { for (let u = 0; u < unit_count; ++u) if (!game.units[u] && units[u].type === type) return u throw new Error("cannot find free unit of type: " + type) } function has_free_unit_by_type(type) { for (let u = 0; u < unit_count; ++u) if (!game.units[u] && units[u].type === type) return true return false } function is_gov_unit(u) { return units[u].side === GOV } function is_fln_unit(u) { return units[u].side === FLN } function is_algerian_unit(u) { return units[u].type === AL_X } function is_division_unit(u) { return units[u].type === FR_XX } function is_police_unit(u) { return units[u].type === POL } function 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_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_area_struck(loc) && is_area_urban(loc) } function is_movable_unit(u) { // TODO check if movable across border return !game.events.jealousy_and_paranoia || game.is_morocco_tunisia_independent } function is_raid_unit(u) { let type = unit_type(u) let loc = unit_loc(u) return (type === BAND || type === FAILEK) && !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) && has_enemy_unit_in_loc(loc) } // #endregion // #region ITERATORS 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_enemy_unit_in_loc_box(loc, box, fn) { for (let u = first_enemy_unit; u <= last_enemy_unit; ++u) if (unit_loc(u) === loc && unit_box(u) === box) fn(u) } function for_each_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_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 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_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_friendly_unit_in_locs(xs) { for (let u = first_friendly_unit; u <= last_friendly_unit; ++u) for (let x of xs) if (unit_loc(u) === x) return true return false } function has_unit_type_in_loc(t, x) { for (let u = 0; u <= unit_count; ++u) if (unit_loc(u) === x && unit_type(u) === t) return true return false } // #endregion // #region PUBLIC FUNCTIONS exports.scenarios = [ "1954", "1958", "1960" ] exports.roles = [ FLN_NAME, GOV_NAME ] function gen_action(action, argument) { if (!(action in view.actions)) view.actions[action] = [] view.actions[action].push(argument) } function gen_action_unit(u) { gen_action('unit', u) } function gen_action_loc(x) { gen_action('loc', x) } exports.action = function (state, player, action, arg) { load_state(state) let S = states[game.state] if (action in S) S[action](arg, player) else if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) return game } exports.view = function(state, player) { load_state(state) view = { log: game.log, prompt: null, scenario: game.scenario, active: game.active, phasing: game.phasing, turn: game.turn, fln_ap: game.fln_ap, fln_psl: game.fln_psl, gov_psl: game.gov_psl, air_avail: game.air_avail, air_max: game.air_max, helo_avail: game.helo_avail, helo_max: game.helo_max, naval: game.naval, is_morocco_tunisia_independent: game.is_morocco_tunisia_independent, border_zone_active: game.border_zone_active, border_zone_drm: game.border_zone_drm, units: game.units, areas: game.areas, } if (player === game.active) view.selected = game.selected if (game.state === "game_over") { view.prompt = game.victory } else if (player !== game.active && game.active !== BOTH) { let inactive = states[game.state].inactive || game.state view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...` } else { view.actions = {} states[game.state].prompt() if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } return view } exports.resign = function (state, player) { load_state(state) if (game.state !== 'game_over') { if (player === FLN_NAME) goto_game_over(GOV_NAME, "FLN resigned.") if (player === GOV_NAME) goto_game_over(FLN_NAME, "Government resigned.") } return game } function check_victory() { // TODO victory scale if (game.gov_psl <= 0) { goto_game_over(FLN_NAME, "FLN wins: Government PSL reduced to 0.") return true } else if (game.fln_psl <= 0) { goto_game_over(GOV_NAME, "Government wins: FLN PSL reduced to 0.") return true } return false } function goto_game_over(result, victory) { game.state = "game_over" game.active = "None" game.result = result game.victory = victory log("") log(game.victory) return false } states.game_over = { prompt() { view.prompt = game.victory }, } // #endregion // #region SETUP exports.setup = function (seed, scenario, options) { load_state({ seed: seed, log: [], undo: [], state: null, selected: -1, phasing: GOV_NAME, active: GOV_NAME, scenario: null, turn: 0, // game board state fln_ap: 0, fln_psl: 0, gov_psl: 0, air_avail: 0, air_max: 0, helo_avail: 0, helo_max: 0, naval: 0, is_morocco_tunisia_independent: false, border_zone_active: false, border_zone_drm: null, units: new Array(unit_count).fill(0), areas: new Array(area_count).fill(0), events: {}, // transient state passes: 0, distribute_mst: 0, // logging summary: null, }) game.scenario = scenario setup_scenario(scenario) goto_scenario_setup() return game } const SCENARIOS = { "1954": { gov_psl: 65, air_max: 0, helo_max: 0, naval: 0, fln_psl: 50, is_morocco_tunisia_independent: false, border_zone_drm: null }, "1958": { gov_psl: 50, air_avail: 6, helo_avail: 4, naval: 2, fln_psl: 60, is_morocco_tunisia_independent: true, border_zone_drm: -2 }, "1960": { gov_psl: 45, air_avail: 7, helo_avail: 