"use strict" // TODO: if Assault and no valid assault targets, only allow air lift to enable Assault // TODO: can_...operation - for space = ... check them all / can_rally - check that it is dept/city etc const AUTOMATIC = true const PATROL_RESET = false // reset Patrol per-cube undo states after hitting "Next" let states = {} let game = null let view = null const data = require("./data.js") // Role names const NAME_GOVT = "Government" const NAME_FARC = "FARC" const NAME_AUC = "AUC" const NAME_CARTELS = "Cartels" const NAME_GOVT_AUC = "Government + AUC" const NAME_FARC_CARTELS = "FARC + Cartels" const NAME_AUC_CARTELS = "AUC + Cartels" const NAME_SOLO = "Solo" const CAP_1ST_DIV = 0 const CAP_OSPINA = 1 const CAP_TAPIAS = 2 const CAP_7TH_SF = 3 const CAP_MTN_BNS = 4 const CAP_BLACK_HAWKS = 5 const CAP_NDSC = 6 const CAP_METEORO = 7 const S_CAP_1ST_DIV = 8 const S_CAP_OSPINA = 9 const S_CAP_TAPIAS = 10 const S_CAP_7TH_SF = 11 const S_CAP_MTN_BNS = 12 const S_CAP_BLACK_HAWKS = 13 const S_CAP_NDSC = 14 const S_CAP_METEORO = 15 const EVT_SUCUMBIOS = 16 const EVT_DARIEN = 17 const MOM_PLAN_COLOMBIA = 0 const MOM_MADRID_DONORS = 1 const MOM_ALFONSO_CANO = 2 const MOM_MISIL_ANTIAEREO = 3 const MOM_MEXICAN_TRAFFICKERS = 4 const MOM_SENADO_FARC = 5 const MOM_SENADO_AUC = 6 const MOM_SENADO_CARTELS = 7 const PROPAGANDA = 73 // Events with no shaded/unshaded variants const single_events = [ 19, 36, 46, 53, 54, 63, 65, 69 ] const faction_name = [ "Government", "FARC", "AUC", "Cartels" ] // Factions const GOVT = 0 const FARC = 1 const AUC = 2 const CARTELS = 3 // Pieces const BASE = 0 const GUERRILLA = 1 const TROOPS = 2 const POLICE = 3 // Faction lists const FARC_AUC_CARTELS = [ FARC, AUC, CARTELS ] const GOVT_AUC_CARTELS = [ GOVT, AUC, CARTELS ] const GOVT_FARC_CARTELS = [ GOVT, FARC, CARTELS ] const GOVT_FARC_AUC = [ GOVT, FARC, AUC ] const FARC_AUC = [ FARC, AUC ] // Piece type lists const ANY_PIECE = [ BASE, GUERRILLA, TROOPS, POLICE ] const BASE_GUERRILLA = [ BASE, GUERRILLA ] const piece_type_name = [ "Base", "Guerrilla", "Troops", "Police" ] const piece_faction_type_name = [ [ "Govt Base", null, "Troops", "Police" ], [ "FARC Base", "FARC Guerrilla" ], [ "AUC Base", "AUC Guerrilla" ], [ "Cartels Base", "Cartels Guerrilla" ], ] const space_name = data.space_name const first_piece = data.first_piece const last_piece = data.last_piece const all_first_piece = 0 const all_last_piece = 152 const first_space = data.first_space const last_space = data.last_space const first_pop = data.first_pop const first_city = data.first_city const last_city = data.last_city const first_dept = data.first_dept const last_pop = data.last_pop const last_dept = data.last_dept const first_loc = data.first_loc const last_loc = data.last_loc const path_seen = new Array(last_space+1).fill(0) // Sequence of Play options const ELIGIBLE = 0 const SOP_1ST_OP_ONLY = 1 const SOP_2ND_LIMOP = 2 const SOP_1ST_OP_AND_SA = 3 const SOP_2ND_LIMOP_OR_EVENT = 4 const SOP_1ST_EVENT = 5 const SOP_2ND_OP_AND_SA = 6 const SOP_PASS = 7 const INELIGIBLE = 8 // Support const ACTIVE_SUPPORT = 2 const PASSIVE_SUPPORT = 1 const NEUTRAL = 0 const PASSIVE_OPPOSITION = -1 const ACTIVE_OPPOSITION = -2 const support_level_name = { [-2]: "Active Opposition", [-1]: "Passive Opposition", [0]: "Neutral", [1]: "Passive Support", [2]: "Active Support" } const SAMPER = 1 const PASTRANA = 2 const URIBE = 3 const AVAILABLE = -1 const OUT_OF_PLAY = -2 // Cities const BOGOTA = 0 const CALI = 1 const MEDELLIN = 2 const BUCARAMANGA = 3 const IBAGUE = 4 const SANTA_MARTA = 5 const CARTAGENA = 6 const CUCUTA = 7 const NEIVA = 8 const PASTO = 9 const SINCELEJO = 10 // 1+ Pop Depts const ATLANTICO = 11 const CHOCO = 12 const NARINO = 13 const META_WEST = 14 const GUAVIARE = 15 const PUTUMAYO = 16 const CESAR = 17 const ANTIOQUIA = 18 const SANTANDER = 19 const HUILA = 20 const ARAUCA = 21 const META_EAST = 22 // 0 Pop Depts const VICHADA = 23 const GUAINIA = 24 const VAUPES = 25 const AMAZONAS = 26 // Foreign Countries const ECUADOR = 27 const PANAMA = 28 // LoCs const AYACUCHO_CUCUTA_LOC = data.space_name.indexOf("Ayacucho-Cúcuta LoC") const ARAUCA_CUCUTA_LOC = data.space_name.indexOf("Arauco-Cúcuta LoC") const PASTO_TUMACO_LOC = data.space_name.indexOf("Pasto-Tumaco LoC") const BEUNAVENTURA_CALI_LOC = data.space_name.indexOf("Buenaventura-Cali LoC") const CARTAGENA_SINCELEJO_LOC = data.space_name.indexOf("Cartagena-Sincelejo LoC") const CARTAGENA_SANTA_MARTA_LOC = data.space_name.indexOf("Cartagena-Santa Marta LoC") exports.roles = function (scenario, options) { let n = parseInt(options.players) || 4 if (n === 1) return [ NAME_SOLO ] if (n === 2) return [ NAME_GOVT_AUC, NAME_FARC_CARTELS ] if (n === 3) return [ NAME_GOVT, NAME_FARC, NAME_AUC_CARTELS ] return [ NAME_GOVT, NAME_FARC, NAME_AUC, NAME_CARTELS ] } exports.scenarios = [ "Standard", "Short", "Quick", ] function load_game(state) { game = state } function save_game() { if (game.scenario === 4) { if (game.current === GOVT) game.active = NAME_GOVT if (game.current === FARC) game.active = NAME_FARC if (game.current === AUC) game.active = NAME_AUC if (game.current === CARTELS) game.active = NAME_CARTELS } if (game.scenario === 3) { if (game.current === GOVT) game.active = NAME_GOVT if (game.current === FARC) game.active = NAME_FARC if (game.current === AUC || game.current === CARTELS) game.active = NAME_AUC_CARTELS } if (game.scenario === 2) { if (game.current === GOVT || game.current === AUC) game.active = NAME_GOVT_AUC if (game.current === FARC || game.current === CARTELS) game.active = NAME_FARC_CARTELS } if (game.scenario === 1) game.active = NAME_SOLO return game } exports.setup = function (seed, scenario, options) { game = { seed, log: [], undo: [], active: null, current: 0, state: null, summary: null, op: null, sa: null, vm: null, scenario: 4, president: 0, capabilities: 0, momentum: 0, aid: 0, marked: 0, govt_control: 0, farc_control: 0, auc_control: 0, farc_zones: 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 ], support: Array(23).fill(NEUTRAL), deck: [], terror: [], sabotage: [], // Dynamically added when needed: // prop: 0, // transfer: null, // redeploy: -1, } game.scenario = parseInt(options.players) || 4 for_each_piece(FARC, GUERRILLA, set_underground) for_each_piece(AUC, GUERRILLA, set_underground) for_each_piece(CARTELS, GUERRILLA, set_underground) setup_standard() log_h1("Scenario: " + scenario) switch (scenario) { case "Standard": if (options.seeded) log("Seeded Deck") if (options.seeded) setup_deck(4, 10, 5) else setup_deck(4, 0, 15) break case "Short": if (options.seeded) setup_deck(3, 10, 5) else setup_deck(3, 0, 15) break case "Quick": setup_quick() setup_deck(2, 6, 6) break case "Test": game.deck = [] for (let i = 1; i < PROPAGANDA; ++i) game.deck.push(i) break default: setup_deck(3, 10, 5) for (let i = 0; i < scenario.length; ++i) game.deck[i] = scenario[i] break } update_control() goto_card() return save_game() } function setup_standard() { game.aid = 9 game.president = SAMPER game.resources[GOVT] = 40 game.resources[AUC] = 10 game.resources[CARTELS] = 10 game.resources[FARC] = 10 setup_support(ATLANTICO, ACTIVE_SUPPORT) setup_support(SANTANDER, ACTIVE_SUPPORT) for (let s = first_city; s <= last_city; ++s) if (s !== CALI) setup_support(s, ACTIVE_SUPPORT) setup_support(CHOCO, ACTIVE_OPPOSITION) setup_support(ARAUCA, ACTIVE_OPPOSITION) setup_support(META_EAST, ACTIVE_OPPOSITION) setup_support(META_WEST, ACTIVE_OPPOSITION) setup_support(GUAVIARE, ACTIVE_OPPOSITION) setup_support(PUTUMAYO, ACTIVE_OPPOSITION) setup_support(NARINO, ACTIVE_OPPOSITION) setup_piece(GOVT, TROOPS, 3, BOGOTA) setup_piece(GOVT, TROOPS, 3, MEDELLIN) setup_piece(GOVT, TROOPS, 3, CALI) setup_piece(GOVT, TROOPS, 3, SANTANDER) setup_piece(GOVT, POLICE, 2, BOGOTA) for (let s = first_city; s <= last_city; ++s) if (s !== BOGOTA) setup_piece(GOVT, POLICE, 1, s) setup_piece(GOVT, BASE, 1, SANTANDER) setup_piece(FARC, GUERRILLA, 1, NARINO) setup_piece(FARC, GUERRILLA, 1, CHOCO) setup_piece(FARC, GUERRILLA, 1, SANTANDER) setup_piece(FARC, GUERRILLA, 1, HUILA) setup_piece(FARC, GUERRILLA, 1, ARAUCA) setup_piece(FARC, GUERRILLA, 1, META_EAST) setup_piece(FARC, GUERRILLA, 2, META_WEST) setup_piece(FARC, GUERRILLA, 2, GUAVIARE) setup_piece(FARC, GUERRILLA, 2, PUTUMAYO) setup_piece(FARC, BASE, 1, CHOCO) setup_piece(FARC, BASE, 1, HUILA) setup_piece(FARC, BASE, 1, ARAUCA) setup_piece(FARC, BASE, 1, META_EAST) setup_piece(FARC, BASE, 1, META_WEST) setup_piece(FARC, BASE, 1, GUAVIARE) setup_piece(AUC, GUERRILLA, 1, ATLANTICO) setup_piece(AUC, GUERRILLA, 1, ANTIOQUIA) setup_piece(AUC, GUERRILLA, 1, SANTANDER) setup_piece(AUC, GUERRILLA, 1, ARAUCA) setup_piece(AUC, GUERRILLA, 1, GUAVIARE) setup_piece(AUC, GUERRILLA, 1, PUTUMAYO) setup_piece(AUC, BASE, 1, ANTIOQUIA) setup_piece(CARTELS, GUERRILLA, 1, CALI) setup_piece(CARTELS, GUERRILLA, 1, PUTUMAYO) setup_piece(CARTELS, BASE, 1, CALI) setup_piece(CARTELS, BASE, 1, META_EAST) setup_piece(CARTELS, BASE, 1, META_WEST) setup_piece(CARTELS, BASE, 1, GUAVIARE) setup_piece(CARTELS, BASE, 2, PUTUMAYO) } function setup_quick() { setup_piece(CARTELS, GUERRILLA, 4, MEDELLIN) setup_piece(CARTELS, BASE, 1, MEDELLIN) setup_support(CALI, ACTIVE_SUPPORT) setup_piece(GOVT, POLICE, 4, CALI) setup_remove_piece(CARTELS, GUERRILLA, 1, CALI) setup_remove_piece(CARTELS, BASE, 1, CALI) setup_piece(GOVT, TROOPS, 6, BOGOTA) setup_piece(AUC, BASE, 1, SANTANDER) setup_support(ARAUCA, NEUTRAL) setup_piece(AUC, GUERRILLA, 1, ARAUCA) add_farc_zone(META_WEST) setup_piece(FARC, GUERRILLA, 4, META_WEST) setup_support(HUILA, ACTIVE_OPPOSITION) setup_piece(FARC, GUERRILLA, 3, HUILA) setup_piece(AUC, GUERRILLA, 2, HUILA) setup_piece(CARTELS, BASE, 1, HUILA) setup_piece(FARC, GUERRILLA, 2, VAUPES) game.resources[AUC] = 5 game.resources[FARC] = 10 game.resources[CARTELS] = 20 game.resources[GOVT] = 30 game.president = PASTRANA } function shuffle_all_cards() { let deck = [] for (let i = 1; i <= 72; ++i) deck.push(i) shuffle(deck) return deck } function setup_deck(count, a, b) { let cards = shuffle_all_cards() let deck = [] let pile let i = 0 for (let p = 0; p < count; ++p) { if (a > 0) { pile = cards.slice(i, i + a) i += a shuffle(pile) deck = deck.concat(pile) } if (b > 0) { pile = cards.slice(i, i + b) i += b pile.push(PROPAGANDA) shuffle(pile) deck = deck.concat(pile) } } game.deck = deck } function setup_support(place, amount) { game.support[place] = amount } function setup_piece(faction, type, count, where) { for (let p = first_piece[faction][type]; count > 0; ++p) { if (piece_space(p) < 0) { set_piece_space(p, where) --count } } } function setup_remove_piece(faction, type, count, where) { for (let p = first_piece[faction][type]; count > 0; ++p) { if (piece_space(p) === where) { set_piece_space(p, AVAILABLE) --count } } } // === LOGGING === function log(msg) { game.log.push(msg) } function logi(msg) { log(">" + msg) } function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } function log_h1(msg) { log_br() log(".h1 " + msg) log_br() } function log_h2(msg) { log_br() log(".h2 " + msg) log_br() } function log_action(msg) { log_br() log(msg) } function log_transfer(msg) { log_br() log(".n " + msg) log_br() } function log_transfer_resources(from, to, n) { log_transfer(`${faction_name[from]} gave ${n} Resources to ${faction_name[to]}.