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|
"use strict"
const FLN = "FLN"
const GOV = "Government"
const BOTH = "Both"
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 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 DEPLOY = 1
const ELIMINATED = 2
var states = {}
var game = null
var view = null
const {
areas, zones, locations, units, free_deploy_locations
} = require("./data.js")
var first_friendly_unit, last_friendly_unit
var first_enemy_unit, last_enemy_unit
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 ? FLN : GOV)
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
}
function is_fln_player() {
return game.active === FLN
}
function update_aliases() {
if (game.active === GOV) {
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()
}
}
// === UNIT STATE ===
// location (8 bits), dispersed (1 bit), airmobile (1 bit), neutralized (1 bit)
function apply_select(u) {
if (game.selected === u)
game.selected = -1
else
game.selected = u
}
function pop_selected() {
let u = game.selected
game.selected = -1
return u
}
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_LOC_SHIFT = 3
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)
}
// 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
}
// moved
function is_unit_moved(u) {
return set_has(game.moved, u)
}
function set_unit_moved(u) {
set_add(game.moved, u)
}
// fired
function is_unit_fired(u) {
return set_has(game.fired, u)
}
function set_unit_fired(u) {
set_add(game.fired, u)
}
function eliminate_unit(u) {
game.units[u] = 0
set_unit_loc(u, ELIMINATED)
}
function is_unit_eliminated(u) {
return unit_loc(u) === ELIMINATED
}
// === 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)
}
// === ITERATORS ===
function for_each_friendly_unit_in_loc(x, fn) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
if (unit_loc(u) === x)
fn(u)
}
function for_each_friendly_unit_in_locs(xs, fn) {
for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
for (let x of xs)
if (unit_loc(u) === x)
fn(u)
}
function 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
}
// === PUBLIC FUNCTIONS ===
exports.scenarios = [ "1954", "1958", "1960" ]
exports.roles = [ FLN, GOV ]
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,
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: game.border_zone,
units: game.units,
}
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, "FLN resigned.")
if (player === GOV)
goto_game_over(FLN_NAME, "Government resigned.")
}
return game
}
function goto_game_over(result, victory) {
game.state = "game_over"
game.active = "None"
game.result = result
game.victory = victory
log("")
log(game.victory)
return false
}
states.game_over = {
prompt() {
view.prompt = game.victory
},
}
// === SETUP ===
exports.setup = function (seed, scenario, options) {
load_state({
seed: seed,
log: [],
undo: [],
state: null,
selected: -1,
phasing: GOV,
active: GOV,
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,
units: new Array(unit_count).fill(0),
moved: [],
fired: [],
is_morocco_tunisia_independent: false,
border_zone: 0,
// event related effects
had_suez_crisis: false,
is_amnesty: false,
is_fln_move_restricted: false,
// 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
},
"1958": {
gov_psl: 50,
air_avail: 6,
helo_avail: 4,
naval: 2,
fln_psl: 60,
is_morocco_tunisia_independent: true,
border_zone: -2
},
"1960": {
gov_psl: 45,
air_avail: 7,
helo_avail: 5,
naval: 3,
fln_psl: 45,
is_morocco_tunisia_independent: true,
border_zone: -3
}
}
function setup_units(where, list) {
let loc = locations[where]
for (let u of list) {
u = find_free_unit_by_type(u)
set_unit_loc(u, loc)
}
}
const SETUP = {
"1954" () {
setup_units("I", [FRONT, CADRE])
setup_units("II", [FR_X, AL_X, POL])
setup_units("II", [FRONT, CADRE, CADRE])
setup_units("III", [FRONT, CADRE])
setup_units("IV", [FR_X, AL_X, POL])
setup_units("IV", [CADRE])
setup_units("V", [FR_X, EL_X, AL_X, POL])
setup_units("V", [FRONT, CADRE, CADRE])
},
"1958" () {
setup_units("I", [FR_XX, FR_XX, FR_X])
setup_units("I", [FRONT, CADRE, CADRE, BAND, BAND])
setup_units("II", [FR_XX, FR_XX, FR_X, EL_X, EL_X, EL_X, AL_X, POL, POL])
setup_units("II", [FRONT, CADRE, CADRE, BAND, BAND])
setup_units("III", [FR_XX, FR_XX, AL_X, POL, POL])
setup_units("III", [FRONT, CADRE, CADRE, BAND, BAND])
setup_units("IV", [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL])
setup_units("IV", [FRONT, FRONT, CADRE, CADRE, BAND, BAND])
setup_units("V", [FR_XX, FR_XX, FR_XX, FR_X, EL_X, AL_X, POL, POL])
setup_units("V", [FRONT, CADRE, BAND])
setup_units("VI", [FRONT, CADRE, BAND])
setup_units("Morocco", [BAND])
setup_units("Tunisia", [BAND, BAND, BAND, BAND, FAILEK])
},
"1960" () {
setup_units("I", [FR_XX, FR_XX, AL_X])
setup_units("I", [CADRE, CADRE, BAND, BAND])
setup_units("II", [FR_XX, FR_XX, EL_X, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL])
setup_units("II", [FRONT, CADRE, CADRE, BAND, BAND])
setup_units("III", [FR_XX, FR_XX, FR_X, AL_X])
setup_units("III", [FRONT, FRONT, CADRE, CADRE, BAND, BAND])
setup_units("IV", [FR_XX, FR_XX, EL_X, EL_X, EL_X, AL_X, AL_X, POL, POL])
setup_units("IV", [FRONT, CADRE, BAND])
setup_units("V", [FR_XX, FR_XX, FR_XX, FR_XX, FR_XX, AL_X, POL, POL])
setup_units("V", [CADRE, BAND])
setup_units("Morocco", [BAND, BAND, BAND, BAND])
setup_units("Tunisia", [BAND, BAND, BAND, BAND, FAILEK, FAILEK, FAILEK])
}
}
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}`)
SETUP[scenario_name]()
game.phasing = GOV
}
function goto_scenario_setup() {
set_active_player()
game.state = "scenario_setup"
log_h2(`${game.active} Deployment`)
game.selected = []
game.summary = {}
}
states.scenario_setup = {
inactive: "setup",
prompt() {
view.prompt = `Setup: ${game.active} Deployment.`
let done = true
for_each_friendly_unit_in_locs(free_deploy_locations, u => {
gen_action_unit(u)
done = false
})
if (done)
gen_action('end_deployment')
if (game.selected.length > 0) {
for (let i = 0; i < areas.length; ++i) {
let loc = areas[i].id
for (let j = 0; j < 4; ++j) {
gen_action_loc(loc * 4 + j)
}
}
}
// XXX
gen_action("restart")
},
unit(u) {
set_toggle(game.selected, u)
},
loc(to) {
console.log("loc", to)
let list = game.selected
game.selected = []
push_undo()
game.summary[to] = (game.summary[to] | 0) + list.length
for (let who of list)
set_unit_loc(who, to)
},
end_deployment() {
log(`Deployed`)
let keys = Object.keys(game.summary).map(Number).sort((a,b)=>a-b)
for (let x of keys)
log(`>${game.summary[x]} at #${x}`)
game.summary = null
end_scenario_setup()
},
restart() {
// XXX debug
log("Restarting...")