5, naval: 3, fln_psl: 45, is_morocco_tunisia_independent: true, border_zone_drm: -3 } } const SCENARIO_DEPLOYMENT = { "1954": { fln: { "I": [FRONT, CADRE], "II": [FRONT, CADRE, CADRE], "III": [FRONT, CADRE], "IV": [CADRE], "V": [FRONT, CADRE, CADRE] }, gov: { "II": [FR_X, AL_X, POL], "IV": [FR_X, AL_X, POL], "V": [FR_X, EL_X, AL_X, POL] } }, "1958": { fln: { "I": [FRONT, CADRE, CADRE, BAND, BAND], "II": [FRONT, CADRE, CADRE, BAND, BAND], "III": [FRONT, CADRE, CADRE, BAND, BAND], "IV": [FRONT, FRONT, CADRE, CADRE, BAND, BAND], "V": [FRONT, CADRE, BAND], "VI": [FRONT, CADRE, BAND], "Morocco": [BAND], "Tunisia": [BAND, BAND, BAND, BAND, FAILEK] }, gov: { "I": [FR_XX, FR_XX, FR_X], "II": [FR_XX, FR_XX, FR_X, EL_X, EL_X, EL_X, AL_X, POL, POL], "III": [FR_XX, FR_XX, AL_X, POL, POL], "IV": [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL], "V": [FR_XX, FR_XX, FR_XX, FR_X, EL_X, AL_X, POL, POL], } }, "1960": { fln: { "I": [CADRE, CADRE, BAND, BAND], "II": [FRONT, CADRE, CADRE, BAND, BAND], "III": [FRONT, FRONT, CADRE, CADRE, BAND, BAND], "IV": [FRONT, CADRE, BAND], "V": [CADRE, BAND], "Morocco": [BAND, BAND, BAND, BAND], "Tunisia": [BAND, BAND, BAND, BAND, FAILEK, FAILEK, FAILEK] }, // XXX RULE only 6 Algerian X counters provided, scenario requires 7. gov: { "I": [FR_XX, FR_XX, AL_X], "II": [FR_XX, FR_XX, EL_X, EL_X, EL_X, EL_X, AL_X, /*AL_X,*/ POL, POL], "III": [FR_XX, FR_XX, FR_X, AL_X], "IV": [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL], "V": [FR_XX, FR_XX, FR_XX, FR_XX, FR_XX, AL_X, POL, POL] } } } function setup_units(deployment) { for (const [zone, list] of Object.entries(deployment)) { for (let l of list) { let u = find_free_unit_by_type(l) set_unit_loc(u, DEPLOY) set_unit_box(u, OC) } } } function setup_scenario(scenario_name) { log_h1("Scenario: " + scenario_name) let scenario = SCENARIOS[scenario_name] Object.assign(game, scenario) game.fln_ap = roll_2d6() log(`FLN PSL=${game.fln_psl} AP=${game.fln_ap}`) log(`Government PSL=${game.gov_psl}`) let deployment = SCENARIO_DEPLOYMENT[scenario_name] setup_units(deployment.fln) setup_units(deployment.gov) game.phasing = GOV_NAME } function goto_scenario_setup() { set_active_player() game.state = "scenario_setup" log_h2(`${game.active} Deployment`) game.selected = [] game.summary = {} } function current_player_deployment() { let deployment = SCENARIO_DEPLOYMENT[game.scenario] return is_fln_player() ? deployment.fln : deployment.gov } 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 (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 { set_unit_box(u, OC) } } states.scenario_setup = { inactive: "setup", prompt() { view.prompt = `Setup: ${game.active} Deployment.` if (game.selected.length === 0) { // first unit can be any unit in DEPLOY or on map for_each_friendly_unit(u => { gen_action_unit(u) }) } else { // subsequent units must be on the same map location (or also on DEPLOY) let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let selected_front = 0 for (let u of game.selected) { if (unit_type(u) === FRONT) selected_front = u } for_each_friendly_unit(u => { // but can only select a single FRONT if (unit_loc(u) === first_unit_loc && (unit_type(u) !== FRONT || u === selected_front || !selected_front)) { gen_action_unit(u) } }) if (first_unit_loc === DEPLOY) { for_each_map_area(loc => { if (can_all_deploy_to(game.selected, loc)) { gen_action_loc(loc) } }) } else { // once deployed, only allow shifting within zone let first_unit_zone = area_zone(first_unit_loc) for_each_map_area_in_zone(first_unit_zone, loc => { gen_action_loc(loc) }) } } let done = true for_each_friendly_unit_in_loc(DEPLOY, u => { done = false }) if (done) gen_action('end_deployment') // XXX gen_action("restart") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() let from = unit_loc(list[0]) if (from !== DEPLOY) { // make correction when shifting units within zone game.summary[from] = (game.summary[from] | 0) - list.length } game.summary[to] = (game.summary[to] | 0) + list.length for (let u of list) { deploy_unit(u, to) } }, end_deployment() { log(`Deployed`) // TODO this can be more informative, mentioning unit types instead of summary let keys = Object.keys(game.summary).map(Number).sort((a,b)=>a-b) for (let x of keys) { if (game.summary[x] > 0) log(`>${game.summary[x]} at ${areas[x].name}`) } game.summary = null end_scenario_setup() }, restart() { // XXX debug log("Restarting...") goto_restart() } } function end_scenario_setup() { set_next_player() if (has_friendly_unit_in_loc(DEPLOY)) { goto_scenario_setup() } else { game.selected = -1 game.summary = null begin_game() } } // #endregion // #region FLOW OF PLAY function begin_game() { game.turn = 1 log_h1("Turn: " + game.turn) goto_random_event() } function goto_random_event() { game.active = BOTH game.state = "random_event" log_h2("Random Event") } states.random_event = { prompt() { view.prompt = "Roll for a random event." gen_action("roll") gen_action("restart") }, roll() { let rnd = 10 * roll_d6() + roll_d6() log("Rolled " + rnd) if (rnd <= 26) { goto_no_event() } else if (rnd <= 33) { goto_fln_foreign_arms_shipment() } else if (rnd <= 36) { goto_jealousy_and_paranoia() } else if (rnd <= 42) { goto_elections_in_france() } else if (rnd <= 44) { goto_un_debate() } else if (rnd <= 