`) } function log_space(s, action) { if (action) log_action("S" + s + " - " + action) else log_action("S" + s) } function log_support_shift(s) { log("S" + s + " to " + support_level_name[game.support[s]] + ".") } function logi_support_shift(s) { logi(support_level_name[game.support[s]]) } function push_summary() { if (game.summary) throw "TOO MANY SUMMARIES" game.summary = [] } function log_summary(msg) { for (let item of game.summary) { if (item[1] === msg) { item[0]++ return } } game.summary.push([1, msg]) } function pop_summary() { if (game.summary.length > 0) { for (let [n, msg] of game.summary) { log(">" + msg.replace("%", String(n))) } } else { log(">Nothing") } game.summary = null } function log_summary_place(p) { let from = piece_space(p) if (from !== AVAILABLE) log_summary("% " + piece_name(p) + " from S" + from) else log_summary("% " + piece_name(p)) } function log_summary_move_to_from(p, to) { log_summary("% " + piece_name(p) + " to S" + to + " from S" + piece_space(p)) } function log_summary_remove(p) { log_summary("Removed % " + piece_name(p)) } function log_summary_activated(p) { log_summary("Activated % " + piece_faction_name(p)) } // === MISC PIECE QUERIES === function piece_enemy_factions(p) { switch (piece_faction(p)) { case GOVT: return FARC_AUC_CARTELS case FARC: return GOVT_AUC_CARTELS case AUC: return GOVT_FARC_CARTELS case CARTELS: return GOVT_FARC_AUC } } function piece_space(p) { return game.pieces[p] } function set_piece_space(p, s) { game.pieces[p] = s } function piece_type(p) { if (p >= first_piece[GOVT][TROOPS] && p <= last_piece[GOVT][TROOPS]) return TROOPS if (p >= first_piece[GOVT][POLICE] && p <= last_piece[GOVT][POLICE]) return POLICE if (p >= first_piece[GOVT][BASE] && p <= last_piece[GOVT][BASE]) return BASE if (p >= first_piece[FARC][GUERRILLA] && p <= last_piece[FARC][GUERRILLA]) return GUERRILLA if (p >= first_piece[FARC][BASE] && p <= last_piece[FARC][BASE]) return BASE if (p >= first_piece[AUC][GUERRILLA] && p <= last_piece[AUC][GUERRILLA]) return GUERRILLA if (p >= first_piece[AUC][BASE] && p <= last_piece[AUC][BASE]) return BASE if (p >= first_piece[CARTELS][GUERRILLA] && p <= last_piece[CARTELS][GUERRILLA]) return GUERRILLA if (p >= first_piece[CARTELS][BASE] && p <= last_piece[CARTELS][BASE]) return BASE throw "IMPOSSIBLE" } function piece_faction(p) { if (p >= first_piece[GOVT][TROOPS] && p <= last_piece[GOVT][TROOPS]) return GOVT if (p >= first_piece[GOVT][POLICE] && p <= last_piece[GOVT][POLICE]) return GOVT if (p >= first_piece[GOVT][BASE] && p <= last_piece[GOVT][BASE]) return GOVT if (p >= first_piece[FARC][GUERRILLA] && p <= last_piece[FARC][GUERRILLA]) return FARC if (p >= first_piece[FARC][BASE] && p <= last_piece[FARC][BASE]) return FARC if (p >= first_piece[AUC][GUERRILLA] && p <= last_piece[AUC][GUERRILLA]) return AUC if (p >= first_piece[AUC][BASE] && p <= last_piece[AUC][BASE]) return AUC if (p >= first_piece[CARTELS][GUERRILLA] && p <= last_piece[CARTELS][GUERRILLA]) return CARTELS if (p >= first_piece[CARTELS][BASE] && p <= last_piece[CARTELS][BASE]) return CARTELS throw "IMPOSSIBLE" } function piece_name(p) { if (p >= first_piece[GOVT][TROOPS] && p <= last_piece[GOVT][TROOPS]) return "Troops" if (p >= first_piece[GOVT][POLICE] && p <= last_piece[GOVT][POLICE]) return "Police" if (p >= first_piece[GOVT][BASE] && p <= last_piece[GOVT][BASE]) return "Govt Base" if (p >= first_piece[FARC][GUERRILLA] && p <= last_piece[FARC][GUERRILLA]) return "FARC Guerrilla" if (p >= first_piece[FARC][BASE] && p <= last_piece[FARC][BASE]) return "FARC Base" if (p >= first_piece[AUC][GUERRILLA] && p <= last_piece[AUC][GUERRILLA]) return "AUC Guerrilla" if (p >= first_piece[AUC][BASE] && p <= last_piece[AUC][BASE]) return "AUC Base" if (p >= first_piece[CARTELS][GUERRILLA] && p <= last_piece[CARTELS][GUERRILLA]) return "Cartels Guerrilla" if (p >= first_piece[CARTELS][BASE] && p <= last_piece[CARTELS][BASE]) return "Cartels Base" } function piece_faction_name(p) { return faction_name[piece_faction(p)] } function target_faction(p) { return 1 << piece_faction(p) } function is_enemy_piece(p) { return piece_faction(p) !== game.current } function is_piece(p, faction, type) { return p >= first_piece[faction][type] && p <= last_piece[faction][type] } function is_govt_base(p) { return is_piece(p, GOVT, BASE) } function is_troops(p) { return is_piece(p, GOVT, TROOPS) } function is_police(p) { return is_piece(p, GOVT, POLICE) } function is_cube(p) { return is_troops(p) || is_police(p) } function is_farc_base(p) { return is_piece(p, FARC, BASE) } function is_farc_guerrilla(p) { return is_piece(p, FARC, GUERRILLA) } function is_farc_piece(p) { return is_farc_base(p) || is_farc_guerrilla(p) } function is_auc_base(p) { return is_piece(p, AUC, BASE) } function is_auc_guerrilla(p) { return is_piece(p, AUC, GUERRILLA) } function is_auc_piece(p) { return is_auc_base(p) || is_auc_guerrilla(p) } function is_cartels_base(p) { return is_piece(p, CARTELS, BASE) } function is_cartels_guerrilla(p) { return is_piece(p, CARTELS, GUERRILLA) } function is_cartels_piece(p) { return is_cartels_base(p) || is_cartels_guerrilla(p) } function is_any_base(p) { return is_govt_base(p) || is_farc_base(p) || is_auc_base(p) || is_cartels_base(p) } function is_any_guerrilla(p) { return is_farc_guerrilla(p) || is_auc_guerrilla(p) || is_cartels_guerrilla(p) } function is_insurgent_piece(p) { return is_farc_piece(p) || is_auc_piece(p) || is_cartels_piece(p) } function is_active_guerrilla(p, faction) { return is_piece(p, faction, GUERRILLA) && is_active(p) } function is_underground_guerrilla(p, faction) { return is_piece(p, faction, GUERRILLA) && is_underground(p) } // === MISC SPACE + PIECE QUERIES === function count_pieces(s, faction, type) { let first = first_piece[faction][type] let last = last_piece[faction][type] let n = 0 for (let p = first; p <= last; ++p) if (piece_space(p) === s) ++n return n } function count_pieces_on_map(faction, type) { let first = first_piece[faction][type] let last = last_piece[faction][type] let n = 0 for (let p = first; p <= last; ++p) if (piece_space(p) >= 0) ++n return n } function has_pieces_on_map(faction, type) { let first = first_piece[faction][type] let last = last_piece[faction][type] for (let p = first; p <= last; ++p) if (piece_space(p) >= 0) return true return false } function count_matching_spaces(f) { let n = 0 for (let s = first_space; s <= last_space; ++s) if (is_space(s) && f(s)) ++n return n } function count_matching_pieces(f) { let n = 0 for (let p = all_first_piece; p <= all_last_piece; ++p) if (f(p, piece_space(p))) ++n return n } function count_faction_pieces(s, faction) { switch (faction) { case GOVT: return count_pieces(s, GOVT, BASE) + count_pieces(s, GOVT, TROOPS) + count_pieces(s, GOVT, POLICE) case FARC: return count_pieces(s, FARC, BASE) + count_pieces(s, FARC, GUERRILLA) case AUC: return count_pieces(s, AUC, BASE) + count_pieces(s, AUC, GUERRILLA) case CARTELS: return count_pieces(s, CARTELS, BASE) + count_pieces(s, CARTELS, GUERRILLA) } } function count_bases(s) { return ( count_pieces(s, GOVT, BASE) + count_pieces(s, FARC, BASE) + count_pieces(s, AUC, BASE) + count_pieces(s, CARTELS, BASE) ) } function count_cubes(s) { return count_pieces(s, GOVT, TROOPS) + count_pieces(s, GOVT, POLICE) } function count_guerrillas(s) { return ( count_pieces(s, FARC, GUERRILLA) + count_pieces(s, AUC, GUERRILLA) + count_pieces(s, CARTELS, GUERRILLA) ) } 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 (piece_space(p) === s) return p return -1 } 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 (piece_space(p) === s) return true return false } 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 (piece_space(p) === s && !is_underground(p)) return true return false } 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 (piece_space(p) === s && is_underground(p)) return true return false } function has_any_guerrilla(s) { return ( has_piece(s, FARC, GUERRILLA) || has_piece(s, AUC, GUERRILLA) || has_piece(s, CARTELS, GUERRILLA) ) } function has_any_underground_guerrilla(s) { return ( has_underground_guerrilla(s, FARC) || has_underground_guerrilla(s, AUC) || has_underground_guerrilla(s, CARTELS) ) } function has_govt_base(s) { return has_piece(s, GOVT, BASE) } function has_troops(s) { return has_piece(s, GOVT, TROOPS) } function has_police(s) { return has_piece(s, GOVT, POLICE) } function has_cube(s) { return has_piece(s, GOVT, TROOPS) || has_piece(s, GOVT, POLICE) } function has_farc_guerrilla(s) { return has_piece(s, FARC, GUERRILLA) } function has_farc_piece(s) { return has_piece(s, FARC, BASE) || has_piece(s, FARC, GUERRILLA) } function has_auc_piece(s) { return has_piece(s, AUC, BASE) || has_piece(s, AUC, GUERRILLA) } function has_cartels_base(s) { return has_piece(s, CARTELS, BASE) } function has_cartels_guerrilla(s) { return has_piece(s, CARTELS, GUERRILLA) } function has_cartels_piece(s) { return has_piece(s, CARTELS, BASE) || has_piece(s, CARTELS, GUERRILLA) } function has_faction_piece(s, faction) { if (faction === GOVT) return has_piece(s, GOVT, BASE) || has_piece(s, GOVT, TROOPS) || has_piece(s, GOVT, POLICE) return has_piece(s, faction, BASE) || has_piece(s, faction, GUERRILLA) } function has_insurgent_piece(s) { return has_farc_piece(s) || has_auc_piece(s) || has_cartels_piece(s) } function is_empty(s) { return !