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-rw-r--r--events.txt16
-rw-r--r--play.css3
-rw-r--r--play.html11
-rw-r--r--play.js81
-rw-r--r--rules.js993
5 files changed, 568 insertions, 536 deletions
diff --git a/events.txt b/events.txt
index 8dc75c5..a046465 100644
--- a/events.txt
+++ b/events.txt
@@ -220,7 +220,7 @@ EVENT 19
EVENT 20
current GOVT
piece_undo_opt 6 is_farc_guerrilla(p)
- space_no_undo 1 is_adjacent(s, game.pieces[game.vm.p])
+ space_no_undo 1 is_adjacent(s, piece_space(game.vm.p))
move
endspace
endpiece
@@ -315,9 +315,9 @@ SHADED 26
EVENT 27
current GOVT
- free_govt_activity
- free_govt_activity
- free_govt_activity
+ free_govt_special_activity
+ free_govt_special_activity
+ free_govt_special_activity
SHADED 27
log "Until next Propaganda, no Govt Special Activities where Guerrilla."
@@ -624,7 +624,8 @@ EVENT 48
select_space_or_piece (s)=>(is_opposition(s)&&is_adjacent_to_3econ_pipeline(s)) (p,s)=>(is_farc_base(p)&&is_adjacent_to_3econ_pipeline(s))
if game.vm.p >= 0
remove
- else
+ endif
+ if game.vm.s >= 0
shift_support
endif
@@ -702,7 +703,7 @@ EVENT 53
endspace
prompt "Move Guerrillas between Departments."
piece 2 is_any_guerrilla(p) && (s === game.vm.m[0] || s === game.vm.m[1])
- if game.pieces[game.vm.p] === game.vm.m[0]
+ if piece_space(game.vm.p) === game.vm.m[0]
set_space (game.vm.m[1])
else
set_space (game.vm.m[0])
@@ -909,7 +910,8 @@ EVENT 68
piece 1 is_coastal_space(s) && is_cartels_piece(p)
remove
endpiece
- else
+ endif
+ if game.vm.sh >= 0
remove_shipment
shipment_opt 1 is_coastal_space(s)
remove_shipment
diff --git a/play.css b/play.css
index c580684..d3a161b 100644
--- a/play.css
+++ b/play.css
@@ -21,8 +21,7 @@ main { background-color: #777; }
#log .tip:hover { text-decoration: underline; }
#log div { padding-left: 20px; text-indent: -12px; }
-#log div.i { padding-left: 32px; text-indent: -12px; }
-#log div.ii { padding-left: 44px; text-indent: -12px; }
+#log div.i { padding-left: 32px; text-indent: -12px; font-style: italic; }
.action { cursor: pointer }
diff --git a/play.html b/play.html
index 6900c19..6a66865 100644
--- a/play.html
+++ b/play.html
@@ -135,17 +135,6 @@
</div>
<div id="boxes">
-<div id="PRES1" class="box president" style="top:129px;left:240px;width:76px;height:168px"></div>
-<div id="PRES2" class="box president" style="top:129px;left:322px;width:78px;height:168px"></div>
-<div id="PRES3" class="box president" style="top:129px;left:406px;width:76px;height:168px"></div>
-<div id="SOP_A1" class="box" style="top:438px;left:1261px;width:74px;height:74px"></div>
-<div id="SOP_A2" class="box" style="top:438px;left:1336px;width:74px;height:74px"></div>
-<div id="SOP_B1" class="box" style="top:516px;left:1261px;width:74px;height:74px"></div>
-<div id="SOP_B2" class="box" style="top:516px;left:1336px;width:74px;height:74px"></div>
-<div id="SOP_C1" class="box" style="top:595px;left:1261px;width:74px;height:74px"></div>
-<div id="SOP_C2" class="box" style="top:595px;left:1336px;width:74px;height:74px"></div>
-<div id="SOP_PASS" class="box" style="top:663px;left:1112px;width:105px;height:49px"></div>
-
<div id="insurgent_momentum" style="position:absolute;top:1940px;left:19px;width:1250px;height:270px">
<div id="mom_12" class="momentum card card_12 hide"></div>
<div id="mom_17" class="momentum card card_17 hide"></div>
diff --git a/play.js b/play.js
index d181e5f..f8a04b0 100644
--- a/play.js
+++ b/play.js
@@ -106,19 +106,10 @@ let ui = {
support: [],
sabotage: [],
terror: [],
+ card_tip: document.getElementById("card_tip"),
next_card: document.getElementById("next_card"),
this_card: document.getElementById("this_card"),
deck_size: document.getElementById("deck_size"),
- sop: [
- null,
- document.getElementById("SOP_A1"),
- document.getElementById("SOP_A2"),
- document.getElementById("SOP_B1"),
- document.getElementById("SOP_B2"),
- document.getElementById("SOP_C1"),
- document.getElementById("SOP_C2"),
- document.getElementById("SOP_PASS"),
- ],
tokens: {
aid: document.getElementById("token_aid"),
total_support: document.getElementById("token_total_support"),
@@ -432,14 +423,6 @@ function init_ui() {
create_piece_list(CARTELS, GUERRILLA, "piece cartels guerrilla", 2, 0)
create_piece_list(CARTELS, BASE, "piece cartels base", -4, 10)
-
- register_action(ui.sop[1], "sop", 1)
- register_action(ui.sop[2], "sop", 2)
- register_action(ui.sop[3], "sop", 3)
- register_action(ui.sop[4], "sop", 4)
- register_action(ui.sop[5], "sop", 5)
- register_action(ui.sop[6], "sop", 6)
- register_action(ui.sop[7], "sop", 7)
}
function is_carrying_shipment(p) {
@@ -586,13 +569,6 @@ function layout_sop() {
if (view.cylinder[faction] === i)
place_piece(ui.cylinder[faction], x, y)
}
-
- for (let i = 1; i <= 7; ++i) {
- if (view.actions && view.actions.sop && set_has(view.actions.sop, i))
- ui.sop[i].classList.add("action")
- else
- ui.sop[i].classList.remove("action")
- }
}
function calc_oppose_bases() {
@@ -996,20 +972,26 @@ function on_update() {
"ask_shipment",
])
+ // Select Faction
+ action_button("govt", "Government")
+ action_button("farc", "FARC")
+ action_button("auc", "AUC")
+ action_button("cartels", "Cartels")
+
+ // Select Operation
action_button("train", "Train")
action_button("patrol", "Patrol")
action_button("sweep", "Sweep")
action_button("assault", "Assault")
-
action_button("rally", "Rally")
action_button("march", "March")
action_button("attack", "Attack")
action_button("terror", "Terror")
+ // Select Special Activity
action_button("air_lift", "Air Lift")
action_button("air_strike", "Air Strike")
action_button("eradicate", "Eradicate")
-
action_button("extort", "Extort")
action_button("ambush", "Ambush")
action_button("assassinate", "Assassinate")
@@ -1027,43 +1009,52 @@ function on_update() {
action_button("base", "Base")
action_button("civic", "Civic Action")
- action_button("unshaded", "Unshaded")
- action_button("shaded", "Shaded")
-
- action_button("event", "Event")
- action_button("limop", "LimOp")
-
- action_button("govt", "Government")
- action_button("farc", "FARC")
- action_button("auc", "AUC")
- action_button("cartels", "Cartels")
-
action_button("support", "Support")
action_button("opposition", "Opposition")
- action_button("end_activity", "End Activity")
- action_button("end_operation", "End Op")
- action_button("end_event", "End Event")
+ action_button("limop", "LimOp")
+ action_button("event", "Event")
+ action_button("unshaded", "Unshaded")
+ action_button("shaded", "Shaded")
action_button("skip", "Skip")
action_button("next", "Next")
+ action_button("pass", "Pass")
+
+ action_button("end_train", "End Train")
+ action_button("end_patrol", "End Patrol")
+ action_button("end_sweep", "End Sweep")
+ action_button("end_assault", "End Assault")
+ action_button("end_rally", "End Rally")
+ action_button("end_march", "End March")
+ action_button("end_attack", "End Attack")
+ action_button("end_terror", "End Terror")
+
+ action_button("end_air_lift", "End Air Lift")
+ action_button("end_extort", "End Extort")
+ action_button("end_assassinate", "End Assassinate")
+ action_button("end_kidnap", "End Kidnap")
+ action_button("end_process", "End Process")
+ action_button("end_bribe", "End Bribe")
+
+ action_button("end_event", "End Event")
+
action_button("deny", "Deny")
action_button("done", "Done")
action_button("undo", "Undo")
}
function register_card_tip(e, c) {
- e.onmouseenter = () => //console.log("FOCUS ME", c)
- on_focus_card_tip(c)
+ e.onmouseenter = () => on_focus_card_tip(c)
e.onmouseleave = on_blur_card_tip
}
function on_focus_card_tip(c) {
- document.getElementById("card_tip").className = "card card_" + c
+ card_tip.className = "card card_" + c
}
function on_blur_card_tip() {
- document.getElementById("card_tip").className = "hide"
+ card_tip.className = "hide"
}
function on_focus_space_tip(s) {
diff --git a/rules.js b/rules.js
index 2270e82..79d43a6 100644
--- a/rules.js
+++ b/rules.js
@@ -1,5 +1,10 @@
"use strict"
+// TODO: game.memory instead of president/aid/cylinder/resources/samper/pieces/
+
+// TODO: op prompt - show if "Limited" and/or "Free"
+// TODO: sweep can only move cubes once
+
// TODO: rules material - reference 6.3.3 Drug Profits to 5.2.2 should be 4.5.3
// TODO: Automatic "All done" message. (limited / no more resources / no more available options).