46) { goto_fln_factional_purge() } else if (rnd <= 54) { goto_morocco_tunisia_independence() } else if (rnd <= 56) { goto_nato_pressure() } else if (rnd <= 62) { goto_suez_crisis() } else if (rnd <= 64) { goto_amnesty() } else if (rnd <= 66) { goto_jean_paul_sartre() } else { throw Error("Invalid random value, out of range (11-66)") } }, restart() { // XXX debug log("Restarting...") goto_restart() } } function goto_restart() { // XXX debug only exports.setup(game.seed, game.scenario) } function goto_no_event() { log_h3("No Event. Lucky you.") end_random_event() } function goto_fln_foreign_arms_shipment() { log_h3("FLN Foreign arms shipment.") // The FLN player adds 2d6 AP, minus the current number of Naval Points. let roll = roll_2d6() let delta_ap = Math.max(roll - game.naval, 0) log(`FLN adds ${roll} AP, minus ${game.naval} Naval Points = ${delta_ap} AP`) raise_fln_ap(delta_ap) end_random_event() } function goto_jealousy_and_paranoia() { log_h3("Jealousy and Paranoia. TODO") // TODO FLN units may not Move across wilaya borders this turn only (they may move across international borders) game.events.jealousy_and_paranoia = true end_random_event() } function goto_elections_in_france() { log_h3("Elections in France. TODO") // Government player rolls on the Coup Table (no DRM) and adds or subtracts // the number of PSP indicated: no units are mobilized or removed. end_random_event() } function goto_un_debate() { log_h3("UN debates Algerian Independence. TODO") // Player with higher PSL raises FLN or lowers Government PSL by 1d6. end_random_event() } function goto_fln_factional_purge() { log_h3("FLN Factional Purge. TODO") // The Government player chooses one wilaya and rolls 1d6, neutralizing // that number of FLN units there (the FLN player's choice which ones). end_random_event() } function goto_morocco_tunisia_independence() { log_h3("Morocco & Tunisia Gains Independence. TODO") log_br() if (game.is_morocco_tunisia_independent || game.scenario === "1958" || game.scenario === "1960") { // If this event is rolled again, or if playing the 1958 or 1960 scenarios, // FLN player instead rolls on the Mission Success Table (no DRM) and gets that number of AP // (represents infiltration of small numbers of weapons and troops through the borders). // TODO end_random_event() return } // Raise both FLN and Government PSL by 2d6; let fln_roll = roll_2d6() log(`Raised FLN PSL by ${fln_roll}`) raise_fln_psl(fln_roll) let gov_roll = roll_2d6() log(`Raised Government PSL by ${gov_roll}`) raise_fln_psl(gov_roll) // FLN player may now Build/Convert units in these two countries as if a Front were there // and Government may begin to mobilize the Border Zone. See 11.22. game.is_morocco_tunisia_independent = true end_random_event() } function goto_nato_pressure() { log_h3("NATO pressures France to boost European defense. TODO") // The Government player rolls 1d6 and must remove that number of French Army brigades // (a division counts as three brigades) from the map. // The units may be re-mobilized at least one turn later. end_random_event() } function goto_suez_crisis() { log_h3("Suez Crisis. TODO") if (game.events.suez_crisis || game.scenario === "1958" || game.scenario === "1960") { // Treat as "No Event" if rolled again, or playing 1958 or 1960 scenarios. log("No Event.") end_random_event() return } // The Government player must remove 1d6 elite units from the map, up to the number actually available: // they will return in the Reinforcement Phase of the next turn automatically // - they do not need to be mobilized again but do need to be activated. game.events.suez_crisis = true end_random_event() } function goto_amnesty() { log_h3("Amnesty. TODO") // The French government offers "the peace of the brave" to FLN rebels. // TODO All Government Civil Affairs or Suppression missions get a +1 DRM this turn. game.events.amnesty = true end_random_event() } function goto_jean_paul_sartre() { log_h3("Jean-Paul Sartre writes article condemning the war.") // Reduce Government PSL by 1 PSP. log(`Reduced Government PSL by 1`) game.gov_psl -= 1 end_random_event() } function end_random_event() { if (check_victory()) return goto_gov_reinforcement_phase() } function goto_gov_reinforcement_phase() { game.phasing = GOV_NAME set_active_player() log_h2(`${game.active} Reinforcement`) game.state = "gov_reinforcement" game.selected = [] // Make sure all available units can be deployed for_each_friendly_unit_in_loc(FREE, u => { set_unit_loc(u, DEPLOY) set_unit_box(u, OC) }) // Algerian units activate for free for_each_friendly_unit_on_map_of_type(AL_X, u => { set_unit_box(u, OPS) }) } const COST_AIR_POINT = 2 const COST_HELO_POINT = 3 const COST_NAVAL_POINT = 3 const COST_BORDER_ZONE = 6 const COST_ACTIVATE_BORDER_ZONE = 1 const MAX_AIR_POINT = 99 const MAX_HELO_POINT = 99 const MAX_NAVAL_POINT = 99 const MAX_BORDER_ZONE_DRM = -3 const GOV_UNIT_MOBILIZE_COST = { [FR_XX]: 5, [FR_X]: 2, [EL_X]: 3, [AL_X]: 2, [POL]: 1 } function mobilization_cost(units) { let cost = 0 for (let u of units) { cost += GOV_UNIT_MOBILIZE_COST[unit_type(u)] } return cost } const GOV_UNIT_ACTIVATION_COST = { [FR_XX]: 1, [FR_X]: .5, [EL_X]: .5, [AL_X]: 0 } function activation_cost(units) { let cost = 0 for (let u of units) { cost += GOV_UNIT_ACTIVATION_COST[unit_type(u)] } return cost } function mobilize_unit(u, to) { set_unit_loc(u, to) if (is_police_unit(u)) { set_unit_box(u, PTL) } else { set_unit_box(u, OPS) } log(`>${units[u].name} into ${areas[to].name}`) } states.gov_reinforcement = { inactive: "to do reinforcement", prompt() { if (game.selected.length === 0) { view.prompt = "Reinforcement: Mobilize & activate units, and acquire assets" // first unit can be any unit in DEPLOY or on map for_each_friendly_unit_in_loc(DEPLOY, u => { gen_action_unit(u) }) // activate french mobile units for_each_friendly_unit_on_map_box(OC, u => { gen_action_unit(u) }) // remove police units for_each_friendly_unit_on_map_of_type(POL, u => { gen_action_unit(u) }) // activate border // TODO consider making marker selectable if (game.border_zone_drm && !game.border_zone_active && game.gov_psl > COST_ACTIVATE_BORDER_ZONE) { gen_action("activate_border_zone") } // asset acquisition if (game.gov_psl > COST_AIR_POINT && game.air_max < MAX_AIR_POINT) gen_action("acquire_air_point") if (game.gov_psl > COST_HELO_POINT && game.helo_max < MAX_HELO_POINT) gen_action("acquire_helo_point") if (game.gov_psl > COST_NAVAL_POINT && game.naval < MAX_NAVAL_POINT) gen_action("acquire_naval_point") if (game.gov_psl > COST_BORDER_ZONE) { // starts at no border zone instead of 0 if (game.border_zone_drm === null) { gen_action("mobilize_border_zone") } else if (game.border_zone_drm > MAX_BORDER_ZONE_DRM && !game.events.border_zone_mobilized) { // improve not on the same turn as mobilized gen_action("improve_border_zone") } } } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let first_unit_type = unit_type(first_unit) if (first_unit_type === POL && first_unit_loc !== DEPLOY) { view.prompt = "Reinforcement: Remove Police units" for_each_friendly_unit_on_map_of_type(POL, u => { gen_action_unit(u) }) gen_action("remove") } else if (first_unit_loc === DEPLOY) { let cost = mobilization_cost(game.selected) view.prompt = `Reinforcement: Mobilize units (cost ${cost} PSP)` for_each_friendly_unit_in_loc(DEPLOY, u => { gen_action_unit(u) }) if (game.gov_psl > cost) { for_each_algerian_map_area(loc => { gen_action_loc(loc) }) } } else { let cost = activation_cost(game.selected) view.prompt = `Reinforcement: Activate units (cost ${cost} PSP)` for_each_friendly_unit_on_map_box(OC, u => { gen_action_unit(u) }) // Fractions rounded up if (game.gov_psl > Math.ceil(cost)) { gen_action("activate") } } } // XXX debug // TODO confirmation when no units are activated? gen_action("end_reinforcement") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() log("Mobilized:") for (let u of list) { mobilize_unit(u, to) } let cost = mobilization_cost(list) game.gov_psl -= cost log(`Paid ${cost} PSP`) }, activate() { let list = game.selected game.selected = [] push_undo() log("Activated:") for (let u of list) { let loc = unit_loc(u) log(`>${units[u].name} in ${areas[loc].name}`) set_unit_box(u, OPS) } let cost = Math.ceil(activation_cost(list)) game.gov_psl -= cost log(`Paid ${cost} PSP`) }, remove() { let list = game.selected game.selected = [] push_undo() log("Removed:") for (let u of list) { let loc = unit_loc(u) log(`>${units[u].name} from ${areas[loc].name}`) set_unit_loc(u, DEPLOY) set_unit_box(u, OC) } }, acquire_air_point() { push_undo() log("+1 Air Point") log(`>Paid ${COST_AIR_POINT} PSP`) game.gov_psl -= COST_AIR_POINT game.air_avail += 1 game.air_max += 1 }, acquire_helo_point() { push_undo() log("+1 Helo Point") log(`>Paid ${COST_HELO_POINT} PSP`) game.gov_psl -= COST_HELO_POINT game.helo_avail += 1 game.helo_max += 1 }, acquire_naval_point() { push_undo() log("+1 Naval Point") log(`Paid ${COST_NAVAL_POINT} PSP`) game.gov_psl -= COST_NAVAL_POINT game.naval += 1 }, activate_border_zone() { push_undo() log("Border Zone Activated") log(`>Paid ${COST_ACTIVATE_BORDER_ZONE} PSP`) game.gov_psl -= COST_ACTIVATE_BORDER_ZONE game.border_zone_active = true }, mobilize_border_zone() { push_undo() log("Border Zone Mobilized") log(`>Paid ${COST_BORDER_ZONE} PSP`) game.gov_psl -= COST_BORDER_ZONE game.border_zone_drm = 0 game.events.border_zone_mobilized = true }, improve_border_zone() { push_undo() log("Border Zone Improved") log(`>Paid ${COST_BORDER_ZONE} PSP`) game.gov_psl -= COST_BORDER_ZONE game.border_zone_drm -= 1 }, end_reinforcement() { goto_fln_reinforcement_phase() } } function give_fln_ap() { // Give AP log_h3("Areas under FLN control:") for_each_algerian_map_area(loc => { let control_ap = 0 if(is_area_urban(loc)) { // He gets 5 AP for each Urban area he controls, or 2 AP if the area is contested but he has non-neutralized units there. if (is_area_fln_control(loc)) { control_ap += 5 } else if (has_friendly_not_neutralized_unit_in_loc(loc)) { control_ap += 2 } } else if (is_area_rural(loc)) { // He gets 2 AP for each Rural area he controls, and 1 if the area is contested but he has non-neutralized units there. if (is_area_fln_control(loc)) { control_ap += 2 } else if (has_friendly_not_neutralized_unit_in_loc(loc)) { control_ap += 1 } } // If an area is Terrorized, he gets 1 fewer AP than he normally would. if (is_area_terrorized(loc)) control_ap -= 1 if (control_ap > 0) { raise_fln_ap(control_ap) log(`>${areas[loc].name} gave ${control_ap} AP`) } }) // The FLN PSL // He gets AP