( has_faction_piece(s, GOVT) || has_faction_piece(s, FARC) || has_faction_piece(s, AUC) || has_faction_piece(s, CARTELS) ) } function has_enemy_piece(s) { if (game.current !== GOVT && has_faction_piece(s, GOVT)) return true if (game.current !== FARC && has_faction_piece(s, FARC)) return true if (game.current !== AUC && has_faction_piece(s, AUC)) return true if (game.current !== CARTELS && has_faction_piece(s, CARTELS)) return true return false } // === MISC SPACE QUERIES === function is_adjacent(a, b) { return set_has(data.spaces[a].adjacent, b) } function is_coastal_space(s) { return ( s === CESAR || s === SANTA_MARTA || s === ATLANTICO || s === CARTAGENA || s === SINCELEJO || s === CHOCO || s === NARINO || s === PANAMA || s === ECUADOR || s === PASTO_TUMACO_LOC || s === BEUNAVENTURA_CALI_LOC || s === CARTAGENA_SINCELEJO_LOC || s === CARTAGENA_SANTA_MARTA_LOC ) } function is_next_to_ecuador(s) { return ( s === NARINO || s === PASTO || s === PUTUMAYO || s === PASTO_TUMACO_LOC ) } function is_next_to_venezuela(s) { return ( s === CESAR || s === CUCUTA || s === SANTANDER || s === ARAUCA || s === VICHADA || s === GUAINIA || s === AYACUCHO_CUCUTA_LOC || s === ARAUCA_CUCUTA_LOC ) } function is_space(s) { if (s === PANAMA) return has_capability(EVT_DARIEN) if (s === ECUADOR) return has_capability(EVT_SUCUMBIOS) return true } function is_dept(s) { if (s === PANAMA) return has_capability(EVT_DARIEN) if (s === ECUADOR) return has_capability(EVT_SUCUMBIOS) return s >= first_dept && s <= last_dept } function is_city(s) { return s >= first_city && s <= last_city } function is_loc(s) { return s >= first_loc && s <= last_loc } function is_pop(s) { return s >= first_pop && s <= last_pop } function is_pipeline(s) { return data.spaces[s].type === "pipeline" } function is_mountain(s) { return data.spaces[s].type === "mountain" } function is_forest(s) { return data.spaces[s].type === "forest" } function is_city_or_loc(s) { return is_city(s) || is_loc(s) } function is_zero_pop_dept(s) { return !is_pop(s) && is_dept(s) } function is_zero_pop_forest(s) { return !is_pop(s) && is_forest(s) } // === MISC DYNAMIC QUERIES === function has_momentum(bit) { return game.momentum & (1 << bit) } function has_capability(bit) { return game.capabilities & (1 << bit) } function has_any_farc_zones() { return game.farc_zones !== 0 } function is_farc_zone(s) { return (s <= last_dept) && game.farc_zones & (1 << s) } function add_farc_zone(s) { game.farc_zones |= (1 << s) } function remove_farc_zone(s) { game.farc_zones &= ~(1 << s) } function has_govt_control(s) { if (is_loc(s)) return calc_control(s) === GOVT return (s <= last_dept) && game.govt_control & (1 << s) } function has_farc_control(s) { if (is_loc(s)) return calc_control(s) === FARC return (s <= last_dept) && game.farc_control & (1 << s) } function has_auc_control(s) { if (is_loc(s)) return calc_control(s) === AUC return (s <= last_dept) && game.auc_control & (1 << s) } function is_neutral(s) { return is_pop(s) && game.support[s] === NEUTRAL } function is_passive_support(s) { return is_pop(s) && game.support[s] === PASSIVE_SUPPORT } function is_passive_opposition(s) { return is_pop(s) && game.support[s] === PASSIVE_OPPOSITION } function is_active_support(s) { return is_pop(s) && game.support[s] === ACTIVE_SUPPORT } function is_active_opposition(s) { return is_pop(s) && game.support[s] === ACTIVE_OPPOSITION } function can_shift_support(s) { return is_pop(s) && !is_active_support(s) } function can_shift_opposition(s) { return is_pop(s) && !is_active_opposition(s) } function can_shift_neutral(s) { return is_pop(s) && !is_neutral(s) } function shift_opposition(s) { if (can_shift_opposition(s)) { game.support[s] -- return true } return false } function shift_support(s) { if (can_shift_support(s)) { game.support[s] ++ return true } return false } function shift_neutral(s) { if (can_shift_neutral(s)) { if (game.support[s] < 0) game.support[s] ++ else game.support[s] -- return true } return false } function is_support(s) { return is_pop(s) && game.support[s] > 0 } function is_opposition(s) { return is_pop(s) && game.support[s] < 0 } function has_sabotage(s) { return set_has(game.sabotage, s) } function has_terror(s) { return map_get(game.terror, s, 0) > 0 } function count_terror_and_sabotage() { let n = game.sabotage.length for (let i = 1; i < game.terror.length; i += 2) n += game.terror[i] return n } function is_unsabotaged_pipeline(s) { return is_pipeline(s) && !has_sabotage(s) } // === MISC COMPOUND QUERIES == function is_possible_farc_zone(s) { let is_possible_space = is_dept if (game.vm && game.vm.zona_de_convivencia) is_possible_space = is_mountain if (is_possible_space(s) && !is_farc_zone(s)) { let max = 0 for (let x = first_dept; x <= last_dept; ++x) { if (is_possible_space(x) && !is_farc_zone(x)) { let xn = count_pieces(x, FARC, BASE) + count_pieces(x, FARC, GUERRILLA) if (xn > max) max = xn } } return count_pieces(s, FARC, BASE) + count_pieces(s, FARC, GUERRILLA) === max } return false } function is_highest_value_pipeline_without_cubes(s) { let max = 0 if (!is_pipeline(s) || 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 if (e > max) max = e } } return data.spaces[s].econ === max } function faction_with_most_pieces(s) { let g = count_faction_pieces(s, GOVT) let f = count_faction_pieces(s, FARC) let a = count_faction_pieces(s, AUC) let c = count_faction_pieces(s, CARTELS) if (g >= f && g >= a && g >= c) return GOVT if (f > g && f > a && f > c) return FARC if (a > g && a > f && a > c) return AUC if (c > g && c > f && c > a) return CARTELS return GOVT } function is_any_pipeline_sabotaged() { for (let s of game.sabotage) if (is_pipeline(s)) return true return false } function is_adjacent_to_3econ_loc(s) { for (let x of data.spaces[s].adjacent) if (is_loc(x) && data.spaces[x].econ === 3) return true return false } function is_adjacent_to_3econ_pipeline(s) { for (let x of data.spaces[s].adjacent) if (is_pipeline(x) && data.spaces[x].econ === 3) return true return false } function is_with_or_adjacent_to_mark(s, list) { if (list) for (let x of list) if (x === s || is_adjacent(x, s)) return true return false } function is_with_or_adjacent_to_farc_guerrilla(s) { if (has_farc_guerrilla(s)) return true for (let x of data.spaces[s].adjacent) if (has_farc_guerrilla(x)) return true return false } function is_adjacent_to_sabotage(s) { for (let x of data.spaces[s].adjacent) if (has_sabotage(x)) return true return false } function is_redeploy_troops_space(s) { if (has_govt_control(s) && (is_city(s) || has_govt_base(s))) return true if (s === BOGOTA) { for (let x = first_city; x <= last_city; ++x) if (has_govt_control(x)) return false return true } return false } function is_redeploy_police_space(s) { return is_loc(s) || has_govt_control(s) } function is_within_adjacent_depts(s, here, depth) { for (let next of data.spaces[here].adjacent) { if (is_dept(next)) { if (next === s) return true if (depth > 1 && is_within_adjacent_depts(s, next, depth - 1)) return true } } return false } // === MISC STATE COMMANDS == function calc_control(s) { let g = count_faction_pieces(s, GOVT) let f = count_faction_pieces(s, FARC) let a = count_faction_pieces(s, AUC) let c = count_faction_pieces(s, CARTELS) if (g > a + c + f) return GOVT if (f > g + a + c) return FARC if (a > g + f + c) return AUC return -1 } function update_control() { game.govt_control = 0 game.farc_control = 0 game.auc_control = 0 for (let s = first_space; s <= last_dept; ++s) { let c = calc_control(s) if (c === GOVT) game.govt_control |= (1 << s) else if (c === FARC) game.farc_control |= (1 << s) else if (c === AUC) game.auc_control |= (1 << s) } } function transfer_resources(from, to, n, report) { if (n > game.resources[from]) n = game.resources[from] add_resources(from, -n) add_resources(to, n) if (report) report(`Transferred ${n} Resources to ${faction_name[to]} from ${faction_name[from]}`) return n } function log_resources(faction, n) { if (n > 0) log(faction_name[faction] + " Resources +" + n + ".") else log(faction_name[faction] + " Resources " + n + ".") } function logi_resources(faction, n) { if (n > 0) logi(faction_name[faction] + " Resources +" + n) else logi(faction_name[faction] + " Resources " + n) } function add_resources(faction, n) { game.resources[faction] = Math.max(0, Math.min(99, game.resources[faction] + n)) } function pay_resources(faction, n) { game.resources[faction] = Math.max(0, Math.min(99, game.resources[faction] - n)) } function log_aid(n) { if (n > 0) log("Aid +" + n + ".") else log("Aid " + n + ".") } function logi_aid(n) { if (n > 0) logi("Aid +" + n) else logi("Aid " + n) } function add_aid(n) { game.aid = Math.max(0, Math.min(29, game.aid + n)) } function is_underground(p) { for (let faction = 1; faction < 4; ++faction) { let p0 = first_piece[faction][GUERRILLA] let p1 = last_piece[faction][GUERRILLA] if (p >= p0 && p <= p1) return game.underground[faction] & (1 << (p - p0)) } } function set_underground(p) { for (let faction = 1; faction < 4; ++faction) { let p0 = first_piece[faction][GUERRILLA] let p1 = last_piece[faction][GUERRILLA] if (p >= p0 && p <= p1) game.underground[faction] |= (1 << (p - p0)) } } function set_active(p) { for (let faction = 1; faction < 4; ++faction) { let p0 = first_piece[faction][GUERRILLA] let p1 = last_piece[faction][GUERRILLA] if (p >= p0 && p <= p1) game.underground[faction] &= ~(1 << (p - p0)) } } function is_active(p) { return !is_underground(p) } function move_piece(p, s) { set_piece_space(p, s) update_control() } function place_piece(p, s) { if (piece_space(p) === AVAILABLE) p = find_piece(AVAILABLE, piece_faction(p), piece_type(p)) // NOTE: drop any held shipments if we automatically remove a piece to place it elsewhere else if (piece_space(p) !