@@ -220,7 +225,6 @@ exports.setup = function (seed, scenario, options) {
undo: [],
active: null,
- scenario: 4,
current: 0,
state: null,
@@ -228,19 +232,22 @@ exports.setup = function (seed, scenario, options) {
sa: null,
vm: null,
- deck: [],
+ // TODO: pack into one memory array
+ scenario: 4,
president: 0,
senado: 0,
aid: 0,
marked: 0,
+ farc_control: 0,
+ govt_control: 0,
cylinder: [ ELIGIBLE, ELIGIBLE, ELIGIBLE, ELIGIBLE ],
resources: [ 0, 0, 0, 0 ],
shipments: [ 0, 0, 0, 0 ],
pieces: Array(153).fill(AVAILABLE),
underground: [ 0, 0, 0, 0 ],
- farc_control: 0,
- govt_control: 0,
support: Array(23).fill(NEUTRAL),
+
+ deck: [],
momentum: [],
capabilities: [], // positive = unshaded, negative = shaded
farc_zones: [],
@@ -280,7 +287,6 @@ exports.setup = function (seed, scenario, options) {
setup_deck(4, 0, 15)
}
- game.deck[0] = 48
log("DECK " + game.deck.join(", "))
update_control()
@@ -426,8 +432,8 @@ function setup_support(place, amount) {
function setup_piece(faction, type, count, where) {
for (let p = first_piece[faction][type]; count > 0; ++p) {
- if (game.pieces[p] < 0) {
- game.pieces[p] = where
+ if (piece_space(p) < 0) {
+ set_piece_space(p, where)
--count
}
}
@@ -435,8 +441,8 @@ function setup_piece(faction, type, count, where) {
function setup_remove_piece(faction, type, count, where) {
for (let p = first_piece[faction][type]; count > 0; ++p) {
- if (game.pieces[p] === where) {
- game.pieces[p] = AVAILABLE
+ if (piece_space(p) === where) {
+ set_piece_space(p, AVAILABLE)
--count
}
}
@@ -444,6 +450,14 @@ function setup_remove_piece(faction, type, count, where) {
// === MISC PIECE QUERIES ===
+function piece_space(p) {
+ return game.pieces[p]
+}
+
+function set_piece_space(p, s) {
+ game.pieces[p] = s
+}
+
function piece_faction(p) {
if (p >= first_piece[GOVT][TROOPS] && p <= last_piece[GOVT][TROOPS])
return GOVT
@@ -527,7 +541,7 @@ function count_pieces(s, faction, type) {
let last = last_piece[faction][type]
let n = 0
for (let p = first; p <= last; ++p)
- if (game.pieces[p] === s)
+ if (piece_space(p) === s)
++n
return n
}
@@ -571,7 +585,7 @@ function count_faction_underground_guerrillas(s, faction) {
let last = last_piece[faction][GUERRILLA]
let n = 0
for (let p = first; p <= last; ++p)
- if (game.pieces[p] === s && is_underground(p))
+ if (piece_space(p) === s && is_underground(p))
++n
return n
}
@@ -588,7 +602,7 @@ function find_piece(s, faction, type) {
let first = first_piece[faction][type]
let last = last_piece[faction][type]
for (let p = first; p <= last; ++p)
- if (game.pieces[p] === s)
+ if (piece_space(p) === s)
return p
return -1
}
@@ -597,7 +611,7 @@ function has_piece(s, faction, type) {
let first = first_piece[faction][type]
let last = last_piece[faction][type]
for (let p = first; p <= last; ++p)
- if (game.pieces[p] === s)
+ if (piece_space(p) === s)
return true
return false
}
@@ -606,7 +620,7 @@ function has_active_guerrilla(s, faction) {
let first = first_piece[faction][GUERRILLA]
let last = last_piece[faction][GUERRILLA]
for (let p = first; p <= last; ++p)
- if (game.pieces[p] === s && !is_underground(p))
+ if (piece_space(p) === s && !is_underground(p))
return true
return false
}
@@ -615,7 +629,7 @@ function has_underground_guerrilla(s, faction) {
let first = first_piece[faction][GUERRILLA]
let last = last_piece[faction][GUERRILLA]
for (let p = first; p <= last; ++p)
- if (game.pieces[p] === s && is_underground(p))
+ if (piece_space(p) === s && is_underground(p))
return true
return false
}
@@ -882,6 +896,8 @@ function is_possible_farc_zone(s) {
function is_highest_value_pipeline_without_cubes(s) {
let max = 0
+ if (has_cube(s))
+ return false
for (let x = first_loc; x <= last_loc; ++x) {
if (is_unsabotaged_pipeline(x) && !has_cube(x)) {
let e = data.spaces[x].econ
@@ -1037,22 +1053,20 @@ function is_active(p) {
}
function move_piece(p, s) {
- game.pieces[p] = s
+ set_piece_space(p, s)
}
function place_piece(p, s) {
set_underground(p)
- game.pieces[p] = s
+ set_piece_space(p, s)
}
function remove_piece(p) {
if (is_any_guerrilla(p)) {
- // let s = game.pieces[p]
drop_held_shipments(p)
- // TODO: auto_transfer_dropped_shipments(s) - immediate or wait?
set_underground(p)
}
- game.pieces[p] = AVAILABLE
+ set_piece_space(p, AVAILABLE)
}
function place_terror(s) {
@@ -1089,7 +1103,7 @@ function remove_shipment(sh) {
function drop_shipment(sh) {
let p = game.shipments[sh] >> 2
- let s = game.pieces[p]
+ let s = piece_space(p)
let f = piece_faction(p)
game.shipments[sh] = (s << 2) | f
}
@@ -1127,7 +1141,7 @@ function is_shipment_held_by_piece(sh, p) {
}
function is_shipment_held_in_space(sh, s) {
- return is_shipment_held(sh) && game.pieces[get_held_shipment_piece(sh)] === s
+ return is_shipment_held(sh) && piece_space(get_held_shipment_piece(sh)) === s
}
function is_shipment_held_by_faction(sh, f) {
@@ -1135,7 +1149,7 @@ function is_shipment_held_by_faction(sh, f) {
}
function is_shipment_held_by_faction_in_space(sh, f, s) {
- return is_shipment_held(sh) && get_held_shipment_faction(sh) === f && game.pieces[get_held_shipment_piece(sh)] == s
+ return is_shipment_held(sh) && get_held_shipment_faction(sh) === f && piece_space(get_held_shipment_piece(sh)) == s
}
function is_any_shipment_held_in_space(s) {
@@ -1200,39 +1214,18 @@ function auto_transfer_dropped_shipments(s) {
}
function auto_transfer_dropped_shipment_imp(sh) {
- let f = get_dropped_shipment_faction(sh)
+ // Transfer shipment automatically if there's only one faction present.
+ // NOTE: Don't transfer to own faction automatically,
let s = get_dropped_shipment_space(sh)
- let a, b, p
-
- p = find_piece(s, f, GUERRILLA)
- if (p >= 0) {
- place_shipment(sh, p)
- return
- }
-
- if (f === FARC) {
- a = find_piece(s, AUC, GUERRILLA)
- b = find_piece(s, CARTELS, GUERRILLA)
- }
- if (f === AUC) {
- a = find_piece(s, FARC, GUERRILLA)
- b = find_piece(s, CARTELS, GUERRILLA)
- }
- if (f === CARTELS) {
- a = find_piece(s, FARC, GUERRILLA)
- b = find_piece(s, AUC, GUERRILLA)
- }
-
- if (a >= 0 && b < 0) {
+ let a = find_piece(s, FARC, GUERRILLA)
+ let b = find_piece(s, AUC, GUERRILLA)
+ let c = find_piece(s, CARTELS, GUERRILLA)
+ if (a >= 0 && b < 0 && c < 0)
place_shipment(sh, a)
- return
- }
- if (a < 0 && b >= 0) {
+ if (a < 0 && b >= 0 && c < 0)
place_shipment(sh, b)
- return
- }
-
- // nobody to pick it up...
+ if (a < 0 && b < 0 && c >= 0)
+ place_shipment(sh, c)
}
// === ITERATORS AND ACTION GENERATORS ===
@@ -1278,7 +1271,7 @@ function for_each_piece(faction, type, f) {
let p0 = first_piece[faction][type]
let p1 = last_piece[faction][type]
for (let p = p0; p <= p1; ++p)
- f(p, game.pieces[p])
+ f(p, piece_space(p))
}
function gen_piece_in_space(space, faction, type) {
@@ -1295,7 +1288,7 @@ function gen_place_piece(space, faction, type) {
return true
let can_place = false
for (let p = p0; p <= p1; ++p) {
- if (game.pieces[p] === AVAILABLE) {
+ if (piece_space(p) === AVAILABLE) {
gen_action_piece(p)
can_place = true
if (type === BASE)
@@ -1304,7 +1297,7 @@ function gen_place_piece(space, faction, type) {
}
if (!can_place && faction === game.current) {
for (let p = p0; p <= p1; ++p)
- if (game.pieces[p] !== space || (type === GUERRILLA && !is_underground(p)))
+ if (piece_space(p) !== space || (type === GUERRILLA && !is_underground(p)))
gen_action_piece(p)
}
return !can_place
@@ -1312,7 +1305,7 @@ function gen_place_piece(space, faction, type) {
function gen_underground_guerrillas(s, faction) {
for_each_piece(faction, GUERRILLA, p => {
- if (game.pieces[p] === s)
+ if (piece_space(p) === s)
if (is_underground(p))
gen_action_piece(p)
})
@@ -1320,7 +1313,7 @@ function gen_underground_guerrillas(s, faction) {
function gen_active_guerrillas(s, faction) {
for_each_piece(faction, GUERRILLA, p => {
- if (game.pieces[p] === s)
+ if (piece_space(p) === s)
if (is_active(p))
gen_action_piece(p)
})
@@ -1352,18 +1345,18 @@ states.remove_pieces = {
prompt() {
view.prompt = "Remove pieces to Available Forces."
