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|
"use strict"
const FLN_NAME = "FLN"
const GOV_NAME = "Government"
const BOTH = "Both"
const area_count = 31
const unit_count = 120
const first_gov_unit = 0
const last_gov_unit = 39
const first_fln_unit = 40
const last_fln_unit = 119
const UG = 0
const OPS = 1
const PTL = 2
const OC = 3
const FLN = 0
const GOV = 1
const RURAL = 1
const URBAN = 2
const REMOTE = 3
const COUNTRY = 4
const FR_XX = 0
const FR_X = 1
const EL_X = 2
const AL_X = 3
const POL = 4
const FAILEK = 5
const BAND = 6
const CADRE = 7
const FRONT = 8
// Free deployment holding box
const FREE = 0
const DEPLOY = 1
const ELIMINATED = 2
const FRANCE = 3
var states = {}
var game = null
var view = null
const {
areas, zone_areas, locations, units, adjecents
} = require("./data.js")
var first_friendly_unit, last_friendly_unit
var first_enemy_unit, last_enemy_unit
// #region PLAYER STATE
function set_next_player() {
if (game.phasing === GOV_NAME)
game.phasing = FLN_NAME
else
game.phasing = GOV_NAME
set_active_player()
}
function set_active_player() {
clear_undo()
if (game.active !== game.phasing) {
game.active = game.phasing
update_aliases()
}
}
function set_passive_player() {
clear_undo()
let nonphasing = (game.phasing === GOV_NAME ? FLN_NAME : GOV_NAME)
if (game.active !== nonphasing) {
game.active = nonphasing
update_aliases()
}
}
function set_enemy_player() {
if (is_active_player())
set_passive_player()
else
set_active_player()
}
function is_active_player() {
return game.active === game.phasing
}
function is_passive_player() {
return game.active !== game.phasing
}
function is_gov_player() {
return game.active === GOV_NAME
}
function is_fln_player() {
return game.active === FLN_NAME
}
function update_aliases() {
if (game.active === GOV_NAME) {
first_friendly_unit = first_gov_unit
last_friendly_unit = last_gov_unit
first_enemy_unit = first_fln_unit
last_enemy_unit = last_fln_unit
} else {
first_friendly_unit = first_fln_unit
last_friendly_unit = last_fln_unit
first_enemy_unit = first_gov_unit
last_enemy_unit = last_gov_unit
}
}
function load_state(state) {
if (game !== state) {
game = state
update_aliases()
}
}
// If a player's PSL rises to above 99 during the game due to various events, any such "excess" PSP gained for that player are not lost: instead they are SUBTRACTED from the other player's PSL.
const MAX_PSL = 99
const MAX_AP = 99
function raise_fln_psl(amount) {
game.fln_psl += amount
if (game.fln_psl > MAX_PSL) {
// TODO can trigger victory
let excess_psl = game.fln_psl - MAX_PSL
log(`FLN PSL exceeds ${MAX_PSL}; Goverment ${-excess_psl} PSL`)
game.fln_psl = MAX_PSL
game.gov_psl -= excess_psl
}
}
function raise_gov_psl(amount) {
game.gov_psl += amount
if (game.gov_psl > MAX_PSL) {
// TODO can trigger victory
let excess_psl = game.gov_psl - MAX_PSL
log(`Government PSL exceeds ${MAX_PSL}; FLN ${-excess_psl} PSL`)
game.gov_psl = MAX_PSL
game.fln_psl -= excess_psl
}
}
function raise_fln_ap(amount) {
game.fln_ap = Math.min(MAX_PSL, game.fln_ap + amount)
}
// #endregion
// #region AREA STATE
// propagandized (1 bit), struck (1 bit), raided (1 bit), civil affaired (1 bit), suppressed (1 bit),
// remote (1 bit), terrorized (1 bit), gov control (1 bit), fln control (1 bit)
const AREA_FLN_CONTROL_SHIFT = 0
const AREA_FLN_CONTROL_MASK = 1 << AREA_FLN_CONTROL_SHIFT
const AREA_GOV_CONTROL_SHIFT = 1
const AREA_GOV_CONTROL_MASK = 1 << AREA_GOV_CONTROL_SHIFT
const AREA_TERRORIZED_SHIFT = 2
const AREA_TERRORIZED_MASK = 1 << AREA_TERRORIZED_SHIFT
const AREA_REMOTE_SHIFT = 3
const AREA_REMOTE_MASK = 1 << AREA_REMOTE_SHIFT
// one mission / area / turn states
const AREA_SUPPRESSED_SHIFT = 4
const AREA_SUPPRESSED_MASK = 1 << AREA_SUPPRESSED_SHIFT
const AREA_CIVIL_AFFAIRED_SHIFT = 5
const AREA_CIVIL_AFFAIRED_MASK = 1 << AREA_CIVIL_AFFAIRED_SHIFT
const AREA_RAIDED_SHIFT = 6
const AREA_RAIDED_MASK = 1 << AREA_RAIDED_SHIFT
const AREA_STRUCK_SHIFT = 7
const AREA_STRUCK_MASK = 1 << AREA_STRUCK_SHIFT
const AREA_PROPAGANDIZED_SHIFT = 8
const AREA_PROPAGANDIZED_MASK = 1 << AREA_PROPAGANDIZED_SHIFT
// area control
function is_area_fln_control(l) {
return (game.areas[l] & AREA_FLN_CONTROL_MASK) === AREA_FLN_CONTROL_MASK
}
function is_area_gov_control(l) {
return (game.areas[l] & AREA_GOV_CONTROL_MASK) === AREA_GOV_CONTROL_MASK
}
function is_area_contested(l) {
return !(is_area_fln_control(l) || is_area_gov_control(l))
}
function set_area_fln_control(l) {
game.areas[l] |= AREA_FLN_CONTROL_MASK
game.areas[l] &= ~AREA_GOV_CONTROL_MASK
}
function set_area_gov_control(l) {
game.areas[l] |= AREA_GOV_CONTROL_MASK
game.areas[l] &= ~AREA_FLN_CONTROL_MASK
}
function set_area_contested(l) {
game.areas[l] &= ~AREA_FLN_CONTROL_MASK
game.areas[l] &= ~AREA_GOV_CONTROL_MASK
}
// terrorized
function is_area_terrorized(l) {
return (game.areas[l] & AREA_TERRORIZED_MASK) === AREA_TERRORIZED_MASK
}
function set_area_terrorized(l) {
game.areas[l] |= AREA_TERRORIZED_MASK
}
function clear_area_terrorized(l) {
game.areas[l] &= ~AREA_TERRORIZED_MASK
}
// remote
function is_area_remote(l) {
return areas[l].type === REMOTE || (game.areas[l] & AREA_REMOTE_MASK) === AREA_REMOTE_MASK
}
function set_area_remote(l) {
game.areas[l] |= AREA_REMOTE_MASK
}
// suppressed
function is_area_suppressed(l) {
return (game.areas[l] & AREA_SUPPRESSED_MASK) === AREA_SUPPRESSED_MASK
}
function set_area_suppressed(l) {
game.areas[l] |= AREA_SUPPRESSED_MASK
}
function clear_area_suppressed(l) {
game.areas[l] &= ~AREA_SUPPRESSED_MASK
}
// civil affaired
function is_area_civil_affaired(l) {
return (game.areas[l] & AREA_CIVIL_AFFAIRED_MASK) === AREA_CIVIL_AFFAIRED_MASK
}
function set_area_civil_affaired(l) {
game.areas[l] |= AREA_CIVIL_AFFAIRED_MASK
}
function clear_area_civil_affaired(l) {
game.areas[l] &= ~AREA_CIVIL_AFFAIRED_MASK
}
// raided
function is_area_raided(l) {
return (game.areas[l] & AREA_RAIDED_MASK) === AREA_RAIDED_MASK
}
function set_area_raided(l) {
game.areas[l] |= AREA_RAIDED_MASK
}
function clear_area_raided(l) {
game.areas[l] &= ~AREA_RAIDED_MASK
}
// struck
function is_area_struck(l) {
return (game.areas[l] & AREA_STRUCK_MASK) === AREA_STRUCK_MASK
}
function set_area_struck(l) {
game.areas[l] |= AREA_STRUCK_MASK
}
function clear_area_struck(l) {
game.areas[l] &= ~AREA_STRUCK_MASK
}
// propagandized
function is_area_propagandized(l) {
return (game.areas[l] & AREA_PROPAGANDIZED_MASK) === AREA_PROPAGANDIZED_MASK
}
function set_area_propagandized(l) {
game.areas[l] |= AREA_PROPAGANDIZED_MASK
}
function clear_area_propagandized(l) {
game.areas[l] &= ~AREA_PROPAGANDIZED_MASK
}
function clear_area_all_mission_flags(l) {
// XXX could be combined with &= ~(X_MASK | Y_MASK)
clear_area_propagandized(l)
clear_area_raided(l)
clear_area_struck(l)
clear_area_civil_affaired(l)
clear_area_suppressed(l)
}
// #endregion
// #region AREA DATA
function area_zone(l) {
return areas[l].zone
}
function is_area_country(l) {
return areas[l].type === COUNTRY
}
function is_area_algerian(l) {
return areas[l].type !== COUNTRY
}
function is_area_france(l) {
return l === FRANCE
}
function is_area_urban(l) {
return areas[l].type === URBAN
}
function is_area_rural(l) {
return areas[l].type === RURAL
}
// #endregion
// #region UNIT STATE
function pop_selected() {