== s && is_any_guerrilla(p)) drop_held_shipments(p) set_underground(p) set_piece_space(p, s) update_control() } function remove_piece(p) { if (is_any_guerrilla(p)) { drop_held_shipments(p) set_underground(p) } set_piece_space(p, AVAILABLE) update_control() } function place_terror(s) { if (count_terror_and_sabotage() < 40) map_set(game.terror, s, map_get(game.terror, s, 0) + 1) } function remove_terror(s) { let n = map_get(game.terror, s, 0) if (n > 1) map_set(game.terror, s, n - 1) else map_delete(game.terror, s) } function place_sabotage(s) { if (count_terror_and_sabotage() < 40) set_add(game.sabotage, s) } function remove_sabotage(s) { set_delete(game.sabotage, s) } // === SHIPMENT QUERIES AND COMMANDS === function has_available_shipment() { for (let sh = 0; sh < 4; ++sh) if (is_shipment_available(sh)) return true return false } function find_available_shipment() { for (let sh = 0; sh < 4; ++sh) if (is_shipment_available(sh)) return sh return -1 } function place_shipment(sh, p) { game.shipments[sh] = p << 2 } function remove_shipment(sh) { game.shipments[sh] = 0 } function drop_shipment(sh) { let p = game.shipments[sh] >> 2 let s = piece_space(p) let f = piece_faction(p) game.shipments[sh] = (s << 2) | f } function is_shipment_available(sh) { return game.shipments[sh] === 0 } function is_shipment_held(sh) { return game.shipments[sh] !== 0 && (game.shipments[sh] & 3) === 0 } function get_held_shipment_faction(sh) { return piece_faction(game.shipments[sh] >> 2) } function get_held_shipment_piece(sh) { return (game.shipments[sh] >> 2) } function is_shipment_dropped(sh) { return (game.shipments[sh] & 3) !== 0 } function get_dropped_shipment_faction(sh) { return (game.shipments[sh] & 3) } function get_dropped_shipment_space(sh) { return (game.shipments[sh] >> 2) } function is_shipment_held_by_piece(sh, p) { return is_shipment_held(sh) && get_held_shipment_piece(sh) === p } function is_shipment_held_in_space(sh, s) { return is_shipment_held(sh) && piece_space(get_held_shipment_piece(sh)) === s } function is_shipment_held_by_faction(sh, f) { return is_shipment_held(sh) && get_held_shipment_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 && piece_space(get_held_shipment_piece(sh)) === s } function is_any_shipment_held_in_space(s) { for (let sh = 0; sh < 4; ++sh) if (is_shipment_held_in_space(sh, s)) return true return false } function is_any_shipment_held_by_faction_in_space(f, s) { for (let sh = 0; sh < 4; ++sh) if (is_shipment_held_by_faction_in_space(sh, f, s)) return true return false } function is_any_shipment_held_by_faction(f) { for (let sh = 0; sh < 4; ++sh) if (is_shipment_held_by_faction(sh, f)) return true return false } function is_any_shipment_held() { for (let sh = 0; sh < 4; ++sh) if (is_shipment_held(sh)) return true return false } function remove_dropped_shipments() { for (let sh = 0; sh < 4; ++sh) { if (is_shipment_dropped(sh)) { log_transfer("Removed Shipment in S" + get_dropped_shipment_space(sh) + ".") remove_shipment(sh) } } } function drop_held_shipments(p) { for (let sh = 0; sh < 4; ++sh) if (is_shipment_held_by_piece(sh, p)) drop_shipment(sh) } function find_stealable_shipment() { for (let sh = 0; sh < 4; ++sh) if (can_steal_shipment(sh)) return sh return -1 } function has_dropped_shipments() { for (let sh = 0; sh < 4; ++sh) if (is_shipment_dropped(sh)) return true return false } function has_dropped_shipments_of_current() { for (let sh = 0; sh < 4; ++sh) if (is_shipment_dropped(sh) && get_dropped_shipment_faction(sh) === game.current) return true return false } function can_steal_dropped_shipments() { /* Allow stealing if owning faction has no guerrillas to transfer to. */ /* i.e. force transfer to executing faction. */ for (let sh = 0; sh < 4; ++sh) if (can_steal_shipment(sh)) return true return false } function can_steal_shipment(sh) { /* Steal if we're the ONLY faction remaining in a space. */ /* @Volko My recollection of my original intent--and maybe we should just revert to that, in anticipation of an AA reprint--is that a Faction would be able to hold on to its Shipment until that Faction had no more Guerrillas in the space. As desired, including when the owner loses its last Guerrilla there, the owning Faction could choose to either remove the Shipment or give it to someone else (if anyone else's Guerrillas there). Attack, Assassinate, and Bribe could snatch the Shipment only if it got removed. */ if (is_shipment_dropped(sh)) { let s = get_dropped_shipment_space(sh) if (game.current === FARC) return has_piece(s, FARC, GUERRILLA) && !has_piece(s, AUC, GUERRILLA) && !has_piece(s, CARTELS, GUERRILLA) if (game.current === AUC) return !has_piece(s, FARC, GUERRILLA) && has_piece(s, AUC, GUERRILLA) && !has_piece(s, CARTELS, GUERRILLA) if (game.current === CARTELS) return !has_piece(s, FARC, GUERRILLA) && !has_piece(s, AUC, GUERRILLA) && has_piece(s, CARTELS, GUERRILLA) } return false } function can_drug_bust_dropped_shipments(s) { if (has_dropped_shipments()) { return !has_piece(s, FARC, GUERRILLA) && !has_piece(s, AUC, GUERRILLA) && !has_piece(s, CARTELS, GUERRILLA) } return false } function can_transfer_dropped_shipments() { for (let sh = 0; sh < 4; ++sh) if (is_shipment_dropped(sh)) if (has_any_guerrilla(get_dropped_shipment_space(sh))) return true return false } function auto_transfer_dropped_shipments() { for (let sh = 0; sh < 4; ++sh) if (is_shipment_dropped(sh)) auto_transfer_dropped_shipment_imp(sh) } function auto_transfer_dropped_shipment_imp(sh) { let owner = get_dropped_shipment_faction(sh) let s = get_dropped_shipment_space(sh) let a = find_piece(s, FARC, GUERRILLA) let b = find_piece(s, AUC, GUERRILLA) let c = find_piece(s, CARTELS, GUERRILLA) // Keep it with own faction if possible (to speed up play) if (owner === FARC && a >= 0) place_shipment(sh, a) else if (owner === AUC && b >= 0) place_shipment(sh, b) else if (owner === CARTELS && c >= 0) place_shipment(sh, c) else if (!may_remove_shipment()) { // If only one faction in space and not allowed to remove. if (a >= 0 && b < 0 && c < 0) { log_transfer("FARC took Shipment in S" + s + ".") place_shipment(sh, a) } else if (a < 0 && b >= 0 && c < 0) { log_transfer("AUC took Shipment in S" + s + ".") place_shipment(sh, b) } else if (a < 0 && b < 0 && c >= 0) { log_transfer("Cartels took Shipment in S" + s + ".") place_shipment(sh, c) } } } // === ITERATORS AND ACTION GENERATORS === function auto_place_piece(s, faction, type) { if (can_place_piece(s, faction, type)) { let p = find_piece(AVAILABLE, faction, type) if (p >= 0) { place_piece(p, s) return true } } return false } function can_replace_with(s, faction, piece) { if (has_piece(AVAILABLE, faction, piece)) return can_stack_piece(s, faction, piece) return true } function can_stack_any(s, faction) { if (s === PANAMA) return has_capability(EVT_DARIEN) if (s === ECUADOR) return has_capability(EVT_SUCUMBIOS) && count_faction_pieces(s, faction) < 2 if (faction === GOVT) return !is_farc_zone(s) return true } function can_stack_base(s, faction) { return (is_city(s) || is_dept(s)) && can_stack_any(s, faction) && count_bases(s) < 2 } function can_stack_piece(s, faction, type) { if (can_stack_any(s, faction)) { if (type === BASE) return (is_city(s) || is_dept(s)) && count_bases(s) < 2 return true } return false } function has_available_piece(faction, type) { // The current faction can always remove pieces to available. if (game.current === faction) return true return has_piece(AVAILABLE, faction, type) } function can_place_piece(s, faction, type) { return can_stack_piece(s, faction, type) && has_piece(AVAILABLE, faction, type) } function can_place_base_and_n(s, faction, n, type) { if (s === ECUADOR) { if (!has_capability(EVT_SUCUMBIOS)) return false n = Math.min(n, count_pieces(AVAILABLE, faction, type)) if (count_faction_pieces(s, faction) + 1 + n > 2) return false } if (!can_place_piece(s, faction, BASE)) return false if (!can_stack_any(s, faction)) return false return true } function did_maximum_damage(targeted) { // Must do at least something! if (targeted === 0) return 0 if (view.actions.piece) for (let p of view.actions.piece) if (targeted & target_faction(p)) return 0 return 1 } 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, piece_space(p)) } function gen_piece_in_space(space, faction, type) { for_each_piece(faction, type, (p, s) => { if (s === space) gen_action_piece(p) }) } function gen_place_piece(space, faction, type) { if (!can_stack_piece(space, faction, type)) return false let p0 = first_piece[faction][type] let p1 = last_piece[faction][type] let can_place = false for (let p = p0; p <= p1; ++p) { if (piece_space(p) === AVAILABLE) { gen_action_piece(p) can_place = true if (type === BASE) break } } if (!can_place && faction === game.current) { for (let p = p0; p <= p1; ++p) if (piece_space(p) !== space || (type === GUERRILLA && !is_underground(p))) gen_action_piece(p) } return can_place } function gen_underground_guerrillas(s, faction) { for_each_piece(faction, GUERRILLA, p => { if (piece_space(p) === s) if (is_underground(p)) gen_action_piece(p) }) } function gen_active_guerrillas(s, faction) { for_each_piece(faction, GUERRILLA, p => { if (piece_space(p) === s) if (is_active(p)) gen_action_piece(p) }) } function gen_attack_piece(s, faction) { if (faction === GOVT) { gen_piece_in_space(s, GOVT, TROOPS) gen_piece_in_space(s, GOVT, POLICE) if (!has_piece(s, GOVT, TROOPS) && !has_piece(s, GOVT, POLICE)) gen_piece_in_space(s, GOVT, BASE) } else { gen_piece_in_space(s, faction, GUERRILLA) if (!has_piece(s, faction, GUERRILLA)) gen_piece_in_space(s, faction, BASE) } } // === REMOVE PIECES (VOLUNTARILY) === function action_remove_pieces() { push_undo() game.transfer = { state: game.state, summary: game.summary } game.state = "remove_pieces" game.summary = [] log_br() } states.remove_pieces = { disable_negotiation: true, prompt() { view.prompt = "Remove pieces to Available Forces." let who = -1 if (game.op) who = game.op.who else if (game.prop) who = game.prop.who for (let p = first_piece[game.current][BASE]; p <= last_piece[game.current][BASE]; ++p) if (piece_space(p) >= 0 && p !== who) gen_action_piece(p) if (game.current === GOVT) { for (let p = first_piece[game.current][TROOPS]; p <= last_piece[game.current][TROOPS]; ++p) if (piece_space(p) >= 0 && p !== who) gen_action_piece(p) for (let p = first_piece[game.current][POLICE]; p <= last_piece[game.current][POLICE]; ++p) if (piece_space(p) >= 0 && p !== who) gen_action_piece(p) } else { for (let p = first_piece[game.current][GUERRILLA]; p <= last_piece[game.current][GUERRILLA]; ++p) if (piece_space(p) >= 0 && p !