for (let p = first_piece[game.current][BASE]; p <= last_piece[game.current][BASE]; ++p)
- if (game.pieces[p] >= 0)
+ if (piece_space(p) >= 0)
gen_action_piece(p)
if (game.current === GOVT) {
for (let p = first_piece[game.current][TROOPS]; p <= last_piece[game.current][TROOPS]; ++p)
- if (game.pieces[p] >= 0)
+ if (piece_space(p) >= 0)
gen_action_piece(p)
for (let p = first_piece[game.current][POLICE]; p <= last_piece[game.current][POLICE]; ++p)
- if (game.pieces[p] >= 0)
+ if (piece_space(p) >= 0)
gen_action_piece(p)
} else {
for (let p = first_piece[game.current][GUERRILLA]; p <= last_piece[game.current][GUERRILLA]; ++p)
- if (game.pieces[p] >= 0)
+ if (piece_space(p) >= 0)
gen_action_piece(p)
}
view.actions.done = 1
@@ -1530,7 +1523,7 @@ function can_ask_shipment() {
for (let sh = 0; sh < 4; ++sh) {
if (is_shipment_held(sh)) {
let p = get_held_shipment_piece(sh)
- let s = game.pieces[p]
+ let s = piece_space(p)
if (has_piece(s, game.current, GUERRILLA)) {
if (!is_player_farc() && is_farc_guerrilla(p))
return true
@@ -1551,7 +1544,7 @@ states.ask_shipment = {
for (let sh = 0; sh < 4; ++sh) {
if (is_shipment_held(sh)) {
let p = get_held_shipment_piece(sh)
- let s = game.pieces[p]
+ let s = piece_space(p)
if (has_piece(s, game.current, GUERRILLA)) {
if (!is_player_farc() && is_farc_guerrilla(p))
gen_action_shipment(sh)
@@ -1575,14 +1568,14 @@ states.give_shipment = {
disable_negotiation: true,
prompt() {
let p = get_held_shipment_piece(game.transfer.shipment)
- let s = game.pieces[p]
+ let s = piece_space(p)
view.selected_shipment = game.transfer.shipment
view.prompt = `Negotiate: ${faction_name[game.transfer.current]} asked for Shipment in ${space_name[s]}.`
gen_piece_in_space(s, game.transfer.current, GUERRILLA)
view.actions.deny = 1
},
piece(p) {
- let s = game.pieces[f]
+ let s = piece_space(p)
log(`${faction_name[game.current]} transferred shipment to ${faction_name[game.transfer.shipment]} in S${s}.`)
clear_undo()
place_shipment(game.transfer.shipment, p)
@@ -1614,7 +1607,7 @@ function can_transfer_any_shipment() {
function can_transfer_shipment(sh) {
if (is_shipment_held_by_faction(sh, game.current)) {
let p = get_held_shipment_piece(sh)
- let s = game.pieces[p]
+ let s = piece_space(p)
if (count_pieces(s, game.current, GUERRILLA) > 1)
return true
if (!is_player_farc() && has_piece(s, FARC, GUERRILLA))
@@ -1637,7 +1630,7 @@ states.transfer_shipment = {
gen_action_shipment(sh)
} else {
let p = get_held_shipment_piece(game.transfer.shipment)
- let s = game.pieces[p]
+ let s = piece_space(p)
for_each_piece(game.current, GUERRILLA, (pp,ss) => {
if (pp !== p && ss === s)
gen_action_piece(pp)
@@ -1657,7 +1650,7 @@ states.transfer_shipment = {
game.transfer.shipment = sh
},
piece(p) {
- let s = game.pieces[p]
+ let s = piece_space(p)
let f = piece_faction(p)
log(`${faction_name[game.current]} transferred shipment to ${faction_name[f]} in S${s}.`)
place_shipment(game.transfer.shipment, p)
@@ -1677,7 +1670,7 @@ function end_negotiation() {
states.ship = {
prompt() {
view.prompt = "Ship: Remove Shipment for a free, extra Limited Operation?"
- view.actions.end_operation = 1
+ view.actions.skip = 1
for (let sh = 0; sh < 4; ++sh)
if (is_shipment_held(sh))
gen_action_shipment(sh)
@@ -1698,7 +1691,7 @@ states.ship = {
goto_ship_limop()
}
},
- end_operation() {
+ skip() {
game.op.ship = 0
end_operation()
},
@@ -1852,15 +1845,12 @@ function is_eligible(faction) {
return game.cylinder[faction] === ELIGIBLE
}
-function goto_card() {
- if (game.deck[0] === PROPAGANDA && game.deck[1] === PROPAGANDA) {
- log("Skipped additional Propaganda Card.")
- array_remove(game.deck, 0)
- }
- if (this_card() === PROPAGANDA)
- goto_propaganda_card()
- else
- goto_event_card()
+function next_eligible_faction() {
+ let order = data.card_order[this_card()]
+ for (let faction of order)
+ if (is_eligible(faction))
+ return faction
+ return null
}
function adjust_eligibility(faction) {
@@ -1875,26 +1865,6 @@ function adjust_eligibility(faction) {
game.cylinder[faction] = ELIGIBLE
}
-function end_card() {
- adjust_eligibility(GOVT)
- adjust_eligibility(FARC)
- adjust_eligibility(AUC)
- adjust_eligibility(CARTELS)
- game.marked = 0
-
- clear_undo()
- array_remove(game.deck, 0)
- goto_card()
-}
-
-function next_eligible_faction() {
- let order = data.card_order[this_card()]
- for (let faction of order)
- if (is_eligible(faction))
- return faction
- return null
-}
-
function did_option(e) {
return (
game.cylinder[GOVT] === e ||
@@ -1904,135 +1874,126 @@ function did_option(e) {
)
}
-function goto_event_card() {
- log_h1("C" + this_card())
- resume_event_card()
+function move_cylinder_to_operation() {
+ if (did_option(SOP_1ST_OP_ONLY))
+ game.cylinder[game.current] = SOP_2ND_LIMOP
+ else if (did_option(SOP_1ST_OP_AND_SA))
+ game.cylinder[game.current] = SOP_2ND_LIMOP_OR_EVENT
+ else if (did_option(SOP_1ST_EVENT))
+ game.cylinder[game.current] = SOP_2ND_OP_AND_SA
+ else
+ game.cylinder[game.current] = SOP_1ST_OP_ONLY
}
-function resume_event_card() {
- clear_undo()
- let did_1st = (did_option(SOP_1ST_OP_ONLY) || did_option(SOP_1ST_OP_AND_SA) || did_option(SOP_1ST_EVENT))
- let did_2nd = (did_option(SOP_2ND_LIMOP) || did_option(SOP_2ND_LIMOP_OR_EVENT) || did_option(SOP_2ND_OP_AND_SA))
- if (did_1st) {
- if (did_2nd)
- end_card()
- else
- goto_eligible2()
- } else {
- goto_eligible1()
- }
+function move_cylinder_to_special_activity() {
+ if (game.cylinder[game.current] === SOP_1ST_OP_ONLY)
+ game.cylinder[game.current] = SOP_1ST_OP_AND_SA
+ if (game.op)
+ game.op.ship = 0
}
-function goto_eligible1() {
- game.current = next_eligible_faction()
- if (game.current === null)
- end_card()
+function move_cylinder_to_event() {
+ if (did_option(SOP_1ST_OP_AND_SA))
+ game.cylinder[game.current] = SOP_2ND_LIMOP_OR_EVENT
else
- game.state = "eligible1"
+ game.cylinder[game.current] = SOP_1ST_EVENT
+ game.op = null
}
-function goto_eligible2() {
- game.current = next_eligible_faction()
- if (game.current === null)
- end_card()
+function goto_card() {
+ log_h1("C73")
+ if (this_card() === PROPAGANDA)
+ goto_propaganda_card()
else
- game.state = "eligible2"
+ resume_event_card()
}
-states.eligible1 = {
- disable_negotiation: true,
- inactive: "1st Eligible",
- prompt() {
- view.prompt = `${data.card_title[this_card()]}: Choose a Sequence of Play option.`
- gen_action("sop", SOP_1ST_OP_ONLY)
- if (!is_final_event_card())
- gen_action("sop", SOP_1ST_OP_AND_SA)
- gen_action("sop", SOP_1ST_EVENT)
- gen_action("sop", SOP_PASS)
- },
- sop(option) {
- push_undo()
- game.cylinder[game.current] = option
- switch (option) {
- case SOP_PASS:
- goto_pass()
- break
- case SOP_1ST_OP_ONLY:
- if (is_final_event_card())
- goto_limop()
- else
- goto_op_only()
- break
- case SOP_1ST_OP_AND_SA:
- goto_op_and_sa()
- break
- case SOP_1ST_EVENT:
- goto_event()
- break
- }
- },
+function resume_event_card() {
+ clear_undo()
+ let did_1st = (did_option(SOP_1ST_OP_ONLY) || did_option(SOP_1ST_OP_AND_SA) || did_option(SOP_1ST_EVENT))
+ let did_2nd = (did_option(SOP_2ND_LIMOP) || did_option(SOP_2ND_LIMOP_OR_EVENT) || did_option(SOP_2ND_OP_AND_SA))
+ if (did_1st && did_2nd)
+ end_card()
+ else
+ goto_eligible()
}
-states.eligible2 = {
- disable_negotiation: true,
- inactive: "2nd Eligible",
- prompt() {
- view.prompt = `${data.card_title[this_card()]}: Choose a Sequence of Play option.`
- if (did_option(SOP_1ST_OP_ONLY))
- gen_action("sop", SOP_2ND_LIMOP)
- if (did_option(SOP_1ST_OP_AND_SA))
- gen_action("sop", SOP_2ND_LIMOP_OR_EVENT)
- if (did_option(SOP_1ST_EVENT))
- gen_action("sop", SOP_2ND_OP_AND_SA)
- gen_action("sop", SOP_PASS)
- },
- sop(option) {
- push_undo()
- game.cylinder[game.current] = option
- switch (option) {
- case SOP_PASS:
- goto_pass()
- break
- case SOP_2ND_LIMOP:
- goto_limop()
- break
- case SOP_2ND_LIMOP_OR_EVENT:
- goto_limop_or_event()
- break
- case SOP_2ND_OP_AND_SA:
- if (is_final_event_card())
- goto_limop()
- else
- goto_op_and_sa()
- break
- }
- },
-}
+function end_card() {
+ adjust_eligibility(GOVT)
+ adjust_eligibility(FARC)
+ adjust_eligibility(AUC)
+ adjust_eligibility(CARTELS)
+ game.marked = 0
-function goto_limop_or_event() {
- game.state = "limop_or_event"
+ while (game.deck[0] === PROPAGANDA && game.deck[1] === PROPAGANDA) {
+ log_h1("C73")
+ log("Skipped.")