let u = game.selected[0]
game.selected = []
return u
}
// location (8 bits), op box (2 bits), dispersed (1 bit), airmobile (1 bit), neutralized (1 bit)
const UNIT_NEUTRALIZED_SHIFT = 0
const UNIT_NEUTRALIZED_MASK = 1 << UNIT_NEUTRALIZED_SHIFT
const UNIT_AIRMOBILE_SHIFT = 1
const UNIT_AIRMOBILE_MASK = 1 << UNIT_AIRMOBILE_SHIFT
const UNIT_DISPERSED_SHIFT = 2
const UNIT_DISPERSED_MASK = 1 << UNIT_DISPERSED_SHIFT
const UNIT_BOX_SHIFT = 3
const UNIT_BOX_MASK = 3 << UNIT_BOX_SHIFT
const UNIT_LOC_SHIFT = 5
const UNIT_LOC_MASK = 255 << UNIT_LOC_SHIFT
// neutralized
function is_unit_neutralized(u) {
return (game.units[u] & UNIT_NEUTRALIZED_MASK) === UNIT_NEUTRALIZED_MASK
}
function is_unit_not_neutralized(u) {
return (game.units[u] & UNIT_NEUTRALIZED_MASK) !== UNIT_NEUTRALIZED_MASK
}
function set_unit_neutralized(u) {
game.units[u] |= UNIT_NEUTRALIZED_MASK
}
function clear_unit_neutralized(u) {
game.units[u] &= ~UNIT_NEUTRALIZED_MASK
}
// location
function unit_loc(u) {
return (game.units[u] & UNIT_LOC_MASK) >> UNIT_LOC_SHIFT
}
function set_unit_loc(u, x) {
game.units[u] = (game.units[u] & ~UNIT_LOC_MASK) | (x << UNIT_LOC_SHIFT)
}
// box
function unit_box(u) {
return (game.units[u] & UNIT_BOX_MASK) >> UNIT_BOX_SHIFT
}
function set_unit_box(u, x) {
game.units[u] = (game.units[u] & ~UNIT_BOX_MASK) | (x << UNIT_BOX_SHIFT)
}
// airmobile
function is_unit_airmobile(u) {
return (game.units[u] & UNIT_AIRMOBILE_MASK) === UNIT_AIRMOBILE_MASK
}
function is_unit_not_airmobile(u) {
return (game.units[u] & UNIT_AIRMOBILE_MASK) !== UNIT_AIRMOBILE_MASK
}
function set_unit_airmobile(u) {
game.units[u] |= UNIT_AIRMOBILE_MASK
}
function clear_unit_airmobile(u) {
game.units[u] &= ~UNIT_AIRMOBILE_MASK
}
// dispersed
function is_unit_dispersed(u) {
return (game.units[u] & UNIT_DISPERSED_MASK) === UNIT_DISPERSED_MASK
}
function is_unit_not_dispersed(u) {
return (game.units[u] & UNIT_DISPERSED_MASK) !== UNIT_DISPERSED_MASK
}
function set_unit_dispersed(u) {
game.units[u] |= UNIT_DISPERSED_MASK
}
function clear_unit_dispersed(u) {
game.units[u] &= ~UNIT_DISPERSED_MASK
}
function eliminate_unit(u) {
game.units[u] = 0
set_unit_loc(u, ELIMINATED)
set_unit_box(u, OC)
}
function is_unit_eliminated(u) {
return unit_loc(u) === ELIMINATED
}
function free_unit(u) {
game.units[u] = 0
}
// #endregion
// #region UNIT DATA
function find_free_unit_by_type(type) {
for (let u = 0; u < unit_count; ++u)
if (!game.units[u] && units[u].type === type)
return u
throw new Error("cannot find free unit of type: " + type)
}
function has_free_unit_by_type(type) {
for (let u = 0; u < unit_count; ++u)
if (!game.units[u] && units[u].type === type)
return true
return false
}
function is_gov_unit(u) {
return units[u].side === GOV
}
function is_fln_unit(u) {
return units[u].side === FLN
}
function is_algerian_unit(u) {
return units[u].type === AL_X
}
function is_division_unit(u) {
return units[u].type === FR_XX
}
function is_police_unit(u) {
return units[u].type === POL
}
function unit_type(u) {
return units[u].type
}
function is_propaganda_unit(u) {
let type = unit_type(u)
let loc = unit_loc(u)
return (type === FRONT || type === CADRE) && !is_area_propagandized(loc) && !is_area_remote(loc)
}
function is_strike_unit(u) {
let type = unit_type(u)
let loc = unit_loc(u)
return (type === FRONT) && !is_area_struck(loc) && is_area_urban(loc)
}
function is_movable_unit(u) {
// TODO check if movable across border
return !game.events.jealousy_and_paranoia || game.is_morocco_tunisia_independent
}
function is_raid_unit(u) {
let type = unit_type(u)
let loc = unit_loc(u)
return (type === BAND || type === FAILEK) && !is_area_raided(loc) && !is_area_remote(loc)
}
function is_harass_unit(u) {
let type = unit_type(u)
let loc = unit_loc(u)
return (type === BAND || type === FAILEK) && has_enemy_unit_in_loc(loc)
}
// #endregion
// #region ITERATORS
function for_each_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_enemy_unit_in_loc_box(loc, box, fn) {
for (let u = first_enemy_unit; u <= last_enemy_unit; ++u)
if (unit_loc(u) === loc && unit_box(u) === box)
fn(u)
}
function for_each_friendly_unit_on_map_of_type(type, fn) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
if (unit_loc(u) > 2 && unit_type(u) === type)
fn(u)
}
function for_each_friendly_unit_in_loc(x, fn) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
if (unit_loc(u) === x)
fn(u)
}
function for_each_enemy_unit_in_loc(loc, fn) {
for (let u = first_enemy_unit; u <= last_enemy_unit; ++u)
if (unit_loc(u) === loc)
fn(u)
}
function for_each_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 has_friendly_unit_in_loc(x) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
if (unit_loc(u) === x)
return true
return false
}
function has_enemy_unit_in_loc(x) {
for (let u = first_enemy_unit; u <= last_enemy_unit; ++u)
if (unit_loc(u) === x)
return true
return false
}
function has_friendly_not_neutralized_unit_in_loc(x) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
if (unit_loc(u) === x && is_unit_not_neutralized(u))
return true
return false
}
function has_friendly_unit_in_locs(xs) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
for (let x of xs)
if (unit_loc(u) === x)
return true
return false
}
function has_unit_type_in_loc(t, x) {
for (let u = 0; u <= unit_count; ++u)
if (unit_loc(u) === x && unit_type(u) === t)
return true
return false
}
// #endregion
// #region PUBLIC FUNCTIONS
exports.scenarios = [ "1954", "1958", "1960" ]
exports.roles = [ FLN_NAME, GOV_NAME ]
function gen_action(action, argument) {
if (!(action in view.actions))
view.actions[action] = []
view.actions[action].push(argument)
}
function gen_action_unit(u) {
gen_action('unit', u)
}
function gen_action_loc(x) {
gen_action('loc', x)
}
exports.action = function (state, player, action, arg) {
load_state(state)
let S = states[game.state]
if (action in S)
S[action](arg, player)
else if (action === "undo" && game.undo && game.undo.length > 0)
pop_undo()
else
throw new Error("Invalid action: " + action)
return game
}
exports.view = function(state, player) {
load_state(state)
view = {
log: game.log,
prompt: null,
scenario: game.scenario,
active: game.active,
phasing: game.phasing,
turn: game.turn,
fln_ap: game.fln_ap,
fln_psl: game.fln_psl,
gov_psl: game.gov_psl,
air_avail: game.air_avail,
air_max: game.air_max,
helo_avail: game.helo_avail,
helo_max: game.helo_max,
naval: game.naval,
is_morocco_tunisia_independent: game.is_morocco_tunisia_independent,
border_zone_active: game.border_zone_active,
border_zone_drm: game.border_zone_drm,
units: game.units,
areas: game.areas,
}
if (player === game.active)
view.selected = game.selected
if (game.state === "game_over") {
view.prompt = game.victory
} else if (player !== game.active && game.active !== BOTH) {
let inactive = states[game.state].inactive || game.state
view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...`
} else {
view.actions = {}
states[game.state].prompt()
if (game.undo && game.undo.length > 0)
view.actions.undo = 1
else
view.actions.undo = 0
}
return view
}
exports.resign = function (state, player) {
load_state(state)
if (game.state !== 'game_over') {
if (player === FLN_NAME)
goto_game_over(GOV_NAME, "FLN resigned.")
if (player === GOV_NAME)
goto_game_over(FLN_NAME, "Government resigned.")