== who) gen_action_piece(p) } view.actions.done = 1 }, piece(p) { log_summary("% " + piece_name(p) + " from S" + piece_space(p)) remove_piece(p) }, done() { if (game.summary.length > 0) { log_action("Removed") pop_summary() log_br() } game.state = game.transfer.state game.summary = game.transfer.summary delete game.transfer log_br() transfer_or_remove_shipments() }, } // === NEGOTIATION === function is_player_govt() { return game.current === GOVT || game.active === NAME_GOVT_AUC } function is_player_farc() { return game.current === FARC || game.active === NAME_FARC_CARTELS } function is_player_auc() { return game.current === AUC || game.active === NAME_GOVT_AUC || game.active === NAME_AUC_CARTELS } function is_player_cartels() { return game.current === CARTELS || game.active === NAME_FARC_CARTELS || game.active === NAME_AUC_CARTELS } function action_ask_resources() { push_undo() game.transfer = { current: game.current, state: game.state, count: 0, } game.state = "ask_resources" } states.ask_resources = { disable_negotiation: true, prompt() { view.prompt = "Negotiate: Ask another faction for resources?" if (!is_player_govt() && game.resources[GOVT] > 0) gen_action_resources(GOVT) if (!is_player_farc() && game.resources[FARC] > 0) gen_action_resources(FARC) if (!is_player_auc() && game.resources[AUC] > 0) gen_action_resources(AUC) if (!is_player_cartels() && game.resources[CARTELS] > 0) gen_action_resources(CARTELS) }, resources(faction) { game.current = faction game.state = "give_resources" }, } states.give_resources = { inactive: "Transfer Resources", disable_negotiation: true, prompt() { view.prompt = `Negotiate: ${faction_name[game.transfer.current]} asked for Resources.` if (game.resources[game.current] >= 1 && game.resources[game.transfer.current] < 99) gen_action_resources(game.current) if (game.transfer.count > 0) { let min_cost = 1 if (game.transfer.current === GOVT) { min_cost = 3 if (game.transfer.state === "sweep" && has_capability(CAP_OSPINA)) min_cost = 1 if (game.transfer.state === "assault" && has_capability(CAP_TAPIAS)) min_cost = 1 } if (game.resources[game.transfer.current] < min_cost) view.actions.done = 0 else view.actions.done = 1 view.actions.undo = 1 } else { view.actions.deny = 1 view.actions.undo = 0 } }, resources(_) { game.transfer.count++ add_resources(game.current, -1) add_resources(game.transfer.current, 1) }, undo() { add_resources(game.current, game.transfer.count) add_resources(game.transfer.current, -game.transfer.count) game.transfer.count = 0 }, deny() { log_transfer(`${faction_name[game.current]} denied request from ${faction_name[game.transfer.current]}.`) end_negotiation() }, done() { clear_undo() log_transfer_resources(game.current, game.transfer.current, game.transfer.count) end_negotiation() }, } function action_transfer_resources() { push_undo() game.transfer = { current: game.current, state: game.state, count: null } game.state = "transfer_resources" } states.transfer_resources = { disable_negotiation: true, prompt() { view.prompt = "Transfer resources to another faction." if (game.resources[game.current] >= 1) { if (!is_player_govt() && game.resources[GOVT] < 99) gen_action_resources(GOVT) if (!is_player_farc() && game.resources[FARC] < 99) gen_action_resources(FARC) if (!is_player_auc() && game.resources[AUC] < 99) gen_action_resources(AUC) if (!is_player_cartels() && game.resources[CARTELS] < 99) gen_action_resources(CARTELS) } if (game.transfer.count) view.actions.done = 1 else view.actions.done = 0 }, resources(to) { if (!game.transfer.count) game.transfer.count = [0, 0, 0, 0] game.transfer.count[to]++ add_resources(game.current, -1) add_resources(to, 1) }, done() { for (let i = 0; i < 4; ++i) if (game.transfer.count[i] > 0) log_transfer_resources(game.current, i, game.transfer.count[i]) end_negotiation() }, } function action_ask_shipment() { push_undo() game.transfer = { current: game.current, state: game.state, shipment: -1, } game.state = "ask_shipment" } 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 = piece_space(p) if (has_piece(s, game.current, GUERRILLA)) { if (!is_player_farc() && is_farc_guerrilla(p)) return true if (!is_player_auc() && is_auc_guerrilla(p)) return true if (!is_player_cartels() && is_cartels_guerrilla(p)) return true } } } return false } states.ask_shipment = { disable_negotiation: true, prompt() { view.prompt = "Negotiate: Ask another faction to transfer shipment?" for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let p = get_held_shipment_piece(sh) let s = piece_space(p) if (has_piece(s, game.current, GUERRILLA)) { if (!is_player_farc() && is_farc_guerrilla(p)) gen_action_shipment(sh) if (!is_player_auc() && is_auc_guerrilla(p)) gen_action_shipment(sh) if (!is_player_cartels() && is_cartels_guerrilla(p)) gen_action_shipment(sh) } } } }, shipment(sh) { let p = get_held_shipment_piece(sh) game.current = piece_faction(p) game.state = "give_shipment" game.transfer.shipment = sh }, } states.give_shipment = { inactive: "Transfer Shipment", disable_negotiation: true, prompt() { let p = get_held_shipment_piece(game.transfer.shipment) let s = piece_space(p) view.selected_shipment = game.transfer.shipment view.prompt = `Negotiate: ${faction_name[game.transfer.current]} asked for Shipment in ${space_name[s]}.` gen_piece_in_space(s, game.transfer.current, GUERRILLA) view.actions.deny = 1 view.actions.undo = 0 }, piece(p) { log_transfer(`${faction_name[game.current]} gave Shipment to ${faction_name[game.transfer.current]} in S${piece_space(p)}.`) clear_undo() place_shipment(game.transfer.shipment, p) end_negotiation() }, deny() { let s = piece_space(get_held_shipment_piece(game.transfer.shipment)) log_transfer(`${faction_name[game.current]} denied request for ${faction_name[game.transfer.current]} Shipment in S${s}.`) end_negotiation() } } function action_transfer_shipment() { push_undo() game.transfer = { current: game.current, state: game.state, shipment: -1, } game.state = "transfer_shipment" } function can_transfer_any_shipment() { for (let sh = 0; sh < 4; ++sh) if (can_transfer_shipment(sh)) return true return false } function can_transfer_shipment(sh) { if (is_shipment_held_by_faction(sh, game.current)) { let p = get_held_shipment_piece(sh) let s = piece_space(p) if (count_pieces(s, game.current, GUERRILLA) > 1) return true if (!is_player_farc() && has_piece(s, FARC, GUERRILLA)) return true if (!is_player_auc() && has_piece(s, AUC, GUERRILLA)) return true if (!is_player_cartels() && has_piece(s, CARTELS, GUERRILLA)) return true } return false } states.transfer_shipment = { disable_negotiation: true, prompt() { view.prompt = "Transfer Shipment to another Guerrilla." if (game.transfer.shipment < 0) { for (let sh = 0; sh < 4; ++sh) if (can_transfer_shipment(sh)) gen_action_shipment(sh) } else { view.selected_shipment = game.transfer.shipment let p = get_held_shipment_piece(game.transfer.shipment) let s = piece_space(p) if (game.current === FARC || !is_player_farc()) for_each_piece(FARC, GUERRILLA, (pp,ss) => { if (pp !== p && ss === s) gen_action_piece(pp) }) if (game.current === AUC || !is_player_auc()) for_each_piece(AUC, GUERRILLA, (pp,ss) => { if (pp !== p && ss === s) gen_action_piece(pp) }) if (game.current === CARTELS || !is_player_cartels()) for_each_piece(CARTELS, GUERRILLA, (pp,ss) => { if (pp !== p && ss === s) gen_action_piece(pp) }) } }, shipment(sh) { push_undo() if (game.transfer.shipment === sh) game.transfer.shipment = -1 else game.transfer.shipment = sh }, piece(p) { if (game.current !== piece_faction(p)) log_transfer(`${faction_name[game.current]} gave Shipment to ${piece_faction_name(p)} in S${piece_space(p)}.`) place_shipment(game.transfer.shipment, p) game.transfer.shipment = -1 end_negotiation() }, } function end_negotiation() { game.current = game.transfer.current game.state = game.transfer.state delete game.transfer } // === SHIP FOR EXTRA LIMOP === states.ship = { disable_negotiation: true, inactive: "Remove Shipment", prompt() { view.prompt = "Ship: Remove Shipment for a free, extra Limited Operation?" view.actions.skip = 1 for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let faction = get_held_shipment_faction(sh) if (faction === game.current) { gen_action_shipment(sh) } else { if (faction === FARC) view.actions.farc = 1 if (faction === AUC) view.actions.auc = 1 if (faction === CARTELS) view.actions.cartels = 1 } } } }, farc() { this.faction(FARC) }, auc() { this.faction(AUC) }, cartels() { this.faction(CARTELS) }, faction(faction) { push_undo() game.transfer = { current: game.current, state: game.state, } game.current = faction game.state = "ask_ship" }, shipment(sh) { push_undo() let p = get_held_shipment_piece(sh) log_transfer(`${piece_faction_name(p)} removed Shipment in S${piece_space(p)} for an extra free LimOp.`) remove_shipment(sh) goto_ship_limop() }, skip() { game.op.ship = 0 end_operation() }, } states.ask_ship = { disable_negotiation: true, inactive: "Remove Shipment", prompt() { view.prompt = `Negotiate: Remove Shipment to give ${faction_name[game.transfer.current]} a free extra Limited Operation?` view.actions.deny = 1 view.actions.undo = 0 for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let faction = get_held_shipment_faction(sh) if (faction === game.current) { gen_action_shipment(sh) } } } }, shipment(sh) { clear_undo() let p = get_held_shipment_piece(sh) log_transfer(`${faction_name[game.current]} removed Shipment in S${piece_space(p)} for an extra free LimOp.`) end_negotiation() remove_shipment(sh) goto_ship_limop() }, deny() { log_transfer(`${faction_name[game.current]} denied request to remove Shipment for an extra free LimOp.