+ array_remove(game.deck, 0)
+ }
+
+ clear_undo()
+ array_remove(game.deck, 0)
+ goto_card()
}
-states.limop_or_event = {
- prompt() {
- view.prompt = `${data.card_title[this_card()]}: Event or Limited Operation?`
- view.actions.event = 1
- view.actions.limop = 1
- },
- event() {
- goto_event()
- },
- limop() {
- goto_limop()
+function goto_eligible(limited) {
+ game.current = next_eligible_faction()
+ if (game.current === null) {
+ end_card()
+ } else {
+ game.state = "eligible"
+ game.op = {
+ limited: 0,
+ free: 0,
+ ship: 1,
+ spaces: [],
+ pieces: [],
+ }
+ if (is_final_event_card() || did_option(SOP_1ST_OP_ONLY) || did_option(SOP_1ST_OP_AND_SA)) {
+ game.op.limited = 1
+ game.sa = 0
+ } else {
+ game.sa = 1
+ }
}
}
-function can_ship() {
- return game.op.ship && is_any_shipment_held()
+states.eligible = {
+ disable_negotiation: true,
+ prompt() {
+ if (did_option(SOP_1ST_OP_ONLY)) {
+ view.prompt = `${data.card_title[this_card()]}: Limited Operation.`
+ gen_any_operation()
+ } else if (did_option(SOP_1ST_OP_AND_SA)) {
+ view.prompt = `${data.card_title[this_card()]}: Limited Operation or Event.`
+ gen_any_operation()
+ gen_any_event()
+ } else if (did_option(SOP_1ST_EVENT)) {
+ view.prompt = `${data.card_title[this_card()]}: Operation.`
+ gen_any_operation()
+ } else {
+ view.prompt = `${data.card_title[this_card()]}: Operation or Event.`
+ gen_any_operation()
+ gen_any_event()
+ }
+ view.actions.pass = 1
+ },
+ train: goto_train,
+ patrol: goto_patrol,
+ sweep: goto_sweep,
+ assault: goto_assault,
+ rally: goto_rally,
+ march: goto_march,
+ attack: goto_attack,
+ terror: goto_terror,
+ event() { execute_event(0) },
+ unshaded() { execute_event(0) },
+ shaded() { execute_event(1) },
+ pass: goto_pass,
}
function end_operation() {
- if (can_ship()) {
+ if (game.op.ship && is_any_shipment_held())
push_undo()
game.state = "ship"
} else {
@@ -2044,9 +2005,9 @@ function end_operation() {
}
}
-// === PASS ===
-
function goto_pass() {
+ push_undo()
+ game.cylinder[game.current] = SOP_PASS
log_h2(faction_name[game.current] + " - Pass")
game.state = "pass"
}
@@ -2067,120 +2028,33 @@ states.pass = {
// === OPERATIONS ===
-function goto_op_only() {
- log_h2(faction_name[game.current] + " - Op Only")
- goto_operation(0, 0, 0, 1)
-}
-
-function goto_op_and_sa() {
- log_h2(faction_name[game.current] + " - Op + Special")
- goto_operation(0, 0, 1, 0)
-}
-
-function goto_limop() {
- log_h2(faction_name[game.current] + " - LimOp")
- goto_operation(0, 1, 0, 1)
-}
-
-function goto_ship_limop() {
- log_h2(faction_name[game.current] + " - Ship")
- goto_operation(1, 1, 0, 0)
-}
-
-function goto_operation(free, limited, special, ship) {
- game.state = "op"
- game.op = {
- free,
- limited,
- ship,
- spaces: [],
- targeted: 0,
- pieces: 0,
- count: 0,
+function gen_any_operation() {
+ if (game.current === GOVT) {
+ view.actions.train = 1
+ view.actions.patrol = 1
+ if (is_final_event_card())
+ view.actions.sweep = 0
+ else
+ view.actions.sweep = 1
+ view.actions.assault = 1
+ } else {
+ view.actions.rally = 1
+ if (is_final_event_card())
+ view.actions.march = 0
+ else
+ view.actions.march = 1
+ view.actions.attack = 1
+ view.actions.terror = 1
}
- game.sa = special
}
-function init_free_operation(state) {
- goto_operation(1, 0, 0, 0)
- game.state = state
-}
-
-states.op = {
- prompt() {
- view.prompt = "Choose an Operation."
- if (game.current === GOVT) {
- view.actions.train = 1
- view.actions.patrol = 1
- if (is_final_event_card())
- view.actions.sweep = 0
- else
- view.actions.sweep = 1
- view.actions.assault = 1
- } else {
- view.actions.rally = 1
- if (is_final_event_card())
- view.actions.march = 0
- else
- view.actions.march = 1
- view.actions.attack = 1
- view.actions.terror = 1
- }
- },
-
- train() {
- push_undo()
- log_h3("Train")
- game.state = "train"
- },
- patrol() {
- push_undo()
- log_h3("Patrol")
- goto_patrol1()
- },
- sweep() {
- push_undo()
- log_h3("Sweep")
- game.state = "sweep"
- if (has_shaded_capability(CAP_OSPINA))
- game.op.limited = 1
- },
- assault() {
- push_undo()
- log_h3("Assault")
- game.state = "assault"
- if (has_shaded_capability(CAP_TAPIAS))
- game.op.limited = 1
- },
-
- rally() {
- push_undo()
- log_h3("Rally")
- game.state = "rally"
- },
- march() {
- push_undo()
- log_h3("March")
- game.state = "march"
- game.op.pieces = []
- },
- attack() {
- push_undo()
- log_h3("Attack")
- game.state = "attack"
- },
- terror() {
- push_undo()
- log_h3("Terror")
- game.state = "terror"
- },
-}
-
-function gen_operation_common() {
- if (game.op.spaces.length > 0)
- view.actions.end_operation = 1
- else
- view.actions.end_operation = 0
+function gen_any_event() {
+ if (set_has(single_events, this_card())) {
+ view.actions.event = 1
+ } else {
+ view.actions.unshaded = 1
+ view.actions.shaded = 1
+ }
}
function can_select_op_space(cost) {
@@ -2201,6 +2075,19 @@ function select_op_space(s, cost) {
game.resources[game.current] -= cost
}
+function init_free_operation(state) {
+ game.state = state
+ game.op = {
+ free,
+ limited,
+ ship,
+ spaces: [],
+ targeted: 0,
+ pieces: 0,
+ count: 0,
+ }
+}
+
// OPERATION: TRAIN
function vm_free_train() {
@@ -2215,6 +2102,13 @@ function vm_free_train() {
game.state = "train_base_or_civic"
}
+function goto_train() {
+ push_undo()
+ move_cylinder_to_operation()
+ log_h3("Train")
+ game.state = "train"
+}
+
function can_govt_train_place(s) {
return is_city(s) || has_piece(s, GOVT, BASE)
}
@@ -2312,7 +2206,7 @@ states.train_base_or_civic = {
view.actions.civic = 0
if (game.op.spaces.length > 0)
- view.actions.end_operation = 1
+ view.actions.end_train = 1
},
base() {
push_undo()
@@ -2324,7 +2218,7 @@ states.train_base_or_civic = {
game.state = "train_civic"
game.op.where = -1
},
- end_operation,
+ end_train: end_operation,
}
states.train_base = {
@@ -2338,7 +2232,7 @@ states.train_base = {
} else {
if (game.op.count < 0) {
view.prompt = `Train: All done.`
- view.actions.end_operation = 1
+ view.actions.end_train = 1
} else if (game.op.count > 0) {
view.prompt = `Train: ${game.op.count} cubes with a Base.`
gen_piece_in_space(game.op.where, GOVT, POLICE)
@@ -2363,7 +2257,7 @@ states.train_base = {
--game.op.count
update_control()
},
- end_operation,
+ end_train: end_operation,
}
states.train_civic = {
@@ -2385,7 +2279,7 @@ states.train_civic = {
} else {
view.prompt = `Train: All done.`
}
- view.actions.end_operation = 1
+ view.actions.end_train = 1
}
},
space(s) {
@@ -2393,11 +2287,18 @@ states.train_civic = {
add_resources(game.current, -3)
game.support[game.op.where] += 1
},
- end_operation,
+ end_train: end_operation,
}
// OPERATION: PATROL
+function goto_patrol() {
+ push_undo()
+ move_cylinder_to_operation()
+ log_h3("Patrol")
+ goto_patrol1()
+}
+
function goto_patrol1() {
if (!game.op.free && game.resources[GOVT] < 3)
game.state = "patrol_pay"
@@ -2424,14 +2325,13 @@ function goto_patrol2() {
else
game.state = "patrol"
game.op.who = -1
- game.op.pieces = []
}
states.patrol_limop = {
prompt() {
view.prompt = "Patrol: Select destination City or LoC."