equal to 10% (round fractions up) of his current PSL, minus the number of French Naval Points. let psl_percentage = Math.ceil(0.10 * game.fln_psl) let psl_ap = Math.max(psl_percentage - game.naval, 0) log(`PSL gave ${psl_ap} AP`) raise_fln_ap(psl_ap) } function goto_fln_reinforcement_phase() { game.phasing = FLN_NAME set_active_player() log_h2(`${game.active} Reinforcement`) game.state = "fln_reinforcement" game.selected = [] // Make sure all available units can be build / converted for_each_friendly_unit_in_locs([FREE, DEPLOY], u => { free_unit(u) }) // TODO If Morocco & Tunisia are independent, make sure we have a Front there give_fln_ap() log_br() } const BUILD_COST = 3 const FOREIGN_BUILD_COST = 2 const CONVERT_COST = { [FRONT]: 3, [BAND]: 1, [FAILEK]: 2, [CADRE]: 0 } function build_cost(where) { if (is_area_algerian(where)) { return BUILD_COST } else { return FOREIGN_BUILD_COST } } function convert_cost(type) { return CONVERT_COST[type] } function build_fln_unit(type, where) { let u = find_free_unit_by_type(type) log(`Built ${units[u].name} in ${areas[where].name}`) set_unit_loc(u, where) set_unit_box(u, UG) let cost = build_cost(type, where) game.fln_ap -= cost log(`>Paid ${cost} AP`) } function convert_fln_unit(u, type) { let loc = unit_loc(u) let n = find_free_unit_by_type(type) log(`Converted ${units[u].name} to ${units[n].name} in ${areas[loc].name}`) set_unit_loc(n, loc) set_unit_box(n, UG) free_unit(u) let cost = convert_cost(type) game.fln_ap -= cost log(`>Paid ${cost} AP`) } states.fln_reinforcement = { inactive: "to do reinforcement", prompt() { if (game.selected.length === 0) { view.prompt = "Reinforcement: Build & Augment units" // Front can build Cadres and Bands, or be converted to Cadre for_each_friendly_unit_on_map_of_type(FRONT, u => { if (is_unit_not_neutralized(u)) gen_action_unit(u) }) // Cadre can be converted to Front or Band for_each_friendly_unit_on_map_of_type(CADRE, u => { if (is_unit_not_neutralized(u)) gen_action_unit(u) }) // Band can be converted to Failek in Morocco / Tunisia for_each_friendly_unit_on_map_of_type(BAND, u => { if (is_area_country(unit_loc(u))) gen_action_unit(u) }) } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let first_unit_type = unit_type(first_unit) // Allow deselect gen_action_unit(first_unit) if (first_unit_type === FRONT) { view.prompt = "Reinforcement: Front can build Cadre or Band" // The FLN player may build new Cadres or Bands by spending the AP cost and placing them in the UG box of any area which contains a non-Neutralized Front // (note that this requires the presence of a Front) if (has_free_unit_by_type(CADRE) && game.fln_ap >= build_cost(first_unit_loc)) gen_action("build_cadre") if (has_free_unit_by_type(BAND) && game.fln_ap >= build_cost(first_unit_loc)) gen_action("build_band") if (has_free_unit_by_type(CADRE)) gen_action("convert_front_to_cadre") } else if (first_unit_type === CADRE) { view.prompt = "Reinforcement: Convert Cadre" // Fronts may not be created in Remote areas (not enough people) and there may be only one Front per area. if (!(has_unit_type_in_loc(FRONT, first_unit_loc) || is_area_remote(first_unit_loc)) && has_free_unit_by_type(FRONT) && game.fln_ap >= convert_cost(FRONT)) { gen_action("convert_cadre_to_front") } if (has_free_unit_by_type(BAND) && game.fln_ap >= convert_cost(BAND)) gen_action("convert_cadre_to_band") } else if (first_unit_type === BAND) { view.prompt = "Reinforcement: Convert Band" if (has_free_unit_by_type(FAILEK) && game.fln_ap >= convert_cost(FAILEK)) gen_action("convert_band_to_failek") } } // XXX debug gen_action("reset") gen_action("end_reinforcement") }, unit(u) { set_toggle(game.selected, u) }, build_cadre() { let unit = pop_selected() let loc = unit_loc(unit) build_fln_unit(CADRE, loc) }, build_band() { let unit = pop_selected() let loc = unit_loc(unit) build_fln_unit(BAND, loc) }, convert_front_to_cadre() { let unit = pop_selected() convert_fln_unit(unit, CADRE) }, convert_cadre_to_front() { let unit = pop_selected() convert_fln_unit(unit, FRONT) }, convert_cadre_to_band() { let unit = pop_selected() convert_fln_unit(unit, BAND) }, convert_band_to_failek() { let unit = pop_selected() convert_fln_unit(unit, FAILEK) }, reset() { goto_fln_reinforcement_phase() }, end_reinforcement() { // XXX debug end_reinforcement() } } function end_reinforcement() { goto_gov_deployment_phase() } function goto_gov_deployment_phase() { game.phasing = GOV_NAME set_active_player() log_h2(`${game.active} Deployment`) game.state = "gov_deployment" game.selected = [] } states.gov_deployment = { inactive: "to do deployment", prompt() { view.prompt = "Deploy activated mobile units to PTL or into OPS of another area" if (game.selected.length === 0) { for_each_friendly_unit_on_map(u => { if (unit_box(u) === OPS || (!is_police_unit(u) && unit_box(u) === PTL) || is_division_unit(u)) gen_action_unit(u) }) } else { let first_unit = game.selected[0] let first_unit_type = unit_type(first_unit) if (first_unit_type == FR_XX) { if (is_unit_not_neutralized(first_unit)) { view.prompt = "Deploy activated mobile units to PTL or into OPS of another area, or change division mode" } else { // allow selection of neutralized divisions (to change mode only) view.prompt = "Deploy: change division