`) end_negotiation() }, } // === TRANSFER SHIPMENTS === function transfer_or_remove_shipments() { auto_transfer_dropped_shipments() if (has_dropped_shipments()) { if (can_transfer_dropped_shipments()) goto_transfer_dropped_shipments() else remove_dropped_shipments() } } function goto_transfer_dropped_shipments() { game.transfer = { current: game.current, state: game.state, shipment: 0, } resume_transfer_dropped_shipments() } function resume_transfer_dropped_shipments() { if (has_dropped_shipments_of_current()) game.state = "transfer_dropped_shipments_current" else if (has_dropped_shipments()) game.state = "transfer_dropped_shipments" else end_negotiation() } states.transfer_dropped_shipments_current = { disable_negotiation: true, inactive: "Transfer Shipment", prompt() { view.prompt = "Transfer Shipment to another Guerrilla." for (let sh = 0; sh < 4; ++sh) if (is_shipment_dropped(sh) && get_dropped_shipment_faction(sh) === game.current) gen_action_shipment(sh) }, shipment(sh) { game.state = "transfer_dropped_shipment_to" game.transfer.shipment = sh }, } states.transfer_dropped_shipments = { disable_negotiation: true, inactive: "Transfer Shipment", prompt() { view.prompt = "Transfer Shipment to another Guerrilla." for (let sh = 0; sh < 4; ++sh) if (is_shipment_dropped(sh)) gen_action_shipment(sh) }, shipment(sh) { let faction = get_dropped_shipment_faction(sh) if (game.current !== faction) { clear_undo() game.current = faction } game.state = "transfer_dropped_shipment_to" game.transfer.shipment = sh }, } function may_remove_shipment() { // Captured Goods if (game.op !== null && typeof game.op === "object" && game.op.type === "Attack") return false // Commandeer if (game.sa !== null && typeof game.sa === "object" && game.sa.commandeer) return false return true } states.transfer_dropped_shipment_to = { disable_negotiation: true, inactive: "Transfer Shipment", prompt() { view.prompt = "Transfer Shipment to another Guerrilla." view.selected_shipment = game.transfer.shipment let s = get_dropped_shipment_space(game.transfer.shipment) gen_piece_in_space(s, FARC, GUERRILLA) gen_piece_in_space(s, AUC, GUERRILLA) gen_piece_in_space(s, CARTELS, GUERRILLA) // Disable removal for Captured Goods and Commandeer. // Must transfer to executing faction instead of removing. if (may_remove_shipment()) view.actions.remove = 1 view.actions.undo = 0 }, piece(p) { log_transfer(`Transferred Shipment to ${piece_faction_name(p)} in S${piece_space(p)}.`) place_shipment(game.transfer.shipment, p) resume_transfer_dropped_shipments() }, remove() { // Contraband - Cartels decide who get it or if it is removed if (typeof game.sa === "object" && game.sa.contraband) { game.current = CARTELS game.state = "transfer_dropped_shipment_contraband" return } let sh = game.transfer.shipment let s = get_dropped_shipment_space(sh) if (game.op && (game.op.type === "Assault" || game.op.type === "Patrol")) { log_transfer("Drug Bust - Removed Shipment in S" + s + " for +6 Aid.") add_aid(6) } else { log_transfer("Removed Shipment in S" + s + ".") } remove_shipment(sh) resume_transfer_dropped_shipments() }, } states.transfer_dropped_shipment_contraband = { disable_negotiation: true, inactive: "Transfer Shipment", prompt() { view.prompt = "Contraband: Transfer Shipment to any Guerrilla." view.selected_shipment = game.transfer.shipment let s = get_dropped_shipment_space(game.transfer.shipment) gen_piece_in_space(s, FARC, GUERRILLA) gen_piece_in_space(s, AUC, GUERRILLA) gen_piece_in_space(s, CARTELS, GUERRILLA) view.actions.remove = 1 view.actions.undo = 0 }, piece(p) { log_transfer(`Contraband - ${piece_faction_name(p)} took Shipment in S${piece_space(p)}.`) place_shipment(game.transfer.shipment, p) resume_transfer_dropped_shipments() }, remove() { let sh = game.transfer.shipment let s = get_dropped_shipment_space(sh) log_transfer("Contraband - removed Shipment in S" + s + ".") remove_shipment(sh) resume_transfer_dropped_shipments() }, } // === DRUG BUST (PATROL AND ASSAULT) === states.drug_bust = { inactive: "Drug Bust", prompt() { view.prompt = "Drug Bust: Add +6 Aid per Shipment removed by Assault." for (let sh = 0; sh < 4; ++sh) if (is_shipment_dropped(sh)) gen_action_shipment(sh) }, shipment(sh) { let s = get_dropped_shipment_space(sh) log_transfer("Drug Bust - Removed Shipment in S" + s + " for +6 Aid.") remove_shipment(sh) add_aid(6) if (!has_dropped_shipments()) { if (game.op.type === "Patrol") resume_patrol_assault() else resume_assault() } }, } // === SEQUENCE OF PLAY === function this_card() { return game.deck[0] } function is_final_propaganda_card() { for (let i = 1; i < game.deck.length; ++i) if (game.deck[i] === PROPAGANDA) return false return true } function is_final_event_card() { if (game.deck[1] === PROPAGANDA) { for (let i = 2; i < game.deck.length; ++i) if (game.deck[i] === PROPAGANDA) return false return true } return false } function is_eligible(faction) { return game.cylinder[faction] === ELIGIBLE } function next_eligible_faction() { let order = data.card_order[this_card()] for (let faction of order) if (is_eligible(faction)) return faction return -1 } function adjust_eligibility(faction) { if (game.cylinder[faction] === INELIGIBLE || game.cylinder[faction] === SOP_PASS) game.cylinder[faction] = ELIGIBLE else if (game.cylinder[faction] !== ELIGIBLE) game.cylinder[faction] = INELIGIBLE if (game.marked & (1 << faction)) game.cylinder[faction] = INELIGIBLE if (game.marked & (16 << faction)) game.cylinder[faction] = ELIGIBLE } function did_option(e) { return ( game.cylinder[GOVT] === e || game.cylinder[FARC] === e || game.cylinder[AUC] === e || game.cylinder[CARTELS] === e ) } function move_cylinder_to_operation() { if (game.cylinder[game.current] === ELIGIBLE) { 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 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 move_cylinder_to_event() { if (did_option(SOP_1ST_OP_AND_SA)) game.cylinder[game.current] = SOP_2ND_LIMOP_OR_EVENT else game.cylinder[game.current] = SOP_1ST_EVENT game.op = null } function goto_card() { log_h1("C" + this_card()) if (this_card() === PROPAGANDA) goto_propaganda_card() else resume_event_card() } 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() } function end_card() { clear_undo() adjust_eligibility(GOVT) adjust_eligibility(FARC) adjust_eligibility(AUC) adjust_eligibility(CARTELS) game.marked = 0 while (game.deck[0] === PROPAGANDA && game.deck[1] === PROPAGANDA) { log_h1("C73") log("Skipped.") array_remove(game.deck, 0) if (is_final_propaganda_card()) { goto_final_victory() return } } array_remove(game.deck, 0) goto_card() } function goto_eligible() { game.current = next_eligible_faction() if (game.current < 0) { end_card() } else { game.state = "eligible" game.op = { limited: 0, free: 0, ship: 1, spaces: [], where: -1, pass: 1 } 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 goto_ship_limop() { game.state = "ship_limop" game.op = { limited: 1, free: 1, ship: 0, spaces: [], where: -1, } game.sa = 0 } states.eligible = { disable_negotiation: true, inactive: "Eligible Faction", 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() { goto_event(0) }, unshaded() { goto_event(0) }, shaded() { goto_event(1) }, pass: goto_pass, } states.ship_limop = { disable_negotiation: true, inactive: "Extra Limited Operation", prompt() { view.prompt = "Extra Limited Operation." gen_any_operation() }, train: goto_train, patrol: goto_patrol, sweep: goto_sweep, assault: goto_assault, rally: goto_rally, march: goto_march, attack: goto_attack, terror: goto_terror, } function end_operation() { log_br() if (game.op.ship && is_any_shipment_held()) { push_undo() game.state = "ship" } else { game.op = null if (game.vm) vm_next() else resume_event_card() } } function goto_pass() { push_undo() game.op = 0 game.sa = 0 game.cylinder[game.current] = SOP_PASS log_h2(faction_name[game.current] + " - Pass") if (game.current === GOVT) { log_resources(game.current, 3) add_resources(game.current, 3) } else { log_resources(game.current, 1) add_resources(game.current, 1) } resume_event_card() } // === OPERATIONS === function gen_any_operation() { if (game.current === GOVT) { view.actions.train = can_train() ? 1 : 0 view.actions.patrol = can_patrol() ? 1 : 0 view.actions.sweep = can_sweep() ? 1 : 0 view.actions.assault = can_assault() ? 1 : 0 } else { view.actions.rally = can_rally() ? 1 : 0 view.actions.march = can_march() ? 1 : 0 view.actions.attack = can_attack() ? 1 : 0 view.actions.terror = can_terror() ? 1 : 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 init_operation(type) { push_undo() move_cylinder_to_operation() if (game.op.limited) log_h2(faction_name[game.current] + " - Limited " + type) else log_h2(faction_name[game.current] + " - " + type) game.op.type = type } function init_free_operation(type, s) { game.op = { type: type, limited: s >= 0 ? 1 : 0, free: 1, ship: 0, spaces: [], where: s, } if (s >= 0) set_add(game.op.spaces, s) } function prompt_end_op(cost) { if (!view.actions.space) { if (game.op.limited && game.op.spaces && game.op.spaces.length > 0) view.prompt = game.op.type + ": Done." else if (!game.op.free && game.resources[game.current] < cost) view.prompt = game.op.type + ": No resources." else view.prompt = game.op.type + ": Done." } return (game.op.spaces.length > 0) ? 1 : 0 } function can_select_op_space(cost) { if (!game.op.free && game.resources[game.current] < cost) return false if (game.op.limited) return game.op.spaces.length === 0 return true } function is_selected_op_space(s) { return game.op.spaces && set_has(game.op.spaces, s) } function select_op_space(s, cost) { set_add(game.op.spaces, s) if (!game.op.free) game.resources[game.current] -= cost game.op.where = s } // OPERATION: TRAIN function vm_free_train() { init_free_operation("Train", game.vm.s) if (can_govt_train_place(game.op.where)) goto_train_place() else game.state = "vm_train_base_or_civic" } function goto_train() { init_operation("Train") game.state = "train" } function can_train() { if (game.sa) return true for (let s = first_space; s <= last_dept; ++s) if (can_govt_train(s)) return true return false } function can_govt_train_place(s) { return is_city(s) || has_piece(s, GOVT, BASE) } function can_govt_train_base(s) { if (can_stack_piece(s, GOVT, BASE) && count_cubes(s) >= 3) { if (is_selected_op_space(s)) return true else return can_select_op_space(3) } return false } function can_govt_train_civic(s) { if (can_civic_action(s)) { if (is_selected_op_space(s)) return game.resources[GOVT] >= 3 else return can_select_op_space(3+3) } return false } function can_govt_train(s) { return can_govt_train_place(s) || can_govt_train_base(s) || can_govt_train_civic(s) } function can_govt_train_base_any() { if (game.op.limited && game.op.spaces.length > 0) return can_govt_train_base(game.op.spaces[0]) for (let s = first_city; s <= last_city; ++s) if (can_govt_train_base(s)) return true for (let s = first_dept; s <= last_dept; ++s) if (can_govt_train_base(s)) return true return false } function can_govt_train_civic_any() { if (game.resources[game.current] < 3) return false if (game.op.limited && game.op.spaces.length > 0) return can_govt_train_civic(game.op.spaces[0]) for (let s = first_city; s <= last_city; ++s) if (can_govt_train_civic(s)) return true for (let s = first_dept; s <= last_dept; ++s) if (can_govt_train_civic(s)) return true return false } function gen_govt_special_activity_for_train() { if (game.sa) { view.actions.air_lift = can_air_lift() ? 