- gen_any_govt_special()
+ gen_govt_special_activity()
// TODO: check that destination can be reached by any cubes
for (let s = first_city; s <= last_city; ++s)
@@ -2442,7 +2342,7 @@ states.patrol_limop = {
space(s) {
push_undo()
- logi(`S${s}.`)
+ log(`S${s}.`)
select_op_space(s, 0)
@@ -2481,7 +2381,7 @@ states.patrol_limop_move = {
view.prompt = `Patrol: Move cubes to ${space_name[game.op.where]}.`
view.where = game.op.where
- gen_any_govt_special()
+ gen_govt_special_activity()
gen_patrol_move_limop(game.op.where)
@@ -2521,22 +2421,22 @@ states.patrol = {
view.prompt = "Patrol: Move cubes into or along LoCs and Cities."
view.who = game.op.who
- gen_any_govt_special()
+ gen_govt_special_activity()
if (game.op.who < 0) {
for_each_piece(GOVT, TROOPS, p => {
- if (game.pieces[p] >= 0 && !set_has(game.op.pieces, p))
+ if (piece_space(p) >= 0 && !set_has(game.op.pieces, p))
gen_action_piece(p)
})
for_each_piece(GOVT, POLICE, p => {
- if (game.pieces[p] >= 0 && !set_has(game.op.pieces, p))
+ if (piece_space(p) >= 0 && !set_has(game.op.pieces, p))
gen_action_piece(p)
})
} else {
gen_action_piece(game.op.who)
- gen_patrol_move(game.pieces[game.op.who])
- let from = game.pieces[game.op.who]
+ gen_patrol_move(piece_space(game.op.who))
+ let from = piece_space(game.op.who)
for (let to of data.spaces[from].adjacent) {
if (is_city_or_loc(to))
gen_action_space(to)
@@ -2581,7 +2481,7 @@ states.patrol_activate = {
prompt() {
view.prompt = "Patrol: Activate 1 Guerrilla for each cube in LoCs."
- gen_any_govt_special()
+ gen_govt_special_activity()
// for each cube in each loc, activate 1 guerrilla
for (let s = first_loc; s <= last_loc; ++s) {
@@ -2599,7 +2499,7 @@ states.patrol_activate = {
view.actions.next = 0
},
piece(p) {
- let s = game.pieces[p]
+ let s = piece_space(p)
game.op.targeted |= target_faction(p)
set_active(p)
game.op.count[s - first_loc]--
@@ -2634,7 +2534,7 @@ function end_patrol_assault_space() {
states.patrol_assault = {
prompt() {
- gen_any_govt_special()
+ gen_govt_special_activity()
view.actions.next = 1
@@ -2680,7 +2580,7 @@ states.patrol_assault_space = {
view.prompt = `Patrol: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.`
view.where = game.op.where
- gen_any_govt_special()
+ gen_govt_special_activity()
if (game.op.count > 0) {
gen_exposed_piece(game.op.where, FARC)
@@ -2713,13 +2613,22 @@ states.patrol_assault_space = {
states.patrol_done = {
prompt() {
view.prompt = "Patrol: All done."
- view.actions.end_operation = 1
+ view.actions.end_patrol = 1
},
- end_operation,
+ end_patrol: end_operation,
}
// OPERATION: SWEEP
+function goto_sweep() {
+ push_undo()
+ move_cylinder_to_operation()
+ log_h3("Sweep")
+ game.state = "sweep"
+ if (has_shaded_capability(CAP_OSPINA))
+ game.op.limited = 1
+}
+
function vm_free_sweep() {
init_free_operation("sweep_activate")
game.op.where = game.vm.s
@@ -2761,6 +2670,7 @@ function can_sweep_move(here) {
}
function gen_sweep_move(here) {
+ // TODO: only unmoved pieces (can't move twice)
for (let next of data.spaces[here].adjacent) {
if (game.op.ndsc)
gen_piece_in_space(next, GOVT, POLICE)
@@ -2781,7 +2691,7 @@ states.sweep = {
prompt() {
view.prompt = "Sweep: Select Cities and Departments."
- gen_any_govt_special()
+ gen_govt_special_activity()
let cost = 3
if (has_capability(CAP_OSPINA))
@@ -2801,12 +2711,15 @@ states.sweep = {
if (!view.actions.space)
view.prompt = "Sweep: All done."
- gen_operation_common()
+ if (game.op.spaces.length > 0)
+ view.actions.end_sweep = 1
+ else
+ view.actions.end_sweep = 0
},
space(s) {
push_undo()
- logi(`S${s}.`)
+ log(`S${s}.`)
select_op_space(s, 3)
@@ -2816,7 +2729,7 @@ states.sweep = {
if (has_capability(CAP_NDSC))
game.op.ndsc = 1
},
- end_operation,
+ end_sweep: end_operation,
}
states.sweep_move = {
@@ -2824,11 +2737,12 @@ states.sweep_move = {
view.prompt = `Sweep: Move Troops into ${space_name[game.op.where]}.`
view.where = game.op.where
- gen_any_govt_special()
+ gen_govt_special_activity()
gen_sweep_move(game.op.where)
view.actions.next = 1
+ view.actions.end_sweep = 0
},
piece(p) {
place_piece(p, game.op.where)
@@ -2880,7 +2794,7 @@ states.sweep_activate = {
view.prompt = `Sweep: Activate ${game.op.count} Guerrillas in ${space_name[game.op.where]}.`
view.where = game.op.where
- gen_any_govt_special()
+ gen_govt_special_activity()
if (game.op.faction === FARC) {
gen_underground_guerrillas(game.op.where, FARC)
@@ -2897,6 +2811,7 @@ states.sweep_activate = {
view.actions.next = 1
else
view.actions.next = 0
+ view.actions.end_sweep = 0
},
piece(p) {
game.op.targeted |= target_faction(p)
@@ -2919,6 +2834,15 @@ function do_sweep_next() {
// OPERATION: ASSAULT
+function goto_assault() {
+ push_undo()
+ move_cylinder_to_operation()
+ log_h3("Assault")
+ game.state = "assault"
+ if (has_shaded_capability(CAP_TAPIAS))
+ game.op.limited = 1
+}
+
function vm_free_assault() {
init_free_operation("assault_space")
game.op.where = game.vm.s
@@ -3036,7 +2960,7 @@ states.assault = {
prompt() {
view.prompt = "Assault: Select space to eliminate enemy forces."
- gen_any_govt_special()
+ gen_govt_special_activity()
let cost = 3
if (has_capability(CAP_TAPIAS))
@@ -3054,12 +2978,15 @@ states.assault = {
if (!view.actions.space)
view.prompt = "Assault: All done."
- gen_operation_common()
+ if (game.op.spaces.length > 0)
+ view.actions.end_assault = 1
+ else
+ view.actions.end_assault = 0
},
space(s) {
push_undo()
- logi(`S${s}.`)
+ log(`S${s}.`)
select_op_space(s, 3)
@@ -3067,7 +2994,7 @@ states.assault = {
game.op.where = s
game.op.count = assault_kill_count(s, game.op.faction)
},
- end_operation,
+ end_assault: end_operation,
}
states.assault_space = {
@@ -3075,7 +3002,7 @@ states.assault_space = {
view.prompt = `Assault: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.`
view.where = game.op.where
- gen_any_govt_special()
+ gen_govt_special_activity()
if (game.faction === FARC) {
gen_exposed_piece(game.op.where, FARC)
@@ -3094,6 +3021,7 @@ states.assault_space = {
view.actions.next = 1
else
view.actions.next = 0
+ view.actions.end_assault = 0
},
piece(p) {
game.op.targeted |= target_faction(p)
@@ -3117,6 +3045,13 @@ states.assault_space = {
// OPERATION: RALLY
+function goto_rally() {
+ push_undo()
+ move_cylinder_to_operation()
+ log_h3("Rally")
+ game.state = "rally"
+}
+
function vm_free_rally() {
init_free_operation("rally_space")
game.op.where = game.vm.s
@@ -3176,12 +3111,15 @@ states.rally = {
if (!view.actions.space)
view.prompt = "Rally: All done."
- gen_operation_common()
+ if (game.op.spaces.length > 0)
+ view.actions.end_rally = 1
+ else
+ view.actions.end_rally = 0
},
space(s) {
push_undo()
- logi(`S${s}.`)
+ log(`S${s}.`)
select_op_space(s, 1)
@@ -3189,7 +3127,7 @@ states.rally = {
game.op.where = s
game.op.count = rally_count()
},
- end_operation,
+ end_rally: end_operation,
}
states.rally_space = {
@@ -3210,6 +3148,7 @@ states.rally_space = {
}
view.actions.next = 1
+ view.actions.end_rally = 0
if (game.op.count > 0)
gen_place_piece(game.op.where, game.current, GUERRILLA)
@@ -3222,13 +3161,13 @@ states.rally_space = {
},
base() {
push_undo()
- logi("Base.")