}
return game
}
function check_victory() {
// TODO victory scale
if (game.gov_psl <= 0) {
goto_game_over(FLN_NAME, "FLN wins: Government PSL reduced to 0.")
return true
} else if (game.fln_psl <= 0) {
goto_game_over(GOV_NAME, "Government wins: FLN PSL reduced to 0.")
return true
}
return false
}
function goto_game_over(result, victory) {
game.state = "game_over"
game.active = "None"
game.result = result
game.victory = victory
log("")
log(game.victory)
return false
}
states.game_over = {
prompt() {
view.prompt = game.victory
},
}
// #endregion
// #region SETUP
exports.setup = function (seed, scenario, options) {
load_state({
seed: seed,
log: [],
undo: [],
state: null,
selected: -1,
phasing: GOV_NAME,
active: GOV_NAME,
scenario: null,
turn: 0,
// game board state
fln_ap: 0,
fln_psl: 0,
gov_psl: 0,
air_avail: 0,
air_max: 0,
helo_avail: 0,
helo_max: 0,
naval: 0,
is_morocco_tunisia_independent: false,
border_zone_active: false,
border_zone_drm: null,
units: new Array(unit_count).fill(0),
areas: new Array(area_count).fill(0),
events: {},
// transient state
passes: 0,
distribute_mst: 0,
// logging
summary: null,
})
game.scenario = scenario
setup_scenario(scenario)
goto_scenario_setup()
return game
}
const SCENARIOS = {
"1954": {
gov_psl: 65,
air_max: 0,
helo_max: 0,
naval: 0,
fln_psl: 50,
is_morocco_tunisia_independent: false,
border_zone_drm: null
},
"1958": {
gov_psl: 50,
air_avail: 6,
helo_avail: 4,
naval: 2,
fln_psl: 60,
is_morocco_tunisia_independent: true,
border_zone_drm: -2
},
"1960": {
gov_psl: 45,
air_avail: 7,
helo_avail: 5,
naval: 3,
fln_psl: 45,
is_morocco_tunisia_independent: true,
border_zone_drm: -3
}
}
const SCENARIO_DEPLOYMENT = {
"1954": {
fln: {
"I": [FRONT, CADRE],
"II": [FRONT, CADRE, CADRE],
"III": [FRONT, CADRE],
"IV": [CADRE],
"V": [FRONT, CADRE, CADRE]
},
gov: {
"II": [FR_X, AL_X, POL],
"IV": [FR_X, AL_X, POL],
"V": [FR_X, EL_X, AL_X, POL]
}
},
"1958": {
fln: {
"I": [FRONT, CADRE, CADRE, BAND, BAND],
"II": [FRONT, CADRE, CADRE, BAND, BAND],
"III": [FRONT, CADRE, CADRE, BAND, BAND],
"IV": [FRONT, FRONT, CADRE, CADRE, BAND, BAND],
"V": [FRONT, CADRE, BAND],
"VI": [FRONT, CADRE, BAND],
"Morocco": [BAND],
"Tunisia": [BAND, BAND, BAND, BAND, FAILEK]
},
gov: {
"I": [FR_XX, FR_XX, FR_X],
"II": [FR_XX, FR_XX, FR_X, EL_X, EL_X, EL_X, AL_X, POL, POL],
"III": [FR_XX, FR_XX, AL_X, POL, POL],
"IV": [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL],
"V": [FR_XX, FR_XX, FR_XX, FR_X, EL_X, AL_X, POL, POL],
}
},
"1960": {
fln: {
"I": [CADRE, CADRE, BAND, BAND],
"II": [FRONT, CADRE, CADRE, BAND, BAND],
"III": [FRONT, FRONT, CADRE, CADRE, BAND, BAND],
"IV": [FRONT, CADRE, BAND],
"V": [CADRE, BAND],
"Morocco": [BAND, BAND, BAND, BAND],
"Tunisia": [BAND, BAND, BAND, BAND, FAILEK, FAILEK, FAILEK]
},
// XXX RULE only 6 Algerian X counters provided, scenario requires 7.
gov: {
"I": [FR_XX, FR_XX, AL_X],
"II": [FR_XX, FR_XX, EL_X, EL_X, EL_X, EL_X, AL_X, /*AL_X,*/ POL, POL],
"III": [FR_XX, FR_XX, FR_X, AL_X],
"IV": [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL],
"V": [FR_XX, FR_XX, FR_XX, FR_XX, FR_XX, AL_X, POL, POL]
}
}
}
function setup_units(deployment) {
for (const [zone, list] of Object.entries(deployment)) {
for (let l of list) {
let u = find_free_unit_by_type(l)
set_unit_loc(u, DEPLOY)
set_unit_box(u, OC)
}
}
}
function setup_scenario(scenario_name) {
log_h1("Scenario: " + scenario_name)
let scenario = SCENARIOS[scenario_name]
Object.assign(game, scenario)
game.fln_ap = roll_2d6()
log(`FLN PSL=${game.fln_psl} AP=${game.fln_ap}`)
log(`Government PSL=${game.gov_psl}`)
let deployment = SCENARIO_DEPLOYMENT[scenario_name]
setup_units(deployment.fln)
setup_units(deployment.gov)
game.phasing = GOV_NAME
}
function goto_scenario_setup() {
set_active_player()
game.state = "scenario_setup"
log_h2(`${game.active} Deployment`)
game.selected = []
game.summary = {}
}
function current_player_deployment() {
let deployment = SCENARIO_DEPLOYMENT[game.scenario]
return is_fln_player() ? deployment.fln : deployment.gov
}
function can_all_deploy_to(us, to) {
let zone = area_zone(to)
let deployment = current_player_deployment()
if (!(zone in deployment))
return false
let target_types = []
for (let u of us) {
let type = unit_type(u)
target_types.push(type)
if (!deployment[zone].includes(type))
return false
// - only 1 Front per area
// - Front can't be created in Remote
if (type === FRONT && (has_unit_type_in_loc(FRONT, to) || is_area_remote(to)))
return false
}
// check target against deployment type counts
for_each_friendly_unit_in_locs(zone_areas[zone], u => {
target_types.push(unit_type(u))
})
return is_subset_with_multiplicity(deployment[zone], target_types)
}
function deploy_unit(u, to) {
set_unit_loc(u, to)
// deploy unit: all FLN in UG, GOV in OPS/OC, police in PTL
if (is_fln_unit(u)) {
set_unit_box(u, UG)
} else if (is_police_unit(u)) {
set_unit_box(u, PTL)
} else if (is_algerian_unit(u)) {
set_unit_box(u, OPS)
} else {
set_unit_box(u, OC)
}
}
states.scenario_setup = {
inactive: "setup",
prompt() {
view.prompt = `Setup: ${game.active} Deployment.`
if (game.selected.length === 0) {
// first unit can be any unit in DEPLOY or on map
for_each_friendly_unit(u => {
gen_action_unit(u)
})
} else {
// subsequent units must be on the same map location (or also on DEPLOY)
let first_unit = game.selected[0]
let first_unit_loc = unit_loc(first_unit)
let selected_front = 0
for (let u of game.selected) {
if (unit_type(u) === FRONT) selected_front = u
}
for_each_friendly_unit(u => {
// but can only select a single FRONT
if (unit_loc(u) === first_unit_loc && (unit_type(u) !== FRONT || u === selected_front || !selected_front)) {
gen_action_unit(u)
}
})
if (first_unit_loc === DEPLOY) {
for_each_map_area(loc => {
if (can_all_deploy_to(game.selected, loc)) {
gen_action_loc(loc)
}
})
} else {
// once deployed, only allow shifting within zone
let first_unit_zone = area_zone(first_unit_loc)
for_each_map_area_in_zone(first_unit_zone, loc => {
gen_action_loc(loc)
})
}
}
let done = true
for_each_friendly_unit_in_loc(DEPLOY, u => {
done = false
})
if (done)
gen_action('end_deployment')
// XXX
gen_action("restart")
},
unit(u) {
set_toggle(game.selected, u)
},
loc(to) {
let list = game.selected
game.selected = []
push_undo()
let from = unit_loc(list[0])
if (from !== DEPLOY) {
// make correction when shifting units within zone
game.summary[from] = (game.summary[from] | 0) - list.length
}
game.summary[to] = (game.summary[to] | 0) + list.length
for (let u of list) {
deploy_unit(u, to)
}
},
end_deployment() {
log(`Deployed`)
// TODO this can be more informative, mentioning unit types instead of summary
let keys = Object.keys(game.summary).map(Number).sort((a,b)=>a-b)
for (let x of keys) {
if (game.summary[x] > 0)
log(`>${game.summary[x]} at ${areas[x].name}`)
}
game.summary = null
end_scenario_setup()
},
restart() {
// XXX debug
log("Restarting...")