1 : 0 view.actions.eradicate = can_eradicate() ? 1 : 0 } } states.train = { prompt() { view.prompt = "Train: Select City or Department to place cubes." gen_govt_special_activity_for_train() // Any Departments or Cities if (can_select_op_space(3)) for (let s = first_space; s <= last_dept; ++s) if (!is_selected_op_space(s) && can_govt_train_place(s)) gen_action_space(s) view.actions.base = can_govt_train_base_any() ? 1 : 0 view.actions.civic = can_govt_train_civic_any() ? 1 : 0 view.actions.end_train = prompt_end_op(3) }, space(s) { push_undo() select_op_space(s, 3) goto_train_place() }, base() { push_undo() if (game.op.limited && game.op.spaces.length > 0) goto_train_base_remove(game.op.spaces[0]) else game.state = "train_base" }, civic() { push_undo() game.state = "train_civic" }, end_train: end_operation, } function resume_train() { if (game.vm) { if (can_govt_train_base(game.vm.s) || can_govt_train_civic(game.vm.s)) game.state = "vm_train_base_or_civic" else end_operation() } else { game.state = "train" } } function goto_train_place() { push_summary() game.op.count = 6 game.state = "train_place" } states.train_place = { prompt() { view.prompt = `Train in ${space_name[game.op.where]}: Place up to 6 cubes.` view.where = game.op.where if (game.op.count > 0) { gen_place_piece(game.op.where, GOVT, TROOPS) gen_place_piece(game.op.where, GOVT, POLICE) } view.actions.next = 1 }, piece(p) { log_summary_place(p) place_piece(p, game.op.where) if (--game.op.count === 0) end_train_place() }, next() { end_train_place() }, } function end_train_place() { log_space(game.op.where, "Train") pop_summary() resume_train() } states.vm_train_base_or_civic = { prompt() { view.prompt = "Train: Build Base or buy Civic Action?" view.actions.base = can_govt_train_base(game.vm.s) ? 1 : 0 view.actions.civic = can_govt_train_civic(game.vm.s) ? 1 : 0 view.actions.end_train = (game.op.spaces.length > 0) ? 1 : 0 }, base() { push_undo() goto_train_base_remove(game.vm.s) }, civic() { push_undo() game.state = "vm_train_civic" }, end_train: end_operation, } states.train_base = { prompt() { view.prompt = "Train: Build Base." for (let s = first_space; s <= last_dept; ++s) if (can_govt_train_base(s)) if (is_selected_op_space(s) || can_select_op_space(3)) gen_action_space(s) }, space(s) { if (!is_selected_op_space(s)) select_op_space(s, 3) goto_train_base_remove(s) }, } function goto_train_base_remove(s) { push_summary() game.op.where = s game.op.count = 0 game.state = "train_base_remove" } states.train_base_remove = { prompt() { view.prompt = `Train: Replace 3 cubes with a Base in ${space_name[game.op.where]}.` gen_piece_in_space(game.op.where, GOVT, POLICE) gen_piece_in_space(game.op.where, GOVT, TROOPS) }, piece(p) { log_summary_remove(p) remove_piece(p) if (++game.op.count === 3) { if (auto_place_piece(game.op.where, GOVT, BASE)) { log_summary("Placed Govt Base") end_train_base() } else { game.state = "train_base_place" } } }, } states.train_base_place = { prompt() { view.prompt = `Train: Place Base in ${space_name[game.op.where]}.` gen_place_piece(game.op.where, GOVT, BASE) }, piece(p) { log_summary("Placed Govt Base from S" + piece_space(p)) place_piece(p, game.op.where) end_train_base() }, } function end_train_base() { log_space(game.op.where, "Train Base") pop_summary() game.state = "train_done" } function goto_train_civic_action(s) { game.op.where = s log_space(game.op.where, "Civic Action") do_train_civic_action() } function do_train_civic_action() { do_civic_action(game.op.where, false) if (can_govt_train_civic(game.op.where)) game.state = "train_civic_buy" else end_train_civic_action() } function do_civic_action(s, verbose) { pay_resources(GOVT, 3) if (has_terror(s)) { if (verbose) logi("Removed Terror from S" + s) else logi("Removed Terror") remove_terror(s) } else { shift_support(s) if (verbose) logi("S" + s + " to " + support_level_name[game.support[s]]) else logi(support_level_name[game.support[s]]) } } function end_train_civic_action() { game.state = "train_done" } states.vm_train_civic = { prompt() { view.prompt = `Train: Buy Civic Action.` gen_action_space(game.vm.s) }, space(s) { push_undo() goto_train_civic_action(s) }, } states.train_civic = { prompt() { view.prompt = `Train: Buy Civic Action.` for (let s = first_space; s <= last_dept; ++s) if (can_govt_train_civic(s)) gen_action_space(s) }, space(s) { push_undo() if (!is_selected_op_space(s)) select_op_space(s, 3) goto_train_civic_action(s) }, } states.train_civic_buy = { prompt() { view.prompt = `Train: Buy Civic Action.` gen_action_space(game.op.where) view.actions.end_train = 1 }, space(s) { push_undo() do_train_civic_action(s) }, end_train: end_operation, } states.train_done = { prompt() { view.prompt = "Train: Done." gen_govt_special_activity_for_train() view.actions.end_train = 1 }, end_train: end_operation, } // OPERATION: PATROL function goto_patrol() { init_operation("Patrol") game.op.pieces = [] if (!game.op.free && game.resources[GOVT] < 3) game.state = "patrol_pay" else goto_patrol2() } states.patrol_pay = { prompt() { view.prompt = "Patrol: Pay 3 resources." if (game.resources[GOVT] >= 3) gen_action("resources", GOVT) }, resources(_) { goto_patrol2() } } function goto_patrol2() { push_summary() if (!game.op.free) game.resources[GOVT] -= 3 if (game.op.limited) game.state = "patrol_limop" else game.state = "patrol" game.op.who = -1 if (PATROL_RESET) game.op.undo = game.undo.length } function can_patrol() { if (game.sa) return true if (game.op.limited) { for (let s = first_city; s <= last_city; ++s) if (can_patrol_to(s)) return true for (let s = first_loc; s <= last_loc; ++s) if (can_patrol_to(s)) return true } else { // TODO return true } return false } function can_patrol_to(_) { // TODO return true } // OPERATION: PATROL - MOVE function gen_patrol_move_limop(start) { let queue = [ start ] path_seen.fill(0) while (queue.length > 0) { let here = queue.shift() for (let next of data.spaces[here].adjacent) { // already seen if (path_seen[next]) continue path_seen[next] = 1 gen_piece_in_space(next, GOVT, TROOPS) gen_piece_in_space(next, GOVT, POLICE) // must stop if guerrilla if (has_any_guerrilla(next)) continue // continue along locs and cities if (is_loc(next) || is_city(next)) queue.push(next) } } } function gen_patrol_move(start) { let queue = [ start ] path_seen.fill(0) while (queue.length > 0) { let here = queue.shift() for (let next of data.adjacent_patrol[here]) { // already seen if (path_seen[next]) continue path_seen[next] = 1 gen_action_space(next) // must stop if guerrilla if (has_any_guerrilla(next)) continue queue.push(next) } } } states.patrol_limop = { prompt() { view.prompt = "Patrol: Select destination City or LoC." gen_govt_special_activity() // TODO: check if can move for (let s = first_city; s <= last_city; ++s) gen_action_space(s) for (let s = first_loc; s <= last_loc; ++s) gen_action_space(s) }, space(s) { push_undo() select_op_space(s, 0) game.op.limop_space = s // remember destination for assault game.state = "patrol_limop_move" }, } states.patrol_limop_move = { prompt() { view.prompt = `Patrol: Move cubes to ${space_name[game.op.where]}.` view.where = game.op.where gen_patrol_move_limop(game.op.where) view.actions.next = 1 }, piece(p) { log_summary("% " + piece_name(p) + " from S" + piece_space(p)) move_piece(p, game.op.where) }, next() { end_patrol_move() }, } states.patrol = { prompt() { view.prompt = "Patrol: Move cubes into or along LoCs and Cities." view.who = game.op.who gen_govt_special_activity() if (game.op.who < 0) { for_each_piece(GOVT, TROOPS, p => { if (piece_space(p) >= 0 && !set_has(game.op.pieces, p)) gen_action_piece(p) }) for_each_piece(GOVT, POLICE, 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(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) } } view.actions.next = 1 }, piece(p) { if (game.op.who < 0) { push_undo() game.op.who = p set_add(game.op.pieces, p) } else { pop_undo() game.op.who = -1 } }, space(s) { let p = game.op.who // log_summary("% " + piece_name(p) + " to S" + s + " from S" + piece_space(p)) // log_summary("% " + piece_name(p) + " to S" + s) // log_summary("% " + piece_name(p) + " from S" + piece_space(p)) log_summary("% " + piece_name(p) + "\nto S" + s + "\nfrom S" + piece_space(p)) move_piece(game.op.who, s) game.op.who = -1 }, next() { // Reset undo stack to beginning of Operation. if (PATROL_RESET) game.undo.length = game.op.undo end_patrol_move() }, } function end_patrol_move() { if (game.op.limited) log_space(game.op.where, "Patrol") else log_action("Patrol") pop_summary() goto_patrol_activate() } // OPERATION: PATROL - ACTIVATE function goto_patrol_activate() { game.op.spaces = [] // reset space list for activation resume_patrol_activate() } function resume_patrol_activate() { if (can_patrol_activate()) game.state = "patrol_activate" else end_patrol_activate() } function can_patrol_activate() { if (has_momentum(MOM_PLAN_COLOMBIA)) return false for (let s = first_loc; s <= last_loc; ++s) if (can_patrol_activate_space(s)) return true return false } function can_patrol_activate_space(s) { if (has_cube(s) && has_any_underground_guerrilla(s)) return true return false } states.patrol_activate = { prompt() { view.prompt = "Patrol: Activate Guerrillas in each LoC with cubes." gen_govt_special_activity() for (let s = first_loc; s <= last_loc; ++s) if (!is_selected_op_space(s) && can_patrol_activate_space(s)) gen_action_space(s) view.actions.next = 1 }, space(s) { push_undo() select_op_space(s, 0) goto_patrol_activate_space() }, next() { push_undo() end_patrol_activate() }, } function goto_patrol_activate_space() { push_summary() game.op.targeted = 0 game.op.count = 0 game.state = "patrol_activate_space" } states.patrol_activate_space = { prompt() { view.prompt = `Patrol: Activate 1 Guerrilla for each cube in ${space_name[game.op.where]}.