+ log("Base.")
game.state = "rally_base"
game.op.count = 2
},
move() {
push_undo()
- logi("Moved.")
+ log("Moved.")
game.state = "rally_move"
game.op.count = 0
},
@@ -3255,6 +3194,7 @@ states.rally_base = {
view.prompt = `Rally: Place a Base.`
gen_place_piece(game.op.where, game.current, BASE)
}
+ view.actions.end_rally = 0
},
piece(p) {
if (game.op.count > 0) {
@@ -3276,11 +3216,12 @@ states.rally_move = {
view.prompt = `Rally: Move any Guerrillas to ${space_name[game.op.where]} then flip all Underground.`
for_each_piece(game.current, GUERRILLA, p => {
- if (game.pieces[p] !== game.op.where && game.pieces[p] >= 0)
+ if (piece_space(p) !== game.op.where && piece_space(p) >= 0)
gen_action_piece(p)
})
view.actions.flip = 1
+ view.actions.end_rally = 0
},
piece(p) {
move_piece(p, game.op.where)
@@ -3289,10 +3230,10 @@ states.rally_move = {
},
flip() {
push_undo()
- logi("Moved " + game.op.count + ".")
- logi("Flipped.")
+ log("Moved " + game.op.count + ".")
+ log("Flipped.")
for_each_piece(game.current, GUERRILLA, p => {
- if (game.pieces[p] === game.op.where)
+ if (piece_space(p) === game.op.where)
set_underground(p)
})
resume_rally()
@@ -3301,6 +3242,14 @@ states.rally_move = {
// OPERATION: MARCH
+function goto_march() {
+ push_undo()
+ move_cylinder_to_operation()
+ log_h3("March")
+ game.state = "march"
+ game.op.pieces = []
+}
+
function vm_free_march() {
init_free_operation("march")
game.op.pieces = []
@@ -3348,12 +3297,15 @@ states.march = {
if (!view.actions.space)
view.prompt = "March: All done."
- gen_operation_common()
+ if (game.op.spaces.length > 0)
+ view.actions.end_march = 1
+ else
+ view.actions.end_march = 0
},
space(s) {
push_undo()
- logi(`S${s}.`)
+ log(`S${s}.`)
// remember destinations
if (game.vm)
@@ -3368,7 +3320,7 @@ states.march = {
game.op.where = s
game.op.march = []
},
- end_operation,
+ end_march: end_operation,
}
function may_activate_marching_guerrillas() {
@@ -3404,7 +3356,7 @@ states.march_move = {
if (set_has(game.op.pieces, p))
return // continue
- let s = game.pieces[p]
+ let s = piece_space(p)
if (s > 0)
if (is_adjacent(game.op.where, s))
gen_action_piece(p)
@@ -3412,9 +3364,12 @@ states.march_move = {
if (game.op.march.length > 0)
view.actions.next = 1
+ else
+ view.actions.next = 0
+ view.actions.end_march = 0
},
piece(p) {
- let from = game.pieces[p]
+ let from = piece_space(p)
let group = map_get(game.op.march, from, null)
if (!group)
group = []
@@ -3438,6 +3393,13 @@ states.march_move = {
// OPERATION: ATTACK
+function goto_attack() {
+ push_undo()
+ move_cylinder_to_operation()
+ log_h3("Attack")
+ game.state = "attack"
+}
+
function vm_free_attack() {
init_free_operation("attack")
do_attack_space(game.vm.s)
@@ -3465,17 +3427,20 @@ states.attack = {
if (!view.actions.space)
view.prompt = "Attack: All done."
- gen_operation_common()
+ if (game.op.spaces.length > 0)
+ view.actions.end_attack = 1
+ else
+ view.actions.end_attack = 0
},
space(s) {
push_undo()
- do_attack_space()
+ do_attack_space(s)
},
- end_operation,
+ end_attack: end_operation,
}
function do_attack_space(s) {
- logi(`Attack in S${s}.`)
+ log(`Attack in S${s}.`)
select_op_space(s, 1)
@@ -3488,6 +3453,7 @@ states.attack_space = {
view.prompt = `Attack in ${space_name[game.op.where]}.`
view.where = game.op.where
view.actions.resolve = 1
+ view.actions.end_attack = 0
// Ambush activity modifies Attack action intead of being a stand-alone activity.
if (game.sa) {
@@ -3502,7 +3468,7 @@ states.attack_space = {
clear_undo()
for_each_piece(game.current, GUERRILLA, p => {
- if (game.pieces[p] === game.op.where)
+ if (piece_space(p) === game.op.where)
if (is_underground(p))
set_active(p)
})
@@ -3534,6 +3500,7 @@ states.attack_place = {
view.prompt = `Attack in ${space_name[game.op.where]}: Place a Guerrilla.`
view.where = game.op.where
gen_place_piece(game.op.where, game.current, GUERRILLA)
+ view.actions.end_attack = 0
},
piece(p) {
place_piece(p, game.op.where)
@@ -3560,6 +3527,7 @@ states.attack_remove = {
view.actions.next = 1
else
view.actions.next = 0
+ view.actions.end_attack = 0
},
piece(p) {
game.op.targeted |= target_faction(p)
@@ -3580,6 +3548,13 @@ states.attack_remove = {
// OPERATION: TERROR
+function goto_terror() {
+ push_undo()
+ move_cylinder_to_operation()
+ log_h3("Terror")
+ game.state = "terror"
+}
+
function vm_free_terror() {
init_free_operation("terror")
do_terror_space(game.vm.s)
@@ -3629,8 +3604,12 @@ states.terror = {
view.actions.next = 1
else
view.actions.next = 0
+ view.actions.end_terror = 0
} else {
- gen_operation_common()
+ if (game.op.spaces.length > 0)
+ view.actions.end_terror = 1
+ else
+ view.actions.end_terror = 0
}
},
space(s) {
@@ -3638,7 +3617,7 @@ states.terror = {
do_terror_space(s)
},
next: do_terror_aid,
- end_operation,
+ end_terror: end_operation,
}
function do_terror_space(s) {
@@ -3657,6 +3636,7 @@ states.terror_space = {
view.prompt = "Terror: Activate an Underground Guerrilla."
view.where = game.op.where
gen_underground_guerrillas(game.op.where, game.current)
+ view.actions.end_terror = 0
},
piece(p) {
do_terror_piece(p)
@@ -3704,6 +3684,7 @@ states.terror_aid = {
let n = (game.op.spaces.length >= 2) ? -5 : -3
view.prompt = `Terror: Aid Cut by ${n}.`
view.actions.aid = 1
+ view.actions.end_terror = 0
},
aid() {
let n = (game.op.spaces.length >= 2) ? -5 : -3
@@ -3724,6 +3705,7 @@ states.vm_terror_aid_cut = {
let n = (game.vm.m >= 2) ? -5 : -3
view.prompt = `Terror: Aid Cut by ${n}.`
view.actions.aid = 1
+ view.actions.end_terror = 0
},
aid() {
let n = (game.vm.m >= 2) ? -5 : -3
@@ -3755,7 +3737,7 @@ function gen_special(faction, action, disable = false) {
}
}
-function gen_any_govt_special() {
+function gen_govt_special_activity() {
if (game.sa) {
view.actions.air_lift = 1
view.actions.eradicate = 1
@@ -3773,6 +3755,7 @@ function end_special_activity() {
}
game.state = game.sa.save
game.sa = 0
+ transfer_or_remove_shipments()
}
// SPECIAL ACTIVITY: AIR LIFT
@@ -3781,10 +3764,9 @@ function vm_free_air_lift() {
goto_air_lift()
}
-// TODO: from or to first?
-
function goto_air_lift() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Air Lift")
game.sa = {
save: game.state,
@@ -3838,15 +3820,16 @@ states.air_lift_move = {
view.prompt = `Air Lift: Move up to ${game.sa.count} Troops from ${space_name[game.sa.from]} to ${space_name[game.sa.to]}.`
view.where = game.sa.to
gen_piece_in_space(game.sa.from, GOVT, TROOPS)
- view.actions.end_activity = 1
+ view.actions.end_air_lift = 1
},
piece(p) {
+ push_undo()
move_piece(p, game.sa.to)
update_control()
if (--game.sa.count === 0 || count_cubes(game.sa.from) === 0)
end_special_activity()
},
- end_activity() {
+ end_air_lift() {
push_undo()
end_special_activity()
},
@@ -3860,6 +3843,7 @@ function vm_free_air_strike() {
function goto_air_strike() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Air Strike")
game.sa = { save: game.state }
game.state = "air_strike"
@@ -3878,12 +3862,11 @@ states.air_strike = {
}
},
piece(p) {
- let s = game.pieces[p]
+ let s = piece_space(p)
log(`Air Strike in S${s}.`)
remove_piece(p)
update_control()
end_special_activity()
- transfer_or_remove_shipments()
}
}
@@ -3895,6 +3878,7 @@ function vm_free_eradicate() {
function goto_eradicate() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Eradicate")
game.sa = {
save: game.state,
@@ -3909,7 +3893,8 @@ states.eradicate_aid = {
view.actions.aid = 1
},
aid() {
- logi("+4 Aid.")