goto_restart()
}
}
function end_scenario_setup() {
set_next_player()
if (has_friendly_unit_in_loc(DEPLOY)) {
goto_scenario_setup()
} else {
game.selected = -1
game.summary = null
begin_game()
}
}
// #endregion
// #region FLOW OF PLAY
function begin_game() {
game.turn = 1
log_h1("Turn: " + game.turn)
goto_random_event()
}
function goto_random_event() {
game.active = BOTH
game.state = "random_event"
log_h2("Random Event")
}
states.random_event = {
prompt() {
view.prompt = "Roll for a random event."
gen_action("roll")
gen_action("restart")
},
roll() {
let rnd = 10 * roll_d6() + roll_d6()
log("Rolled " + rnd)
if (rnd <= 26) {
goto_no_event()
} else if (rnd <= 33) {
goto_fln_foreign_arms_shipment()
} else if (rnd <= 36) {
goto_jealousy_and_paranoia()
} else if (rnd <= 42) {
goto_elections_in_france()
} else if (rnd <= 44) {
goto_un_debate()
} else if (rnd <= 46) {
goto_fln_factional_purge()
} else if (rnd <= 54) {
goto_morocco_tunisia_independence()
} else if (rnd <= 56) {
goto_nato_pressure()
} else if (rnd <= 62) {
goto_suez_crisis()
} else if (rnd <= 64) {
goto_amnesty()
} else if (rnd <= 66) {
goto_jean_paul_sartre()
} else {
throw Error("Invalid random value, out of range (11-66)")
}
},
restart() {
// XXX debug
log("Restarting...")
goto_restart()
}
}
function goto_restart() {
// XXX debug only
exports.setup(game.seed, game.scenario)
}
function goto_no_event() {
log_h3("No Event. Lucky you.")
end_random_event()
}
function goto_fln_foreign_arms_shipment() {
log_h3("FLN Foreign arms shipment.")
// The FLN player adds 2d6 AP, minus the current number of Naval Points.
let roll = roll_2d6()
let delta_ap = Math.max(roll - game.naval, 0)
log(`FLN adds ${roll} AP, minus ${game.naval} Naval Points = ${delta_ap} AP`)
raise_fln_ap(delta_ap)
end_random_event()
}
function goto_jealousy_and_paranoia() {
log_h3("Jealousy and Paranoia. TODO")
// TODO FLN units may not Move across wilaya borders this turn only (they may move across international borders)
game.events.jealousy_and_paranoia = true
end_random_event()
}
function goto_elections_in_france() {
log_h3("Elections in France. TODO")
// Government player rolls on the Coup Table (no DRM) and adds or subtracts
// the number of PSP indicated: no units are mobilized or removed.
end_random_event()
}
function goto_un_debate() {
log_h3("UN debates Algerian Independence. TODO")
// Player with higher PSL raises FLN or lowers Government PSL by 1d6.
end_random_event()
}
function goto_fln_factional_purge() {
log_h3("FLN Factional Purge. TODO")
// The Government player chooses one wilaya and rolls 1d6, neutralizing
// that number of FLN units there (the FLN player's choice which ones).
end_random_event()
}
function goto_morocco_tunisia_independence() {
log_h3("Morocco & Tunisia Gains Independence. TODO")
log_br()
if (game.is_morocco_tunisia_independent || game.scenario === "1958" || game.scenario === "1960") {
// If this event is rolled again, or if playing the 1958 or 1960 scenarios,
// FLN player instead rolls on the Mission Success Table (no DRM) and gets that number of AP
// (represents infiltration of small numbers of weapons and troops through the borders).
// TODO
end_random_event()
return
}
// Raise both FLN and Government PSL by 2d6;
let fln_roll = roll_2d6()
log(`Raised FLN PSL by ${fln_roll}`)
raise_fln_psl(fln_roll)
let gov_roll = roll_2d6()
log(`Raised Government PSL by ${gov_roll}`)
raise_fln_psl(gov_roll)
// FLN player may now Build/Convert units in these two countries as if a Front were there
// and Government may begin to mobilize the Border Zone. See 11.22.
game.is_morocco_tunisia_independent = true
end_random_event()
}
function goto_nato_pressure() {
log_h3("NATO pressures France to boost European defense. TODO")
// The Government player rolls 1d6 and must remove that number of French Army brigades
// (a division counts as three brigades) from the map.
// The units may be re-mobilized at least one turn later.
end_random_event()
}
function goto_suez_crisis() {
log_h3("Suez Crisis. TODO")
if (game.events.suez_crisis || game.scenario === "1958" || game.scenario === "1960") {
// Treat as "No Event" if rolled again, or playing 1958 or 1960 scenarios.
log("No Event.")
end_random_event()
return
}
// The Government player must remove 1d6 elite units from the map, up to the number actually available:
// they will return in the Reinforcement Phase of the next turn automatically
// - they do not need to be mobilized again but do need to be activated.
game.events.suez_crisis = true
end_random_event()
}
function goto_amnesty() {
log_h3("Amnesty. TODO")
// The French government offers "the peace of the brave" to FLN rebels.
// TODO All Government Civil Affairs or Suppression missions get a +1 DRM this turn.
game.events.amnesty = true
end_random_event()
}
function goto_jean_paul_sartre() {
log_h3("Jean-Paul Sartre writes article condemning the war.")
// Reduce Government PSL by 1 PSP.
log(`Reduced Government PSL by 1`)
game.gov_psl -= 1
end_random_event()
}
function end_random_event() {
if (check_victory())
return
// TODO see who controls OAS
goto_gov_reinforcement_phase()
}
function goto_gov_reinforcement_phase() {
game.phasing = GOV_NAME
set_active_player()
log_h2(`${game.active} Reinforcement`)
game.state = "gov_reinforcement"
game.selected = []
// Make sure all available units can be deployed
for_each_friendly_unit_in_loc(FREE, u => {
set_unit_loc(u, DEPLOY)
set_unit_box(u, OC)
})
// Algerian units activate for free
for_each_friendly_unit_on_map_of_type(AL_X, u => {
set_unit_box(u, OPS)
})
}
const COST_AIR_POINT = 2
const COST_HELO_POINT = 3
const COST_NAVAL_POINT = 3
const COST_BORDER_ZONE = 6
const COST_ACTIVATE_BORDER_ZONE = 1
const MAX_AIR_POINT = 99
const MAX_HELO_POINT = 99
const MAX_NAVAL_POINT = 99
const MAX_BORDER_ZONE_DRM = -3
const GOV_UNIT_MOBILIZE_COST = {
[FR_XX]: 5,
[FR_X]: 2,
[EL_X]: 3,
[AL_X]: 2,
[POL]: 1
}
function mobilization_cost(units) {
let cost = 0
for (let u of units) {
cost += GOV_UNIT_MOBILIZE_COST[unit_type(u)]
}
return cost
}
const GOV_UNIT_ACTIVATION_COST = {
[FR_XX]: 1,
[FR_X]: .5,
[EL_X]: .5,
[AL_X]: 0
}
function activation_cost(units) {
let cost = 0
for (let u of units) {
cost += GOV_UNIT_ACTIVATION_COST[unit_type(u)]
}
return cost
}
function mobilize_unit(u, to) {
set_unit_loc(u, to)
if (is_police_unit(u)) {
set_unit_box(u, PTL)
} else {
set_unit_box(u, OPS)
}
log(`>${units[u].name} into ${areas[to].name}`)
}
states.gov_reinforcement = {
inactive: "to do reinforcement",
prompt() {
if (game.selected.length === 0) {
view.prompt = "Reinforcement: Mobilize & activate units, and acquire assets"
// first unit can be any unit in DEPLOY or on map
for_each_friendly_unit_in_loc(DEPLOY, u => {
gen_action_unit(u)
})
// activate french mobile units
for_each_friendly_unit_on_map_box(OC, u => {
gen_action_unit(u)
})
// remove police units
for_each_friendly_unit_on_map_of_type(POL, u => {
gen_action_unit(u)
})
// activate border
// TODO consider making marker selectable
if (game.border_zone_drm && !game.border_zone_active && game.gov_psl > COST_ACTIVATE_BORDER_ZONE) {
gen_action("activate_border_zone")
}
// asset acquisition
if (game.gov_psl > COST_AIR_POINT && game.air_max < MAX_AIR_POINT)
gen_action("acquire_air_point")
if (game.gov_psl > COST_HELO_POINT && game.helo_max < MAX_HELO_POINT)
gen_action("acquire_helo_point")
if (game.gov_psl > COST_NAVAL_POINT && game.naval < MAX_NAVAL_POINT)
gen_action("acquire_naval_point")
if (game.gov_psl > COST_BORDER_ZONE) {
// starts at no border zone instead of 0
if (game.border_zone_drm === null) {
gen_action("mobilize_border_zone")
} else if (game.border_zone_drm > MAX_BORDER_ZONE_DRM && !game.events.border_zone_mobilized) {
// improve not on the same turn as mobilized
gen_action("improve_border_zone")
}
}
} else {
let first_unit = game.selected[0]
let first_unit_loc = unit_loc(first_unit)
let first_unit_type = unit_type(first_unit)
if (first_unit_type === POL && first_unit_loc !== DEPLOY) {
view.prompt = "Reinforcement: Remove Police units"
for_each_friendly_unit_on_map_of_type(POL, u => {
gen_action_unit(u)
})
gen_action("remove")
} else if (first_unit_loc === DEPLOY) {
let cost = mobilization_cost(game.selected)
view.prompt = `Reinforcement: Mobilize units (cost ${cost} PSP)`
for_each_friendly_unit_in_loc(DEPLOY, u => {
gen_action_unit(u)
})
if (game.gov_psl > cost) {
for_each_algerian_map_area(loc => {
gen_action_loc(loc)
})
}
} else {
let cost = activation_cost(game.selected)
view.prompt = `Reinforcement: Activate units (cost ${cost} PSP)`
for_each_friendly_unit_on_map_box(OC, u => {
gen_action_unit(u)
})
// Fractions rounded up
if (game.gov_psl > Math.ceil(cost)) {
gen_action("activate")
}
}
}
// XXX debug
// TODO confirmation when no units are activated?