mode" } gen_action("change_division_mode") } // Allow deselect gen_action_unit(first_unit) if (is_unit_not_neutralized(first_unit)) { for_each_algerian_map_area(loc => { gen_action_loc(loc) }) } } // XXX debug // TODO confirmation when no units are activated? gen_action("end_deployment") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() log("Deployed:") for (let u of list) { let loc = unit_loc(u) if (loc === to) { if (unit_box(u) === PTL) { log(`>${units[u].name} in ${areas[loc].name}`) set_unit_box(u, OPS) } else { log(`>${units[u].name} in ${areas[loc].name} on PTL`) set_unit_box(u, PTL) } } else { log(`>${units[u].name} in ${areas[loc].name}`) set_unit_loc(u, to) set_unit_box(u, OPS) } } }, change_division_mode() { let u = pop_selected() let loc = unit_loc(u) push_undo() if (is_unit_dispersed(u)) { log(`${units[u].name} in ${areas[loc].name} switched to Concentrated mode`) clear_unit_dispersed(u) } else { log(`${units[u].name} in ${areas[loc].name} switched to Dispersed mode`) set_unit_dispersed(u) } }, end_deployment() { goto_fln_deployment_phase() } } function goto_fln_deployment_phase() { game.phasing = FLN_NAME set_active_player() log_h2(`${game.active} Deployment`) game.state = "fln_deployment" game.selected = [] } states.fln_deployment = { inactive: "to do deployment", prompt() { view.prompt = "Deploy units to OPS in same area" if (game.selected.length === 0) { for_each_friendly_unit_on_map(u => { // TODO handle units in Morocco and Tunisia if (unit_box(u) === OPS || unit_box(u) === UG) gen_action_unit(u) }) } else { let first_unit = game.selected[0] let first_unit_loc = unit_loc(first_unit) let first_unit_box = unit_box(first_unit) let first_unit_type = unit_type(first_unit) // Allow deselect && more units in same box for_each_friendly_unit_in_loc(first_unit_loc, u => { if (unit_box(u) === first_unit_box) { gen_action_unit(u) } }) if (is_area_algerian(first_unit_loc)) { gen_action_loc(first_unit_loc) } else if (is_area_france(first_unit_loc)) { // The Cadre unit in France may be deployed to any Area where there is a Front unit. // XXX RULE this allows free movement when deploying to France and then again in the same turn elsewhere let has_front = false for_each_friendly_unit_on_map_of_type(FRONT, u => { gen_action_loc(unit_loc(u)) has_front = true }) if (has_front) { view.prompt = "Deploy Cadre to Area with Front" } } if (first_unit_type == CADRE && game.selected.length === 1 && !has_friendly_unit_in_loc(FRANCE)) { view.prompt = "Deploy units to OPS in same area (or Cadre to France)" // deploy single Cadre to France gen_action_loc(FRANCE) } } // XXX debug // TODO confirmation when no units are activated? gen_action("end_deployment") }, unit(u) { set_toggle(game.selected, u) }, loc(to) { let list = game.selected game.selected = [] push_undo() log("Deployed:") for (let u of list) { let loc = unit_loc(u) if (loc === to) { log(`>${units[u].name} in ${areas[loc].name}`) if (unit_box(u) === UG) { set_unit_box(u, OPS) } else { set_unit_box(u, UG) } } else { log(`>${units[u].name} to ${areas[to].name}`) set_unit_loc(u, to) set_unit_box(u, UG) } } }, end_deployment() { end_deployment() } } function end_deployment() { goto_operations_phase() } function goto_operations_phase() { game.passes = 0 goto_fln_operations_phase() } function goto_fln_operations_phase() { game.phasing = FLN_NAME set_active_player() log_h2(`${game.active} Operations`) game.state = "fln_operations" } const FLN_PROPAGANDA_COST = 1 const FLN_STRIKE_COST = 3 const FLN_RAID_COST = 1 states.fln_operations = { inactive: "to do operations", prompt() { view.prompt = "Operations: Perform a mission with OPS units, let Government perform a mission, or Pass" // check if any FLN missions can actually be performed view.actions.propaganda = 0 view.actions.strike = 0 view.actions.move = 0 view.actions.raid = 0 view.actions.harass = 0 for_each_friendly_unit_on_map_box(OPS, u => { if (game.fln_ap >= FLN_PROPAGANDA_COST && is_propaganda_unit(u)) { view.actions.propaganda = 1 } if (game.fln_ap >= FLN_STRIKE_COST && is_strike_unit(u)) { view.actions.strike = 1 } if (is_movable_unit(u)) view.actions.move = 1 if (game.fln_ap >= FLN_RAID_COST && is_raid_unit(u)) view.actions.raid = 1 if (is_harass_unit(u)) view.actions.harass = 1 }) gen_action("gov_mission") gen_action("pass") }, propaganda() { goto_fln_propaganda_mission() }, strike() { goto_fln_strike_mission() }, move() { goto_fln_move_mission() }, raid() { goto_fln_raid_mission() }, harass() { goto_fln_harass_mission() }, gov_mission() { game.passes = 0 goto_gov_operations_phase() }, pass() { log("FLN Passes") game.passes += 1 if (game.passes >= 2) { end_operations_phase() } else { goto_gov_operations_phase() } } } function goto_fln_propaganda_mission() { push_undo() game.passes = 0 log_h3(`Propaganda Mission`) game.state = "fln_propaganda" game.selected = [] } function reduce_unit(u, type) { let loc = unit_loc(u) let n = find_free_unit_by_type(type) log(`Reduced ${units[u].name} to ${units[n].name} in ${areas[loc].name}`) set_unit_loc(n, loc) set_unit_box(n, OC) free_unit(u) } states.fln_propaganda = { inactive: "to do Propaganda mission", prompt() { if (game.selected.length === 0) { view.prompt = "Propaganda: Select Front or Cadre" for_each_friendly_unit_on_map_box(OPS, u => { if (is_propaganda_unit(u)) { gen_action_unit(u) } }) } else { view.prompt = "Propaganda: Execute mission" let first_unit = game.selected[0] // Allow deselect gen_action_unit(first_unit) gen_action("roll") } gen_action("reset") }, unit(u) { set_toggle(game.selected, u) }, roll() { let unit = pop_selected() let loc = unit_loc(unit) log(`>by ${units[unit].name} in ${areas[loc].name}`) let drm = 0 for_each_enemy_unit_in_loc_box(loc, PTL, _u => { drm += 1 }) if (is_area_terrorized(loc)) drm -= 1 let [result, effect] = roll_mst(drm) if (is_area_urban(loc)) { log('x2 in Urban area') result *= 2 } // pay cost & update flags log(`>Paid ${FLN_PROPAGANDA_COST} AP`) game.fln_ap -= FLN_PROPAGANDA_COST set_area_propagandized(loc) set_unit_box(unit, OC) if (effect === '+') { // bad effect: eliminate Cadre or reduce Front if (unit_type(unit) === CADRE) { log(`Eliminated ${units[unit].name} in ${areas[loc].name}`) eliminate_unit(unit) } else { reduce_unit(unit, CADRE) } } if (result != 0) { goto_fln_distribute_psl(result) } else { end_fln_mission() } }, reset() { // XXX debug game.state = "fln_operations" } } function goto_fln_distribute_psl(result) { log(`Distribute ${result} PSP`) game.distribute_mst = result game.state = "fln_distribute_mission_result" } states.fln_distribute_mission_result = { inactive: "to distribute mission result PSP", prompt() { view.prompt = `Mission Result: distribute ${game.distribute_mst} PSP` if (game.distribute_mst > 0) { gen_action("add_fln_psl") gen_action("remove_gov_psl") } else if (game.distribute_mst < 0) { gen_action("remove_fln_psl") gen_action("add_gov_psl") } gen_action("reset") }, add_fln_psl() { push_undo() log(">FLN PSL +1") game.fln_psl += 1 game.distribute_mst -= 1 if (!game.distribute_mst) end_fln_mission() }, remove_gov_psl() { push_undo() log(">Government PSL -1") game.gov_psl -= 1 game.distribute_mst -= 1 if (check_victory()) return if (!game.distribute_mst) end_fln_mission() }, remove_fln_psl() { push_undo() log(">FLN PSL -1") game.fln_psl -= 1 game.distribute_mst += 1 if (check_victory()) return if (!game.distribute_mst) end_fln_mission() }, add_gov_psl() { push_undo() log(">Government PSL +1") game.gov_psl += 1 game.distribute_mst += 1 if (!game.distribute_mst) end_fln_mission() }, reset() { // XXX debug game.state = "fln_operations" } } function end_fln_mission() { game.distribute_mst = 0 goto_fln_operations_phase() } function goto_fln_strike_mission() { push_undo() game.passes = 0 log_h3(`Strike Mission`) game.state = "fln_strike" } states.fln_strike = { inactive: "to do Strike mission", prompt() { view.prompt = "Strike: Select Front, Cadres may assist" for_each_friendly_unit_on_map_box(OPS, u => { if (is_strike_unit(u)) { gen_action_unit(u) } }) gen_action("reset") }, reset() { // XXX debug game.state = "fln_operations" } } function goto_fln_move_mission() { push_undo() game.passes = 0 log_h3(`Move Mission`) game.state = "fln_move" } states.fln_move = { inactive: "to do Move mission", prompt() { if (game.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) } }) gen_action("reset") }, reset() { // XXX debug game.state = "fln_operations" } } function goto_fln_raid_mission() { push_undo() game.passes = 0 log_h3(`Raid Mission`) game.state = "fln_raid" } states.fln_raid = { inactive: "to do Raid mission", prompt() { view.prompt = "Raid: Select Band or Failek units" for_each_friendly_unit_on_map_box(OPS, u => { if (is_raid_unit(u)) { gen_action_unit(u) } }) gen_action("reset") }, reset() { // XXX debug game.state = "fln_operations" } } function goto_fln_harass_mission() { push_undo() game.passes = 0 log_h3(`Harass Mission`) game.state = "fln_harass" } states.fln_harass = { inactive: "to do Harass mission", prompt() { view.prompt = "Harass: Select Band or Failek unit (may combine if Failek present)" // TODO combine if Failek present for_each_friendly_unit_on_map_box(OPS, u => { if (is_harass_unit(u)) { gen_action_unit(u) } }) gen_action("reset") }, reset() { // XXX debug game.state = "fln_operations" } } function goto_gov_operations_phase() { game.phasing = GOV_NAME set_active_player() log_h2(`${game.active} Operations`) game.state = "gov_operations" } states.gov_operations = { inactive: "to do operations", prompt() { view.prompt = "Operations: Perform a mission, or Pass." gen_action("flush") gen_action("intelligence") gen_action("civil_affairs") gen_action("suppression") gen_action("population_resettlement") gen_action("pass") }, flush() { goto_gov_flush_mission() }, intelligence() { goto_gov_intelligence_mission() }, civil_affairs() { goto_gov_civil_affairs_mission() }, suppression() { goto_gov_suppression_mission() }, population_resettlement() { goto_gov_population_resettlement_mission() }, pass() { log("Government Passes") game.passes += 1 console.log("PASSES", game.passes) if (game.passes >= 2) { end_operations_phase() } else { goto_fln_operations_phase() } } } function goto_gov_flush_mission() { push_undo() game.passes = 0 log_h3(`Flush Mission`) game.state = "gov_flush" } states.gov_flush = { inactive: "to do Flush mission", prompt() { view.prompt = "Flush: TODO" gen_action("reset") }, reset() { // XXX debug game.state = "gov_operations" } } function goto_gov_intelligence_mission() { push_undo() game.passes = 0 log_h3(`Intelligence