+ push_undo()
+ log("+4 Aid.")
add_aid(4)
game.state = "eradicate"
}
@@ -3997,7 +3982,7 @@ states.eradicate_shift = {
update_control()
end_special_activity()
},
- end_activity() {
+ end_special_activity() {
end_special_activity()
},
}
@@ -4012,6 +3997,7 @@ function vm_free_ambush() {
function goto_ambush() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Ambush")
game.state = "ambush"
game.sa = 0
@@ -4032,6 +4018,7 @@ states.ambush = {
function goto_extort() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Extort")
game.sa = {
save: game.state,
@@ -4061,7 +4048,7 @@ states.extort = {
gen_underground_guerrillas(game.sa.where, game.current)
}
- view.actions.end_activity = 1
+ view.actions.end_extort = 1
},
piece(p) {
set_active(p)
@@ -4072,9 +4059,9 @@ states.extort = {
push_undo()
game.sa.where = s
set_add(game.sa.spaces, s)
- logi(`S${s}.`)
+ log(`S${s}.`)
},
- end_activity() {
+ end_extort() {
push_undo()
end_special_activity()
},
@@ -4084,6 +4071,7 @@ states.extort = {
function goto_kidnap() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Kidnap")
game.sa = {
kidnap: 1,
@@ -4137,16 +4125,16 @@ states.kidnap = {
}
}
- view.actions.end_activity = 1
+ view.actions.end_kidnap = 1
},
space(s) {
push_undo()
- logi(`S${s}.`)
+ log(`S${s}.`)
set_add(game.sa.spaces, s)
game.sa.where = s
game.state = "kidnap_space"
},
- end_activity() {
+ end_kidnap() {
push_undo()
end_special_activity()
},
@@ -4261,6 +4249,7 @@ function resume_kidnap_2() {
function goto_assassinate() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Assassinate")
game.sa = {
save: game.state,
@@ -4293,16 +4282,16 @@ states.assassinate = {
}
}
- view.actions.end_activity = 1
+ view.actions.end_assassinate = 1
},
space(s) {
push_undo()
- logi(`S${s}.`)
+ log(`S${s}.`)
set_add(game.sa.spaces, s)
game.sa.where = s
game.state = "assassinate_space"
},
- end_activity() {
+ end_assassinate() {
push_undo()
end_special_activity()
},
@@ -4342,6 +4331,7 @@ states.assassinate_space = {
function goto_cultivate() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Cultivate")
game.sa = {
save: game.state,
@@ -4386,7 +4376,7 @@ states.cultivate_move = {
view.prompt = `Cultivate: Relocate Base to ${space_name[game.sa.where]}.`
view.where = game.sa.where
for_each_piece(CARTELS, BASE, p => {
- if (game.pieces[p] !== game.sa.where && game.pieces[p] >= 0)
+ if (piece_space(p) !== game.sa.where && piece_space(p) >= 0)
gen_action_piece(p)
})
},
@@ -4415,73 +4405,89 @@ function find_available_shipment() {
function goto_process() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Process")
game.sa = {
save: game.state,
- spaces: [],
- count: 0,
- where: -1,
+ count: 2,
+ shipment: -1,
}
game.state = "process"
}
-states.process = {
- prompt() {
- view.prompt = "Process: Select spaces with Base."
- for (let s = first_space; s <= last_space; ++s)
- if (!set_has(game.sa.spaces, s) && has_piece(s, CARTELS, BASE))
- gen_action_space(s)
- view.actions.end_activity = 1
- },
- space(s) {
- push_undo()
- log(`Process in S${s}.`)
- set_add(game.sa.spaces, s)
- game.sa.where = s
- game.sa.count = 2
- game.state = "process_space"
- },
- end_activity() {
- push_undo()
- end_special_activity()
- },
+function can_process() {
+ for (let s = first_space; s <= last_space; ++s)
+ if (has_cartels_base(s))
+ return true
+ return false
}
-states.process_space = {
+states.process = {
prompt() {
- view.prompt = `Process: Remove Base or place Shipment with Guerrilla in ${space_name[game.sa.where]}.`
- view.where = game.sa.where
- if (game.sa.count === 2 || game.sa.count === 0)
- gen_piece_in_space(game.sa.where, CARTELS, BASE)
+ if (game.sa.count === 2)
+ view.prompt = "Process: Place 1-2 Shipments with any Guerrillas, or remove any Cartels bases for Resources."
+ else if (game.sa.count === 1)
+ view.prompt = "Process: Place 1-2 Shipments with any Guerrillas."
+ else if (game.sa.count < 0)
+ view.prompt = "Process: Remove any Cartels bases for Resources."
+ else
+ view.prompt = "Process: All done."
+
+ if (game.sa.shipment < 0) {
+ if (game.sa.count === 2 || game.sa.count < 0) {
+ for_each_piece(CARTELS, BASE, p => {
+ if (piece_space(p) !== AVAILABLE)
+ gen_action_piece(p)
+ })
+ }
+ } else {
+ gen_action_shipment(game.sa.shipment)
+ }
+
if (game.sa.count > 0) {
- if (has_available_shipment()) {
- gen_piece_in_space(game.sa.where, CARTELS, GUERRILLA)
- gen_piece_in_space(game.sa.where, FARC, GUERRILLA)
- gen_piece_in_space(game.sa.where, AUC, GUERRILLA)
+ if (game.sa.shipment < 0) {
+ for (let sh = 0; sh < 4; ++sh)
+ if (is_shipment_available(sh))
+ gen_action_shipment(sh)
+ } else {
+ for (let s = first_space; s <= last_space; ++s) {
+ if (has_cartels_base(s)) {
+ gen_piece_in_space(s, FARC, GUERRILLA)
+ gen_piece_in_space(s, AUC, GUERRILLA)
+ gen_piece_in_space(s, CARTELS, GUERRILLA)
+ }
+ }
}
}
- view.actions.next = 1
+
+ view.actions.end_process = 1
+ },
+ shipment(sh) {
+ if (game.sa.shipment >= 0) {
+ pop_undo()
+ } else {
+ push_undo()
+ game.sa.shipment = sh
+ }
},
piece(p) {
- if (is_any_base(p)) {
- log("Removed Base.")
+ if (is_cartels_base(p)) {
+ push_undo()
add_resources(CARTELS, 3)
remove_piece(p)
update_control()
- game.sa.count = 0
- if (!has_piece(game.sa.where, CARTELS, BASE))
- game.state = "process"
+ game.sa.count = -1
} else {
log("Placed Shipment.")
- let sh = find_available_shipment()
- place_shipment(sh, p)
- if (--game.sa.count === 0 || !has_available_shipment())
- game.state = "process"
+ place_shipment(game.sa.shipment, p)
+ game.sa.shipment = -1
+ game.sa.count--
}
},
- next() {
- game.state = "process"
- }
+ end_process() {
+ push_undo()
+ end_special_activity()
+ },
}
// SPECIAL ACTIVITY: BRIBE
@@ -4495,6 +4501,7 @@ function vm_free_bribe() {
function goto_bribe() {
push_undo()
+ move_cylinder_to_special_activity()
log_h3("Bribe")
game.sa = {
save: game.state,
@@ -4526,7 +4533,7 @@ states.bribe = {
if (!set_has(game.sa.spaces, s) && has_enemy_piece(s))
gen_action_space(s)
}
- view.actions.end_activity = 1
+ view.actions.end_bribe = 1
},
space(s) {
push_undo()
@@ -4536,7 +4543,7 @@ states.bribe = {
game.sa.targeted = 0
game.state = "bribe_space"
},
- end_activity() {
+ end_bribe() {
push_undo()
end_special_activity()
},
@@ -4641,7 +4648,6 @@ states.bribe_flip = {
function goto_propaganda_card() {
game.propaganda = 1
- log_h1("C73")
goto_victory_phase()
}
@@ -4666,7 +4672,7 @@ function calc_opposition() {
function calc_bases(faction) {
let n = 0
for (let p = first_piece[faction][BASE]; p <= last_piece[faction][BASE]; ++p)
- if (game.pieces[p] !== AVAILABLE)
+ if (piece_space(p) !== AVAILABLE)
n += 1
return n
}
@@ -4906,7 +4912,7 @@ states.drug_profits = {
shipment(sh) {
push_undo()
let p = get_held_shipment_piece(sh)
- let s = game.pieces[p]
+ let s = piece_space(p)
game.transfer = s
remove_shipment(sh)
game.state = "drug_profits_space"
@@ -5326,6 +5332,8 @@ states.event_effect = {
}
function execute_event(shaded) {
+ push_undo()
+ move_cylinder_to_event()
let c = this_card()
if (shaded) {
@@ -5343,7 +5351,7 @@ function execute_event(shaded) {
// EVENT VM
function is_piece_in_event_space(p) {
- return game.pieces[p] === game.vm.s
+ return piece_space(p) === game.vm.s
}
function goto_vm(start) {
@@ -5764,7 +5772,7 @@ states.vm_remove_permanently = {
// VM: SPACE ITERATOR
function vm_set_piece_space() {
- game.vm.s = game.pieces[game.vm.p]
+ game.vm.s = piece_space(game.vm.p)
vm_next()
}
@@ -5794,6 +5802,7 @@ function vm_space() {
game.state = "vm_space"
} else {
game.vm.ss = []
+ game.vm.s = -1
vm_goto(vm_endspace, vm_space, 1, 1)
}
}
@@ -5848,6 +5857,7 @@ function vm_piece() {
game.state = "vm_piece"
} else {
game.vm.pp = []
+ game.vm.p = -1
vm_goto(vm_endpiece, vm_piece, 1, 1)
}
}
@@ -5862,7 +5872,7 @@ function can_vm_piece() {
if (n > 0 && game.vm.pp.length >= n)
return false
for (let p = all_first_piece; p <= all_last_piece; ++p)
- if (game.pieces[p] >= 0 && !set_has(game.vm.pp, p) && f(p, game.pieces[p]))
+ if (piece_space(p) >= 0 && !set_has(game.vm.pp, p) && f(p, piece_space(p)))
return true
return false
}
@@ -5877,7 +5887,7 @@ states.vm_piece = {
else
event_prompt("Select piece.")