gen_action("end_reinforcement")
},
unit(u) {
set_toggle(game.selected, u)
},
loc(to) {
let list = game.selected
game.selected = []
push_undo()
log("Mobilized:")
for (let u of list) {
mobilize_unit(u, to)
}
let cost = mobilization_cost(list)
game.gov_psl -= cost
log(`Paid ${cost} PSP`)
},
activate() {
let list = game.selected
game.selected = []
push_undo()
log("Activated:")
for (let u of list) {
let loc = unit_loc(u)
log(`>${units[u].name} in ${areas[loc].name}`)
set_unit_box(u, OPS)
}
let cost = Math.ceil(activation_cost(list))
game.gov_psl -= cost
log(`Paid ${cost} PSP`)
},
remove() {
let list = game.selected
game.selected = []
push_undo()
log("Removed:")
for (let u of list) {
let loc = unit_loc(u)
log(`>${units[u].name} from ${areas[loc].name}`)
set_unit_loc(u, DEPLOY)
set_unit_box(u, OC)
}
},
acquire_air_point() {
push_undo()
log("+1 Air Point")
log(`>Paid ${COST_AIR_POINT} PSP`)
game.gov_psl -= COST_AIR_POINT
game.air_avail += 1
game.air_max += 1
},
acquire_helo_point() {
push_undo()
log("+1 Helo Point")
log(`>Paid ${COST_HELO_POINT} PSP`)
game.gov_psl -= COST_HELO_POINT
game.helo_avail += 1
game.helo_max += 1
},
acquire_naval_point() {
push_undo()
log("+1 Naval Point")
log(`Paid ${COST_NAVAL_POINT} PSP`)
game.gov_psl -= COST_NAVAL_POINT
game.naval += 1
},
activate_border_zone() {
push_undo()
log("Border Zone Activated")
log(`>Paid ${COST_ACTIVATE_BORDER_ZONE} PSP`)
game.gov_psl -= COST_ACTIVATE_BORDER_ZONE
game.border_zone_active = true
},
mobilize_border_zone() {
push_undo()
log("Border Zone Mobilized")
log(`>Paid ${COST_BORDER_ZONE} PSP`)
game.gov_psl -= COST_BORDER_ZONE
game.border_zone_drm = 0
game.events.border_zone_mobilized = true
},
improve_border_zone() {
push_undo()
log("Border Zone Improved")
log(`>Paid ${COST_BORDER_ZONE} PSP`)
game.gov_psl -= COST_BORDER_ZONE
game.border_zone_drm -= 1
},
end_reinforcement() {
goto_fln_reinforcement_phase()
}
}
function give_fln_ap() {
// Give AP
log_h3("Areas under FLN control:")
for_each_algerian_map_area(loc => {
let control_ap = 0
if(is_area_urban(loc)) {
// He gets 5 AP for each Urban area he controls, or 2 AP if the area is contested but he has non-neutralized units there.
if (is_area_fln_control(loc)) {
control_ap += 5
} else if (has_friendly_not_neutralized_unit_in_loc(loc)) {
control_ap += 2
}
} else if (is_area_rural(loc)) {
// He gets 2 AP for each Rural area he controls, and 1 if the area is contested but he has non-neutralized units there.
if (is_area_fln_control(loc)) {
control_ap += 2
} else if (has_friendly_not_neutralized_unit_in_loc(loc)) {
control_ap += 1
}
}
// If an area is Terrorized, he gets 1 fewer AP than he normally would.
if (is_area_terrorized(loc)) control_ap -= 1
if (control_ap > 0) {
raise_fln_ap(control_ap)
log(`>${areas[loc].name} gave ${control_ap} AP`)
}
})
// The FLN PSL
// He gets AP equal to 10% (round fractions up) of his current PSL, minus the number of French Naval Points.
let psl_percentage = Math.ceil(0.10 * game.fln_psl)
let psl_ap = Math.max(psl_percentage - game.naval, 0)
log(`PSL gave ${psl_ap} AP`)
raise_fln_ap(psl_ap)
}
function goto_fln_reinforcement_phase() {
game.phasing = FLN_NAME
set_active_player()
log_h2(`${game.active} Reinforcement`)
game.state = "fln_reinforcement"
game.selected = []
// Make sure all available units can be build / converted
for_each_friendly_unit_in_locs([FREE, DEPLOY], u => {
free_unit(u)
})
// TODO If Morocco & Tunisia are independent, make sure we have a Front there
give_fln_ap()
log_br()
}
const BUILD_COST = 3
const FOREIGN_BUILD_COST = 2
const CONVERT_COST = {
[FRONT]: 3,
[BAND]: 1,
[FAILEK]: 2,
[CADRE]: 0
}
function build_cost(where) {
if (is_area_algerian(where)) {
return BUILD_COST
} else {
return FOREIGN_BUILD_COST
}
}
function convert_cost(type) {
return CONVERT_COST[type]
}
function build_fln_unit(type, where) {
let u = find_free_unit_by_type(type)
log(`Built ${units[u].name} in ${areas[where].name}`)
set_unit_loc(u, where)
set_unit_box(u, UG)
let cost = build_cost(type, where)
game.fln_ap -= cost
log(`>Paid ${cost} AP`)
}
function convert_fln_unit(u, type) {
let loc = unit_loc(u)
let n = find_free_unit_by_type(type)
log(`Converted ${units[u].name} to ${units[n].name} in ${areas[loc].name}`)
set_unit_loc(n, loc)
set_unit_box(n, UG)
free_unit(u)
let cost = convert_cost(type)
game.fln_ap -= cost
log(`>Paid ${cost} AP`)
}
states.fln_reinforcement = {
inactive: "to do reinforcement",
prompt() {
if (game.selected.length === 0) {
view.prompt = "Reinforcement: Build & Augment units"
// Front can build Cadres and Bands, or be converted to Cadre
for_each_friendly_unit_on_map_of_type(FRONT, u => {
if (is_unit_not_neutralized(u))
gen_action_unit(u)
})
// Cadre can be converted to Front or Band
for_each_friendly_unit_on_map_of_type(CADRE, u => {
if (is_unit_not_neutralized(u))
gen_action_unit(u)
})
// Band can be converted to Failek in Morocco / Tunisia
for_each_friendly_unit_on_map_of_type(BAND, u => {
if (is_area_country(unit_loc(u)))
gen_action_unit(u)
})
} else {
let first_unit = game.selected[0]
let first_unit_loc = unit_loc(first_unit)
let first_unit_type = unit_type(first_unit)
// Allow deselect
gen_action_unit(first_unit)
if (first_unit_type === FRONT) {
view.prompt = "Reinforcement: Front can build Cadre or Band"
// The FLN player may build new Cadres or Bands by spending the AP cost and placing them in the UG box of any area which contains a non-Neutralized Front
// (note that this requires the presence of a Front)
if (has_free_unit_by_type(CADRE) && game.fln_ap >= build_cost(first_unit_loc))
gen_action("build_cadre")
if (has_free_unit_by_type(BAND) && game.fln_ap >= build_cost(first_unit_loc))
gen_action("build_band")
if (has_free_unit_by_type(CADRE))
gen_action("convert_front_to_cadre")
} else if (first_unit_type === CADRE) {
view.prompt = "Reinforcement: Convert Cadre"
// Fronts may not be created in Remote areas (not enough people) and there may be only one Front per area.