goto_restart()
}
}
function end_scenario_setup() {
set_enemy_player()
if (has_friendly_unit_in_locs(free_deploy_locations)) {
goto_scenario_setup()
} else {
game.selected = -1
game.summary = null
begin_game()
}
}
// === FLOW OF PLAY ===
function begin_game() {
game.turn = 1
goto_random_event()
}
function goto_random_event() {
game.active = BOTH
game.state = "random_event"
}
states.random_event = {
prompt() {
view.prompt = "Roll for a random event."
gen_action("roll")
gen_action("restart")
},
roll() {
clear_undo()
let rnd = 10 * roll_d6() + roll_d6()
log("Random event roll " + rnd)
// goto_reinforcement_phase()
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 {
log("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(".h2 No Event. Lucky you.")
end_random_event()
}
function goto_fln_foreign_arms_shipment() {
log(".h2 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.gov_naval, 0)
log(`FLN adds ${roll} AP, minus ${game.gov_naval} Naval Points = ${delta_ap} AP`)
game.fln_ap += delta_ap
end_random_event()
}
function goto_jealousy_and_paranoia() {
log(".h2 Jealousy and Paranoia. TODO")
// TODO FLN units may not Move across wilaya borders this turn only (they may move across international borders)
game.is_fln_move_restricted = true
end_random_event()
}
function goto_elections_in_france() {
log(".h2 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(".h2 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(".h2 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(".h2 Morocco & Tunisia Gains Independence. TODO")
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()
}
// Raise both FLN and Government PSL by 2d6;
let fln_roll = roll_2d6()
log(`Raising FLN PSL by ${fln_roll}`)
game.fln_psl += fln_roll
let gov_roll = roll_2d6()
log(`Raising Government PSL by ${gov_roll}`)
game.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
end_random_event()
}
function goto_nato_pressure() {
log(".h2 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(".h2 Suez Crisis. TODO")
if (game.had_suez_crisis || game.scenario === "1958" || game.scenario === "1960") {
// Treat as "No Event" if rolled again, or playing 1958 or 1960 scenarios.
log("Re-roll. 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.had_suez_crisis = true
end_random_event()
}
function goto_amnesty() {
log(".h2 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.is_amnesty = true
end_random_event()
}
function goto_jean_paul_sartre() {
log(".h2 Jean-Paul Sartre writes article condemning the war.")
// Reduce Government PSL by 1 PSP.
game.gov_psl -= 1
end_random_event()
}
function end_random_event() {
goto_reinforcement_phase()
}
function goto_reinforcement_phase() {
game.state = "reinforcement"
}
states.reinforcement = {
inactive: "to do reinforcement",
prompt() {
view.prompt = "Do reinforcement."
gen_action("done")
},
done() {
// XXX debug
log("End of turn...")
goto_next_turn()
}
}
function goto_next_turn() {
game.turn += 1
// make sure single-turn effects are disabled
game.is_amnesty = false
game.is_fln_move_restricted = false
goto_random_event()
}
// === 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")
}
// === COMMON LIBRARY ===
function log(msg) {
game.log.push(msg)
}
function clear_undo() {
game.undo.length = 0
}
function push_undo() {
let copy = {}
for (let k in game) {
let v = game[k]
if (k === "undo")
continue
else if (k === "log")
v = v.length
else if (typeof v === "object" && v !== null)
v = object_copy(v)
copy[k] = v
}
game.undo.push(copy)
}
function pop_undo() {
let save_log = game.log
let save_undo = game.undo
game = save_undo.pop()
save_log.length = game.log
game.log = save_log
game.undo = save_undo
}
function random(range) {
// An MLCG using integer arithmetic with doubles.
// https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
// m = 2**35 − 31
return (game.seed = game.seed * 200105 % 34359738337) % range
}
function shuffle(list) {
// Fisher-Yates shuffle
for (let i = list.length - 1; i > 0; --i) {
let j = random(i + 1)
let tmp = list[j]
list[j] = list[i]
list[i] = tmp
}
}
function roll_d6() {
return random(6) + 1;
}
function roll_2d6() {
return roll_d6() + roll_d6()
}
// 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)
}
// 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
}
}
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