for (let p = all_first_piece; p <= all_last_piece; ++p)
- if (game.pieces[p] >= 0 && !set_has(game.vm.pp, p) && f(p, game.pieces[p]))
+ if (piece_space(p) >= 0 && !set_has(game.vm.pp, p) && f(p, piece_space(p)))
gen_action_piece(p)
if (CODE[game.vm.pc][2])
view.actions.skip = 1
@@ -5917,7 +5927,7 @@ function can_vm_shipment() {
for (let sh = 0; sh < 4; ++sh) {
if (is_shipment_held(sh)) {
let p = get_held_shipment_piece(sh)
- if (f(p, game.pieces[p]))
+ if (f(p, piece_space(p)))
return true
}
}
@@ -5935,7 +5945,7 @@ states.vm_shipment = {
for (let sh = 0; sh < 4; ++sh) {
if (is_shipment_held(sh)) {
let p = get_held_shipment_piece(sh)
- if (f(p, game.pieces[p]))
+ if (f(p, piece_space(p)))
gen_action_shipment(sh)
}
}
@@ -5964,8 +5974,8 @@ function vm_place() {
vm_next()
}
-function can_vm_place_imp(faction, type) {
- if (type === BASE && !can_stack_base(game.vm.s))
+function can_vm_place_imp(s, faction, type) {
+ if (type === BASE && !can_stack_base(s))
return false
if (game.current === faction)
return true
@@ -5978,18 +5988,18 @@ function can_vm_place() {
if (typeof faction === "object" && typeof type === "object") {
for (let f of faction)
for (let t of type)
- if (can_vm_place_imp(f, t))
+ if (can_vm_place_imp(game.vm.s, f, t))
return true
} else if (typeof faction === "object") {
for (let f of faction)
- if (can_vm_place_imp(f, type))
+ if (can_vm_place_imp(game.vm.s, f, type))
return true
} else if (typeof type === "object") {
for (let t of type)
- if (can_vm_place_imp(faction, t))
+ if (can_vm_place_imp(game.vm.s, faction, t))
return true
} else {
- if (can_vm_place_imp(faction, type))
+ if (can_vm_place_imp(game.vm.s, faction, type))
return true
}
return false
@@ -6120,7 +6130,7 @@ states.vm_place_or_remove_insurgent_base = {
}
},
piece(p) {
- if (game.pieces[p] === AVAILABLE)
+ if (piece_space(p) === AVAILABLE)
place_piece(p, game.vm.s)
else
remove_piece(p)
@@ -6130,8 +6140,29 @@ states.vm_place_or_remove_insurgent_base = {
},
}
+function can_vm_select_shipment_or_cartels_piece_in_coastal_space() {
+ for (let s = first_space; s <= last_space; ++s) {
+ if (is_coastal_space(s)) {
+ if (has_piece(s, CARTELS, GUERRILLA))
+ return true
+ if (has_piece(s, CARTELS, BASE))
+ return true
+ for (let sh = 0; sh < 4; ++sh)
+ if (is_shipment_held_in_space(sh, s))
+ return true
+ }
+ }
+ return false
+}
+
function vm_select_shipment_or_cartels_piece_in_coastal_space() {
- game.state = "vm_select_shipment_or_cartels_piece_in_coastal_space"
+ if (can_vm_select_shipment_or_cartels_piece_in_coastal_space()) {
+ game.state = "vm_select_shipment_or_cartels_piece_in_coastal_space"
+ } else {
+ game.vm.sh = -1
+ game.vm.p = -1
+ vm_next()
+ }
}
states.vm_select_shipment_or_cartels_piece_in_coastal_space = {
@@ -6153,14 +6184,32 @@ states.vm_select_shipment_or_cartels_piece_in_coastal_space = {
vm_next()
},
shipment(sh) {
- game.vm.p = -1
game.vm.sh = sh
+ game.vm.p = -1
vm_next()
},
}
+function can_vm_select_space_or_piece() {
+ let sf = CODE[game.vm.pc][1]
+ let pf = CODE[game.vm.pc][2]
+ for (let s = first_space; s <= last_space; ++s)
+ if (sf(s))
+ return true
+ for (let p = all_first_piece; p <= all_last_piece; ++p)
+ if (piece_space(p) >= 0 && pf(p, piece_space(p)))
+ return true
+ return false
+}
+
function vm_select_space_or_piece() {
- game.state = "vm_select_space_or_piece"
+ if (can_vm_select_space_or_piece()) {
+ game.state = "vm_select_space_or_piece"
+ } else {
+ game.vm.s = -1
+ game.vm.p = -1
+ vm_next()
+ }
}
states.vm_select_space_or_piece = {
@@ -6172,31 +6221,31 @@ states.vm_select_space_or_piece = {
if (sf(s))
gen_action_space(s)
for (let p = all_first_piece; p <= all_last_piece; ++p)
- if (game.pieces[p] >= 0 && pf(p, game.pieces[p]))
+ if (piece_space(p) >= 0 && pf(p, piece_space(p)))
gen_action_piece(p)
},
space(s) {
- game.vm.p = -1
game.vm.s = s
+ game.vm.p = -1
vm_next()
},
piece(p) {
- game.vm.p = p
game.vm.s = -1
+ game.vm.p = p
vm_next()
},
}
// VM: FREE OPS/ACTIVITIES
-function vm_free_govt_activity() { game.state = "vm_free_govt_activity" }
+function vm_free_govt_special_activity() { game.state = "vm_free_govt_special_activity" }
function vm_free_train_sweep_assault() { game.state = "vm_free_train_sweep_assault" }
function vm_free_sweep_assault() { game.state = "vm_free_sweep_assault" }
function vm_free_sweep_assault_farc() { game.state = "vm_free_sweep_assault_farc" }
function vm_free_rally_attack_terror() { game.state = "vm_free_rally_attack_terror" }
function vm_free_attack_terror() { game.state = "vm_free_attack_terror" }
-states.vm_free_govt_activity = {
+states.vm_free_govt_special_activity = {
prompt() {
event_prompt(`Free Special Activity.`)
view.actions.air_lift = 1
@@ -7068,9 +7117,9 @@ const CODE = [
[ vm_return ],
// EVENT 27
[ vm_current, GOVT ],
- [ vm_free_govt_activity ],
- [ vm_free_govt_activity ],
- [ vm_free_govt_activity ],
+ [ vm_free_govt_special_activity ],
+ [ vm_free_govt_special_activity ],
+ [ vm_free_govt_special_activity ],
[ vm_return ],
// SHADED 27
[ vm_log, "Until next Propaganda, no Govt Special Activities where Guerrilla." ],
@@ -7372,7 +7421,8 @@ const CODE = [
[ vm_select_space_or_piece, (s)=>(is_opposition(s)&&is_adjacent_to_3econ_pipeline(s)), (p,s)=>(is_farc_base(p)&&is_adjacent_to_3econ_pipeline(s)) ],
[ vm_if, ()=>game.vm.p >= 0 ],
[ vm_remove ],
- [ vm_else ],
+ [ vm_endif ],
+ [ vm_if, ()=>game.vm.s >= 0 ],
[ vm_shift_support ],
[ vm_endif ],
[ vm_return ],
@@ -7653,7 +7703,8 @@ const CODE = [
[ vm_piece, 0, 0, 1, (p,s)=>is_coastal_space(s) && is_cartels_piece(p) ],
[ vm_remove ],
[ vm_endpiece ],
- [ vm_else ],
+ [ vm_endif ],
+ [ vm_if, ()=>game.vm.sh >= 0 ],
[ vm_remove_shipment ],
[ vm_shipment, 0, 1, 1, (p,s)=>is_coastal_space(s) ],
[ vm_remove_shipment ],
@@ -7744,5 +7795,5 @@ const CODE = [
[ vm_endwhile ],
[ vm_return ],
]
-const UCODE = [0,1,7,13,19,29,65,79,85,92,98,104,110,116,122,139,146,153,159,166,176,189,199,206,222,236,248,258,266,279,293,303,314,320,332,341,354,364,377,389,402,424,436,445,459,469,480,497,519,531,540,557,571,582,598,612,626,635,650,663,683,698,709,717,729,743,748,756,761,780,809,823,836]
-const SCODE = [0,4,10,16,24,59,70,82,90,95,101,107,113,119,130,142,151,156,162,0,183,194,203,215,227,242,253,263,272,287,300,310,318,326,334,349,0,369,383,394,409,431,441,453,464,473,0,504,527,535,551,566,575,0,0,621,628,642,655,671,690,705,713,0,734,0,752,758,775,0,814,830,843]
+const UCODE = [0,1,7,13,19,29,65,79,85,92,98,104,110,116,122,139,146,153,159,166,176,189,199,206,222,236,248,258,266,279,293,303,314,320,332,341,354,364,377,389,402,424,436,445,459,469,480,497,519,532,541,558,572,583,599,613,627,636,651,664,684,699,710,718,730,744,749,757,762,782,811,825,838]
+const SCODE = [0,4,10,16,24,59,70,82,90,95,101,107,113,119,130,142,151,156,162,0,183,194,203,215,227,242,253,263,272,287,300,310,318,326,334,349,0,369,383,394,409,431,441,453,464,473,0,504,528,536,552,567,576,0,0,622,629,643,656,672,691,706,714,0,735,0,753,759,777,0,816,832,845]