if (!(has_unit_type_in_loc(FRONT, first_unit_loc) || is_area_remote(first_unit_loc)) && has_free_unit_by_type(FRONT) && game.fln_ap >= convert_cost(FRONT)) {
gen_action("convert_cadre_to_front")
}
if (has_free_unit_by_type(BAND) && game.fln_ap >= convert_cost(BAND))
gen_action("convert_cadre_to_band")
} else if (first_unit_type === BAND) {
view.prompt = "Reinforcement: Convert Band"
if (has_free_unit_by_type(FAILEK) && game.fln_ap >= convert_cost(FAILEK))
gen_action("convert_band_to_failek")
}
}
// XXX debug
gen_action("reset")
gen_action("end_reinforcement")
},
unit(u) {
set_toggle(game.selected, u)
},
build_cadre() {
let unit = pop_selected()
let loc = unit_loc(unit)
build_fln_unit(CADRE, loc)
},
build_band() {
let unit = pop_selected()
let loc = unit_loc(unit)
build_fln_unit(BAND, loc)
},
convert_front_to_cadre() {
let unit = pop_selected()
convert_fln_unit(unit, CADRE)
},
convert_cadre_to_front() {
let unit = pop_selected()
convert_fln_unit(unit, FRONT)
},
convert_cadre_to_band() {
let unit = pop_selected()
convert_fln_unit(unit, BAND)
},
convert_band_to_failek() {
let unit = pop_selected()
convert_fln_unit(unit, FAILEK)
},
reset() {
goto_fln_reinforcement_phase()
},
end_reinforcement() {
// XXX debug
end_reinforcement()
}
}
function end_reinforcement() {
goto_gov_deployment_phase()
}
function goto_gov_deployment_phase() {
game.phasing = GOV_NAME
set_active_player()
log_h2(`${game.active} Deployment`)
game.state = "gov_deployment"
game.selected = []
}
states.gov_deployment = {
inactive: "to do deployment",
prompt() {
view.prompt = "Deploy activated mobile units to PTL or into OPS of another area"
if (game.selected.length === 0) {
for_each_friendly_unit_on_map(u => {
if (unit_box(u) === OPS || (!is_police_unit(u) && unit_box(u) === PTL) || is_division_unit(u))
gen_action_unit(u)
})
} else {
let first_unit = game.selected[0]
let first_unit_type = unit_type(first_unit)
if (first_unit_type == FR_XX) {
if (is_unit_not_neutralized(first_unit)) {
view.prompt = "Deploy activated mobile units to PTL or into OPS of another area, or change division mode"
} else {
// allow selection of neutralized divisions (to change mode only)
view.prompt = "Deploy: change division mode"
}
gen_action("change_division_mode")
}
// Allow deselect
gen_action_unit(first_unit)
if (is_unit_not_neutralized(first_unit)) {
for_each_algerian_map_area(loc => {
gen_action_loc(loc)
})
}
}
// XXX debug
// TODO confirmation when no units are activated?
gen_action("end_deployment")
},
unit(u) {
set_toggle(game.selected, u)
},
loc(to) {
let list = game.selected
game.selected = []
push_undo()
log("Deployed:")
for (let u of list) {
let loc = unit_loc(u)
if (loc === to) {
if (unit_box(u) === PTL) {
log(`>${units[u].name} in ${areas[loc].name}`)
set_unit_box(u, OPS)
} else {
log(`>${units[u].name} in ${areas[loc].name} on PTL`)
set_unit_box(u, PTL)
}
} else {
log(`>${units[u].name} in ${areas[loc].name}`)
set_unit_loc(u, to)
set_unit_box(u, OPS)
}
}
},
change_division_mode() {
let u = pop_selected()
let loc = unit_loc(u)
push_undo()
if (is_unit_dispersed(u)) {
log(`${units[u].name} in ${areas[loc].name} switched to Concentrated mode`)
clear_unit_dispersed(u)
} else {
log(`${units[u].name} in ${areas[loc].name} switched to Dispersed mode`)
set_unit_dispersed(u)
}
},
end_deployment() {
goto_fln_deployment_phase()
}
}
function goto_fln_deployment_phase() {
game.phasing = FLN_NAME
set_active_player()
log_h2(`${game.active} Deployment`)
game.state = "fln_deployment"
game.selected = []
}
states.fln_deployment = {
inactive: "to do deployment",
prompt() {
view.prompt = "Deploy units to OPS in same area"
if (game.selected.length === 0) {
for_each_friendly_unit_on_map(u => {
// TODO handle units in Morocco and Tunisia
if (unit_box(u) === OPS || unit_box(u) === UG)
gen_action_unit(u)
})
} else {
let first_unit = game.selected[0]
let first_unit_loc = unit_loc(first_unit)
let first_unit_box = unit_box(first_unit)
let first_unit_type = unit_type(first_unit)
// Allow deselect && more units in same box
for_each_friendly_unit_in_loc(first_unit_loc, u => {
if (unit_box(u) === first_unit_box) {
gen_action_unit(u)
}
})
if (is_area_algerian(first_unit_loc)) {
gen_action_loc(first_unit_loc)
} else if (is_area_france(first_unit_loc)) {
// The Cadre unit in France may be deployed to any Area where there is a Front unit.
// XXX RULE this allows free movement when deploying to France and then again in the same turn elsewhere
let has_front = false
for_each_friendly_unit_on_map_of_type(FRONT, u => {
gen_action_loc(unit_loc(u))
has_front = true
})
if (has_front) {
view.prompt = "Deploy Cadre to Area with Front"
}
}
if (first_unit_type == CADRE && game.selected.length === 1 && !has_friendly_unit_in_loc(FRANCE)) {
view.prompt = "Deploy units to OPS in same area (or Cadre to France)"
// deploy single Cadre to France
gen_action_loc(FRANCE)
}
}
// XXX debug
// TODO confirmation when no units are activated?
gen_action("end_deployment")
},
unit(u) {
set_toggle(game.selected, u)
},
loc(to) {
let list = game.selected
game.selected = []
push_undo()
log("Deployed:")
for (let u of list) {
let loc = unit_loc(u)
if (loc === to) {
log(`>${units[u].name} in ${areas[loc].name}`)
if (unit_box(u) === UG) {
set_unit_box(u, OPS)
} else {
set_unit_box(u, UG)
}
} else {
log(`>${units[u].name} to ${areas[to].name}`)
set_unit_loc(u, to)
set_unit_box(u, UG)
}
}
},
end_deployment() {
end_deployment()
}
}
function end_deployment() {
goto_operations_phase()
}
function goto_operations_phase() {
game.passes = 0
goto_fln_operations_phase()
}
function goto_fln_operations_phase() {
game.phasing = FLN_NAME
set_active_player()
log_h2(`${game.active} Operations`)
game.state = "fln_operations"
}
const FLN_PROPAGANDA_COST = 1
const FLN_STRIKE_COST = 3
const FLN_RAID_COST = 1
states.fln_operations = {
inactive: "to do operations",
prompt() {
view.prompt = "Operations: Perform a mission with OPS units, let Government perform a mission, or Pass"
// check if any FLN missions can actually be performed
view.actions.propaganda = 0
view.actions.strike = 0
view.actions.move = 0
view.actions.raid = 0
view.actions.harass = 0
for_each_friendly_unit_on_map_box(OPS, u => {
if (game.fln_ap >= FLN_PROPAGANDA_COST && is_propaganda_unit(u)) {
view.actions.propaganda = 1
}
if (game.fln_ap >= FLN_STRIKE_COST && is_strike_unit(u)) {
view.actions.strike = 1
}
if (is_movable_unit(u))
view.actions.move = 1
if (game.fln_ap >= FLN_RAID_COST && is_raid_unit(u))
view.actions.raid = 1
if (is_harass_unit(u))
view.actions.harass = 1
})
gen_action("gov_mission")
gen_action("pass")
},
propaganda() {
goto_fln_propaganda_mission()
},
strike() {
goto_fln_strike_mission()
