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