Mission`) game.state = "gov_intelligence" } states.gov_intelligence = { inactive: "to do Intelligence mission", prompt() { view.prompt = "Intelligence: TODO" gen_action("reset") }, reset() { // XXX debug game.state = "gov_operations" } } function goto_gov_civil_affairs_mission() { push_undo() game.passes = 0 log_h3(`Civil Affairs Mission`) game.state = "gov_civil_affairs" } states.gov_civil_affairs = { inactive: "to do Civil Affairs mission", prompt() { view.prompt = "Civil Affairs: TODO" gen_action("reset") }, reset() { // XXX debug game.state = "gov_operations" } } function goto_gov_suppression_mission() { push_undo() game.passes = 0 log_h3(`Suppression Mission`) game.state = "gov_suppression" } states.gov_suppression = { inactive: "to do Suppression mission", prompt() { view.prompt = "Suppression: TODO" gen_action("reset") }, reset() { // XXX debug game.state = "gov_operations" } } function goto_gov_population_resettlement_mission() { push_undo() game.passes = 0 log_h3(`Population Resettlement Mission`) game.state = "gov_population_resettlement" } states.gov_population_resettlement = { inactive: "to do Population Resettlement mission", prompt() { view.prompt = "Population Resettlement: TODO" gen_action("reset") }, reset() { // XXX debug game.state = "gov_operations" } } function end_operations_phase() { game.passes = 0 // XXX log("End Operations Phase") goto_next_turn() } function goto_next_turn() { game.turn += 1 // make sure single-turn effects are disabled delete game.events.amnesty delete game.events.jealousy_and_paranoia delete game.events.border_zone_mobilized // make sure all limited mission events are cleared for_each_map_area(l => { clear_area_all_mission_flags(l) }) log_h1("Turn: " + game.turn) goto_random_event() } // #endregion // #region LOGGING function log(msg) { game.log.push(msg) } function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } function logi(msg) { game.log.push(">" + msg) } function log_h1(msg) { log_br() log(".h1 " + msg) log_br() } function log_h2(msg) { log_br() log(".h2 " + msg) log_br() } function log_h3(msg) { log_br() log(".h3 " + msg) } function log_sep() { log(".hr") } // #endregion // #region COMMON LIBRARY function clear_undo() { game.undo.length = 0 } function push_undo() { let copy = {} for (let k in game) { let v = game[k] if (k === "undo") continue else if (k === "log") v = v.length else if (typeof v === "object" && v !== null) v = object_copy(v) copy[k] = v } game.undo.push(copy) } function pop_undo() { let save_log = game.log let save_undo = game.undo game = save_undo.pop() save_log.length = game.log game.log = save_log game.undo = save_undo } function random(range) { // An MLCG using integer arithmetic with doubles. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**35 − 31 return (game.seed = game.seed * 200105 % 34359738337) % range } function shuffle(list) { // Fisher-Yates shuffle for (let i = list.length - 1; i > 0; --i) { let j = random(i + 1) let tmp = list[j] list[j] = list[i] list[i] = tmp } } function roll_d6() { clear_undo() return random(6) + 1 } function roll_2d6() { clear_undo() return roll_d6() + roll_d6() } const MST = [0, 0, 1, 1, 1, 2, 2, 3, 4, 5] const MST_EFFECT = ['+', '+', '+', '', '', '', '', '@', '@', '@'] function roll_mst(drm) { let roll = roll_d6() let net_roll = roll + drm if (net_roll < -1) net_roll = -1 if (net_roll > 8) net_roll = 8 let result = MST[net_roll + 1] let effect = MST_EFFECT[net_roll + 1] let drm_str = '' if (drm > 0) { drm_str = ` +${drm} DRM` } else if (drm < 0) { drm_str = ` -${drm} DRM` } log(`Rolled ${roll}${drm_str} on MST: ${result}${effect}`) return [result, effect] } // Array remove and insert (faster than splice) function array_remove(array, index) { let n = array.length for (let i = index + 1; i < n; ++i) array[i - 1] = array[i] array.length = n - 1 } function array_remove_item(array, item) { let n = array.length for (let i = 0; i < n; ++i) if (array[i] === item) return array_remove(array, i) } // insert item at index (faster than splice) function array_insert(array, index, item) { for (let i = array.length; i > index; --i) array[i] = array[i - 1] array[index] = item return array } function set_clear(set) { set.length = 0 } function set_has(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return true } return false } function set_add(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return set } return array_insert(set, a, item) } function set_delete(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return array_remove(set, m) } return set } function set_toggle(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else return array_remove(set, m) } return array_insert(set, a, item) } function is_subset_with_multiplicity(multiset, subset) { const occurrences = (arr, val) => arr.reduce((acc, el) => (el === val ? acc + 1 : acc), 0) return !subset.some(val => (occurrences(subset, val) > occurrences(multiset, val))) } // Fast deep copy for objects without cycles function object_copy(original) { if (Array.isArray(original)) { let n = original.length let copy = new Array(n) for (let i = 0; i < n; ++i) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } else { let copy = {} for (let i in original) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } } // #endregion