},
move() {
goto_fln_move_mission()
},
raid() {
goto_fln_raid_mission()
},
harass() {
goto_fln_harass_mission()
},
gov_mission() {
game.passes = 0
goto_gov_operations_phase()
},
pass() {
log("FLN Passes")
game.passes += 1
if (game.passes >= 2) {
end_operations_phase()
} else {
goto_gov_operations_phase()
}
}
}
function goto_fln_propaganda_mission() {
push_undo()
game.passes = 0
log_h3(`Propaganda Mission`)
game.state = "fln_propaganda"
game.selected = []
}
function reduce_unit(u, type) {
let loc = unit_loc(u)
let n = find_free_unit_by_type(type)
log(`Reduced ${units[u].name} to ${units[n].name} in ${areas[loc].name}`)
set_unit_loc(n, loc)
set_unit_box(n, OC)
free_unit(u)
}
states.fln_propaganda = {
inactive: "to do Propaganda mission",
prompt() {
if (game.selected.length === 0) {
view.prompt = "Propaganda: Select Front or Cadre"
for_each_friendly_unit_on_map_box(OPS, u => {
if (is_propaganda_unit(u)) {
gen_action_unit(u)
}
})
} else {
view.prompt = "Propaganda: Execute mission"
let first_unit = game.selected[0]
// Allow deselect
gen_action_unit(first_unit)
gen_action("roll")
}
gen_action("reset")
},
unit(u) {
set_toggle(game.selected, u)
},
roll() {
let unit = pop_selected()
let loc = unit_loc(unit)
log(`>by ${units[unit].name} in ${areas[loc].name}`)
// 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 = 0
for_each_enemy_unit_in_loc_box(loc, PTL, _u => {
drm -= 1
})
if (is_area_terrorized(loc))
drm -= 1
let [result, effect] = roll_mst(drm)
if (is_area_urban(loc)) {
log('x2 in Urban area')
result *= 2
}
if (effect === '+') {
// bad effect: eliminate Cadre or reduce Front
if (unit_type(unit) === CADRE) {
log(`Eliminated ${units[unit].name} in ${areas[loc].name}`)
eliminate_unit(unit)
} else {
reduce_unit(unit, CADRE)
}
}
if (result !== 0) {
goto_fln_distribute_psl(result)
} else {
end_fln_mission()
}
},
reset() {
// XXX debug
game.state = "fln_operations"
}
}
function goto_fln_distribute_psl(result) {
log(`Distribute ${result} PSP`)
game.distribute_mst = result
game.state = "fln_distribute_mission_result"
}
states.fln_distribute_mission_result = {
inactive: "to distribute mission result PSP",
prompt() {
view.prompt = `Mission Result: distribute ${game.distribute_mst} PSP`
if (game.distribute_mst > 0) {
gen_action("add_fln_psl")
gen_action("remove_gov_psl")
} else if (game.distribute_mst < 0) {
gen_action("remove_fln_psl")
gen_action("add_gov_psl")
}
gen_action("reset")
},
add_fln_psl() {
push_undo()
log(">FLN PSL +1")
game.fln_psl += 1
game.distribute_mst -= 1
if (!game.distribute_mst)
end_fln_mission()
},
remove_gov_psl() {
push_undo()
log(">Government PSL -1")
game.gov_psl -= 1
game.distribute_mst -= 1
if (check_victory())
return
if (!game.distribute_mst)
end_fln_mission()
},
remove_fln_psl() {
push_undo()
log(">FLN PSL -1")
game.fln_psl -= 1
game.distribute_mst += 1
if (check_victory())
return
if (!game.distribute_mst)
end_fln_mission()
},
add_gov_psl() {
push_undo()
log(">Government PSL +1")
game.gov_psl += 1
game.distribute_mst += 1
if (!game.distribute_mst)
end_fln_mission()
},
reset() {
// XXX debug
game.state = "fln_operations"
}
}
function end_fln_mission() {
game.distribute_mst = 0
goto_fln_operations_phase()
}
function goto_fln_strike_mission() {
push_undo()
game.passes = 0
log_h3(`Strike Mission`)
game.state = "fln_strike"
}
states.fln_strike = {
inactive: "to do Strike mission",
prompt() {
view.prompt = "Strike: Select Front, Cadres may assist"
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"
for_each_friendly_unit_on_map_box(OPS, u => {
if (is_strike_unit(u)) {
gen_action_unit(u)
}
})
gen_action("roll")
}
gen_action("reset")
},
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
if (assist) {
log(`>by ${units[front_unit].name} (with ${assist} Cadre) in ${areas[loc].name}`)
} else {
log(`>by ${units[front_unit].name} in ${areas[loc].name}`)
}
// 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)
}
let drm = assist
for_each_enemy_unit_in_loc_box(loc, PTL, _u => {
drm -= 1
})
if (is_area_terrorized(loc))
drm -= 1
let [result, effect] = roll_mst(drm)
let strike_result = roll_nd6(result)
log(`Rolled ${result}d6 = ${strike_result} PSP`)
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) {
log(`Eliminated ${units[u].name} in ${areas[loc].name}`)
eliminate_unit(u)
} else {
reduce_unit(u, CADRE)
}
}
} else if (effect === '@') {
// good result: all Police units neutralized
log(`all Police units in ${areas[loc].name} neutralized`)
for_each_enemy_unit_in_loc(loc, u => {
if (is_police_unit(u)) {
set_unit_neutralized(u)
}
})
}
if (result !== 0) {
goto_fln_distribute_psl(strike_result)
} else {
end_fln_mission()
}
// TODO Government must react with one unit, otherwise -1d6 PSP
},
reset() {
// XXX debug
game.state = "fln_operations"
}
}
function goto_fln_move_mission() {
push_undo()
game.passes = 0
log_h3(`Move Mission`)
game.state = "fln_move"
}
states.fln_move = {
inactive: "to do Move mission",
prompt() {
if (game.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)
}
})
} 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 (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 => {
gen_action_loc(adj)
})
})
// Allow deselect
gen_action_unit(first_unit)
}
gen_action("reset")
},
unit(u) {
set_toggle(game.selected, u)
},
loc(to) {
let unit = pop_selected()
push_undo()
// TODO check MST for success
log(`>Moved ${units[unit].name} to ${areas[to].name}`)
set_unit_loc(unit, to)
set_unit_box(unit, OC)
},
reset() {
// XXX debug
game.state = "fln_operations"
}
}
function goto_fln_raid_mission() {
push_undo()
game.passes = 0
log_h3(`Raid Mission`)
game.state = "fln_raid"
}
states.fln_raid = {
inactive: "to do Raid mission",
prompt() {
view.prompt = "Raid: Select Band or Failek units"
for_each_friendly_unit_on_map_box(OPS, u => {
if (is_raid_unit(u)) {
gen_action_unit(u)
}
})
gen_action("reset")
},
reset() {
// XXX debug
game.state = "fln_operations"
}
}
function goto_fln_harass_mission() {
push_undo()
game.passes = 0
log_h3(`Harass Mission`)
game.state = "fln_harass"
}
states.fln_harass = {
inactive: "to do Harass mission",
prompt() {
view.prompt = "Harass: Select Band or Failek unit (may combine if Failek present)"
// TODO combine if Failek present
for_each_friendly_unit_on_map_box(OPS, u => {
if (is_harass_unit(u)) {
gen_action_unit(u)
}
})
gen_action("reset")
},
reset() {
// XXX debug
game.state = "fln_operations"
}
}
function goto_gov_operations_phase() {
game.phasing = GOV_NAME
set_active_player()
log_h2(`${game.active} Operations`)
game.state = "gov_operations"
}
states.gov_operations = {
inactive: "to do operations",
prompt() {
view.prompt = "Operations: Perform a mission, or Pass."
gen_action("flush")
gen_action("intelligence")
gen_action("civil_affairs")
gen_action("suppression")
gen_action("population_resettlement")
gen_action("pass")
},
flush() {
goto_gov_flush_mission()
},
intelligence() {
goto_gov_intelligence_mission()
},
civil_affairs() {
goto_gov_civil_affairs_mission()
},
suppression() {
goto_gov_suppression_mission()
},
population_resettlement() {
goto_gov_population_resettlement_mission()
},
pass() {
log("Government Passes")
game.passes += 1
console.log("PASSES", game.passes)
if (game.passes >= 2) {
end_operations_phase()
} else {
goto_fln_operations_phase()
}
}
}
function goto_gov_flush_mission() {
push_undo()
game.passes = 0
log_h3(`Flush Mission`)
game.state = "gov_flush"
}
states.gov_flush = {
inactive: "to do Flush mission",
prompt() {
view.prompt = "Flush: TODO"
gen_action("reset")
},
reset() {
// XXX debug
game.state = "gov_operations"
}
}
function goto_gov_intelligence_mission() {
push_undo()
game.passes = 0
log_h3(`Intelligence Mission`)
game.state = "gov_intelligence"
}
states.gov_intelligence = {
inactive: "to do Intelligence mission",
prompt() {
view.prompt = "Intelligence: TODO"
gen_action("reset")
},
reset() {
// XXX debug
game.state = "gov_operations"
}
}
function goto_gov_civil_affairs_mission() {
push_undo()
game.passes = 0
log_h3(`Civil Affairs Mission`)
game.state = "gov_civil_affairs"
}
states.gov_civil_affairs = {
inactive: "to do Civil Affairs mission",
prompt() {
view.prompt = "Civil Affairs: TODO"
gen_action("reset")
},
reset() {
// XXX debug
game.state = "gov_operations"
}
}
function goto_gov_suppression_mission() {
push_undo()
game.passes = 0
log_h3(`Suppression Mission`)
game.state = "gov_suppression"
}
states.gov_suppression = {
inactive: "to do Suppression mission",
prompt() {
view.prompt = "Suppression: TODO"
gen_action("reset")
},
reset() {
// XXX debug
game.state = "gov_operations"
}
}
function goto_gov_population_resettlement_mission() {
push_undo()
game.passes = 0
log_h3(`Population Resettlement Mission`)
game.state = "gov_population_resettlement"
}
states.gov_population_resettlement = {
inactive: "to do Population Resettlement mission",
prompt() {
view.prompt = "Population Resettlement: TODO"
gen_action("reset")
},
reset() {
// XXX debug
game.state = "gov_operations"
}
}
function end_operations_phase() {
game.passes = 0
// XXX
log("End Operations Phase")
goto_turn_interphase()
}
function determine_control() {
let fln_pts = new Array(area_count).fill(0)
let gov_pts = new Array(area_count).fill(0)
for_each_non_neutralized_unit_in_algeria(u => {
let loc = unit_loc(u)
if (unit_type(u) === FRONT) {
fln_pts[loc] += 3
} else if (is_division_unit(u) && is_unit_dispersed(u)) {
gov_pts[loc] += 3
} else if (is_fln_unit(u)) {
fln_pts[loc] += 1
} else {
gov_pts[loc] += 1
}
})
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(`${areas[loc].name}`)
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(`>Government 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 ${gov_roll}`)
let fln_claim = fln_roll <= difference
let gov_claim = gov_roll <= difference
// If one side succeeds, then he gets Control. If both or neither succeed, then the area remains Contested and no marker is placed.
if (fln_claim && !gov_claim) {
log(`>FLN Control`)
set_area_fln_control(loc)
} else if (gov_claim && !fln_claim) {
log(`>Government Control`)
set_area_gov_control(loc)
} else {
log(`>Contested`)
set_area_contested(loc)
}
})
}
function depreciation_loss_number(pts) {
if (pts <= 0) {
throw new Error("cannot do depreciation for pts " + pts)
} else if (pts <= 5) {
return 1
} else if (pts <= 10) {
return 2
} else if (pts <= 15) {
return 3
} else if (pts <= 20) {
return 4
} else if (pts <= 24) {
return 5
} else {
return 6
}
}
function roll_depreciation(loss, drm) {
let roll = roll_d6()
let net_roll = roll + drm
let drm_str = ''
if (drm > 0) {
drm_str = ` +${drm} DRM`
} else if (drm < 0) {
drm_str = ` ${drm} DRM`
}
log(`Rolled ${roll}${drm_str}: ${net_roll} <= ${loss}`)
return net_roll
}
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 = ${game.air_max}`)
let loss = depreciation_loss_number(game.air_max)
let roll = roll_depreciation(loss, drm)
if (roll <= loss) {
game.air_max = Math.max(game.air_max - loss, 0)
log(`>Air MAX -${loss}`)
}
}
if (game.helo_max) {
log(`Helo MAX = ${game.helo_max}`)
let loss = depreciation_loss_number(game.helo_max)
let roll = roll_depreciation(loss, drm)
if (roll <= loss) {
game.helo_max = Math.max(game.helo_max - loss, 0)
log(`>Helo MAX -${loss}`)
}
}
}
function fln_depreciation() {
if (!game.fln_ap) {
return;
}
log_h3("FLN 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_depreciation(loss, drm)
if (roll <= loss) {
game.fln_ap = Math.max(game.fln_ap - loss, 0)
log(`>AP -${loss}`)
}
}
function goto_turn_interphase() {
// clear_undo()
game.active = BOTH
game.state = "turn_interphase"
// XXX debug
push_undo()
log_h2("Turn Interphase")
log_h3("Determine Control")
log_br()
determine_control()
gov_depreciation()
fln_depreciation()
// log_h3("Recovery")
// log_h3("Redeployment")
// log_h3("Final PSL Adjustment")
}
states.turn_interphase = {
prompt() {
view.prompt = "Turn Interphase: TODO"
gen_action("done")
gen_action("reset")
},
done() {
goto_next_turn()
},
reset() {
// XXX debug
goto_turn_interphase()
}
}
function goto_next_turn() {
game.turn += 1
// make sure single-turn effects are disabled
delete game.events.amnesty
delete game.events.jealousy_and_paranoia
delete game.events.border_zone_mobilized
// make sure all limited mission events are cleared
for_each_map_area(l => {
clear_area_all_mission_flags(l)
})
log_h1("Turn: " + game.turn)
goto_random_event()
}
// #endregion
// #region LOGGING
function log(msg) {
game.log.push(msg)
}
function log_br() {
if (game.log.length > 0 && game.log[game.log.length - 1] !== "")
game.log.push("")
}
function logi(msg) {
game.log.push(">" + msg)
}
function log_h1(msg) {
log_br()
log(".h1 " + msg)
log_br()
}
function log_h2(msg) {
log_br()
log(".h2 " + msg)
log_br()
}
function log_h3(msg) {
log_br()
log(".h3 " + msg)
}
function log_sep() {
log(".hr")
}
// #endregion
// #region COMMON LIBRARY
function clear_undo() {
game.undo.length = 0
}
function push_undo() {
let copy = {}
for (let k in game) {
let v = game[k]
if (k === "undo")
continue
else if (k === "log")
v = v.length
else if (typeof v === "object" && v !== null)
v = object_copy(v)
copy[k] = v
}
game.undo.push(copy)
}
function pop_undo() {
let save_log = game.log
let save_undo = game.undo
game = save_undo.pop()
save_log.length = game.log
game.log = save_log
game.undo = save_undo
}
function random(range) {
// An MLCG using integer arithmetic with doubles.
// https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
// m = 2**35 − 31
return (game.seed = game.seed * 200105 % 34359738337) % range
}
function shuffle(list) {
// Fisher-Yates shuffle
for (let i = list.length - 1; i > 0; --i) {
let j = random(i + 1)
let tmp = list[j]
list[j] = list[i]
list[i] = tmp
}
}
function roll_d6() {
clear_undo()
return random(6) + 1
}
function roll_2d6() {
clear_undo()
return roll_d6() + roll_d6()
}
function roll_nd6(n) {
clear_undo()
let result = 0
for (let i = 0; i < n; ++i) {
result += roll_d6()
}
return result
}
const MST = [0, 0, 1, 1, 1, 2, 2, 3, 4, 5]
const MST_EFFECT = ['+', '+', '+', '', '', '', '', '@', '@', '@']
function roll_mst(drm) {
let roll = roll_d6()
let net_roll = roll + drm
if (net_roll < -1) net_roll = -1
if (net_roll > 8) net_roll = 8
let result = MST[net_roll + 1]
let effect = MST_EFFECT[net_roll + 1]
let drm_str = ''
if (drm > 0) {
drm_str = ` +${drm} DRM`
} else if (drm < 0) {
drm_str = ` ${drm} DRM`
}
log(`Rolled ${roll}${drm_str} on MST: ${result}${effect}`)
return [result, effect]
}
// Array remove and insert (faster than splice)
function array_remove(array, index) {
let n = array.length
for (let i = index + 1; i < n; ++i)
array[i - 1] = array[i]
array.length = n - 1
}
function array_remove_item(array, item) {
let n = array.length
for (let i = 0; i < n; ++i)
if (array[i] === item)
return array_remove(array, i)
}
// insert item at index (faster than splice)
function array_insert(array, index, item) {
for (let i = array.length; i > index; --i)
array[i] = array[i - 1]
array[index] = item
return array
}
function set_clear(set) {
set.length = 0
}
function set_has(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return true
}
return false
}
function set_add(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return set
}
return array_insert(set, a, item)
}
function set_delete(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return array_remove(set, m)
}
return set
}
function set_toggle(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return array_remove(set, m)
}
return array_insert(set, a, item)
}
function is_subset_with_multiplicity(multiset, subset) {
const occurrences = (arr, val) =>
arr.reduce((acc, el) => (el === val ? acc + 1 : acc), 0)
return !subset.some(val => (occurrences(subset, val) > occurrences(multiset, val)))
}
// Fast deep copy for objects without cycles
function object_copy(original) {
if (Array.isArray(original)) {
let n = original.length
let copy = new Array(n)
for (let i = 0; i < n; ++i) {
let v = original[i]
if (typeof v === "object" && v !== null)
copy[i] = object_copy(v)
else
copy[i] = v
}
return copy
} else {
let copy = {}
for (let i in original) {
let v = original[i]
if (typeof v === "object" && v !== null)
copy[i] = object_copy(v)
else
copy[i] = v
}
return copy
}
}
// #endregion
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