` view.where = game.op.where gen_underground_guerrillas(game.op.where, FARC) gen_underground_guerrillas(game.op.where, AUC) gen_underground_guerrillas(game.op.where, CARTELS) view.actions.skip = did_maximum_damage(game.op.targeted) }, piece(p) { game.op.targeted |= target_faction(p) set_active(p) log_summary_activated(p) if (++game.op.count >= count_cubes(game.op.where) || !has_any_underground_guerrilla(game.op.where)) end_patrol_activate_space() }, skip() { end_patrol_activate_space() }, } function end_patrol_activate_space() { log_space(game.op.where, "Activate") pop_summary() resume_patrol_activate() } function end_patrol_activate() { goto_patrol_assault() } // OPERATION: PATROL - ASSAULT function goto_patrol_assault() { game.op.spaces = [] // reset space list for assault if (can_patrol_assault()) game.state = "patrol_assault" else game.state = "patrol_done" } function resume_patrol_assault() { if (has_capability(CAP_METEORO)) game.state = "patrol_assault" else game.state = "patrol_done" } function can_patrol_assault() { if (has_capability(S_CAP_METEORO)) return false if (game.op.limited) return can_patrol_assault_space(game.op.limop_space) for (let s = first_loc; s <= last_loc; ++s) if (can_patrol_assault_space(s)) return true return false } function can_patrol_assault_space(s) { return is_loc(s) && has_assault_target(s) && has_cube(s) } states.patrol_assault = { prompt() { if (has_capability(CAP_METEORO)) view.prompt = "Patrol: Free Assault in each LoC." else view.prompt = "Patrol: Free Assault in one LoC." gen_govt_special_activity() if (game.op.limited) { if (can_patrol_assault_space(game.op.limop_space)) gen_action_space(game.op.limop_space) } else { for (let s = first_loc; s <= last_loc; ++s) if (!is_selected_op_space(s) && can_patrol_assault_space(s)) gen_action_space(s) } view.actions.end_patrol = 1 }, space(s) { push_undo() select_op_space(s, 0) goto_patrol_assault_space() }, end_patrol: end_operation, } function goto_patrol_assault_space() { push_summary() game.op.targeted = 0 game.op.count = 0 game.state = "patrol_assault_space" } states.patrol_assault_space = { prompt() { view.prompt = `Patrol: Remove 1 Guerrilla for each cube in ${space_name[game.op.where]}.` view.where = game.op.where gen_exposed_piece(game.op.where, FARC) gen_exposed_piece(game.op.where, AUC) gen_exposed_piece(game.op.where, CARTELS) view.actions.skip = did_maximum_damage(game.op.targeted) }, piece(p) { log_summary_remove(p) game.op.targeted |= target_faction(p) remove_piece(p) if (++game.op.count >= count_cubes(game.op.where) || !has_assault_target(game.op.where)) end_patrol_assault_space() }, skip() { end_patrol_assault_space() }, } function end_patrol_assault_space() { log_space(game.op.where, "Assault") pop_summary() if (can_drug_bust_dropped_shipments(game.op.where)) game.state = "drug_bust" else resume_patrol_assault() } states.patrol_done = { prompt() { view.prompt = "Patrol: Done." gen_govt_special_activity() view.actions.end_patrol = 1 }, end_patrol: end_operation, } // OPERATION: SWEEP function goto_sweep() { init_operation("Sweep") game.state = "sweep" if (has_capability(S_CAP_OSPINA)) game.op.limited = 1 game.op.faction = 0 } function vm_free_sweep() { init_free_operation("Sweep", game.vm.s) game.op.faction = 0 goto_sweep_space(false) } function vm_free_sweep_farc() { init_free_operation("Sweep", game.vm.s) game.op.faction = FARC goto_sweep_space(false) } function can_sweep() { if (is_final_event_card()) return false if (game.sa) return true for (let s = first_space; s <= last_dept; ++s) if (can_sweep_select(s)) return true return false } function can_sweep_select(here) { if (is_dept(here) && has_momentum(MOM_MADRID_DONORS)) return false if (has_piece(here, GOVT, TROOPS) || has_piece(here, GOVT, POLICE)) return true return can_sweep_move_cubes(here) } function can_sweep_activate(s, target = 0) { // Sweep does not Activate Guerrillas in Panama. if (s === PANAMA) return false let n = count_cubes(s) // Card 37: AUC Guerillas act as Troops if (target === FARC) n += count_pieces(s, AUC, GUERRILLA) if (is_forest(s)) n >>= 1 if (n < 1) return false // If targeting FARC specifically. if (target === FARC) return has_underground_guerrilla(s, FARC) return ( (!has_momentum(MOM_SENADO_FARC) && has_underground_guerrilla(s, FARC)) || (!has_momentum(MOM_SENADO_AUC) && has_underground_guerrilla(s, AUC)) || (!has_momentum(MOM_SENADO_CARTELS) && has_underground_guerrilla(s, CARTELS)) ) } function can_sweep_move_cubes(here) { if (!can_stack_any(here, GOVT)) return false let ndsc = has_capability(CAP_NDSC) for (let next of data.spaces[here].adjacent) { if (!is_selected_op_space(next)) { if (has_piece(next, GOVT, TROOPS)) return true if (ndsc && has_piece(next, GOVT, POLICE)) return true } if (is_loc(next) && !has_any_guerrilla(next)) { for (let nextnext of data.spaces[next].adjacent) { if (nextnext !== here) { if (!is_selected_op_space(nextnext)) { if (has_piece(nextnext, GOVT, TROOPS)) return true if (ndsc && has_piece(next, GOVT, POLICE)) return true } } } } } return false } function gen_sweep_move_cubes(here) { if (!can_stack_any(here, GOVT)) return for (let next of data.spaces[here].adjacent) { if (!is_selected_op_space(next)) { if (game.op.ndsc) gen_piece_in_space(next, GOVT, POLICE) gen_piece_in_space(next, GOVT, TROOPS) } if (is_loc(next) && !has_any_guerrilla(next)) { for (let nextnext of data.spaces[next].adjacent) { if (nextnext !== here) { if (!is_selected_op_space(nextnext)) { if (game.op.ndsc) gen_piece_in_space(nextnext, GOVT, POLICE) gen_piece_in_space(nextnext, GOVT, TROOPS) } } } } } } states.sweep = { prompt() { view.prompt = "Sweep: Select Cities and Departments." gen_govt_special_activity() let cost = 3 if (has_capability(CAP_OSPINA)) cost = 1 if (can_select_op_space(cost)) for (let s = first_space; s <= last_dept; ++s) if (!is_selected_op_space(s) && can_sweep_select(s)) gen_action_space(s) view.actions.end_sweep = prompt_end_op(cost) }, space(s) { push_undo() let cost = 3 if (has_capability(CAP_OSPINA)) cost = 1 select_op_space(s, cost) if (has_capability(CAP_NDSC)) game.op.ndsc = 1 goto_sweep_space(true) }, end_sweep: end_operation, } function resume_sweep() { if (game.vm) { end_operation() return } game.state = "sweep" } function goto_sweep_space(allow_move) { push_summary() if (allow_move && can_sweep_move_cubes(game.op.where)) game.state = "sweep_move" else goto_sweep_activate() } function end_sweep_space() { log_space(game.op.where, "Sweep") pop_summary() resume_sweep() } states.sweep_move = { prompt() { view.prompt = `Sweep: Move Troops into ${space_name[game.op.where]}.` view.where = game.op.where gen_sweep_move_cubes(game.op.where) view.actions.next = 1 }, piece(p) { if (is_police(p)) log_summary("% Police from S" + piece_space(p)) else log_summary("% Troops from S" + piece_space(p)) move_piece(p, game.op.where) // NDSC if (is_police(p)) game.op.ndsc = 0 if (!can_sweep_move_cubes(game.op.where)) goto_sweep_activate() }, next() { goto_sweep_activate() }, } function goto_sweep_activate() { let n_troops = count_pieces(game.op.where, GOVT, TROOPS) let n_police = count_pieces(game.op.where, GOVT, POLICE) // Event 37: AUC Guerillas act as Troops if (game.op.faction === FARC) n_troops += count_pieces(game.op.where, AUC, GUERRILLA) game.op.count = n_troops + n_police if (has_capability(S_CAP_NDSC)) game.op.count = Math.max(n_troops, n_police) if (is_forest(game.op.where)) game.op.count >>= 1 game.op.targeted = 0 if (game.op.count === 0 || !can_sweep_activate(game.op.where, game.op.faction)) end_sweep_space() else game.state = "sweep_activate" } states.sweep_activate = { prompt() { view.prompt = `Sweep: Activate ${game.op.count} Guerrillas in ${space_name[game.op.where]}.` view.where = game.op.where gen_govt_special_activity() if (game.op.faction) { gen_underground_guerrillas(game.op.where, game.op.faction) } else { if (!has_momentum(MOM_SENADO_FARC)) gen_underground_guerrillas(game.op.where, FARC) if (!has_momentum(MOM_SENADO_AUC)) gen_underground_guerrillas(game.op.where, AUC) if (!has_momentum(MOM_SENADO_CARTELS)) gen_underground_guerrillas(game.op.where, CARTELS) } view.actions.skip = did_maximum_damage(game.op.targeted) }, piece(p) { log_summary_activated(p) game.op.targeted |= target_faction(p) set_active(p) if (--game.op.count === 0 || !can_sweep_activate(game.op.where, game.op.faction)) end_sweep_space() }, skip() { end_sweep_space() }, } // OPERATION: ASSAULT function goto_assault() { init_operation("Assault") game.state = "assault" if (has_capability(S_CAP_TAPIAS)) game.op.limited = 1 game.op.faction = 0 } function vm_free_assault() { init_free_operation("Assault", game.vm.s) game.op.faction = 0 goto_assault_space() } function vm_free_assault_auc() { init_free_operation("Assault", game.vm.s) game.op.faction = AUC goto_assault_space() } function vm_free_assault_farc() { init_free_operation("Assault", game.vm.s) game.op.faction = FARC goto_assault_space() } function vm_free_assault_cartels() { init_free_operation("Assault", game.vm.s) game.op.faction = CARTELS goto_assault_space() } function must_air_lift_to_assault(state) { if (state === "assault" && game.op.spaces.length === 0) { for (let s = first_space; s <= last_space; ++s) if (can_assault_in_space(s, 0)) return false return true } return false } function can_assault() { if (game.sa && can_air_lift()) { for (let s = first_space; s <= last_space; ++s) if (has_assault_target(s, 0)) return true return false } for (let s = first_space; s <= last_space; ++s) if (can_assault_in_space(s, 0)) return true return false } function can_assault_in_space(s) { return can_assault_in_space_faction(s, 0) } function can_assault_in_space_faction(s, target) { return has_assault_target(s, target) && assault_kill_count(s, target) > 0 } function has_assault_target(s, target) { // Card 37 if (target === FARC) { if (has_piece(s, FARC, GUERRILLA)) return has_active_guerrilla(s, FARC) return has_piece(s, FARC, BASE) } // Card 47 if (target === AUC) { if (has_piece(s, AUC, GUERRILLA)) return has_active_guerrilla(s, AUC) return has_piece(s, AUC, BASE) } // Card 59 if (target === CARTELS) { if (has_piece(s, CARTELS, GUERRILLA)) return has_active_guerrilla(s, CARTELS) return has_piece(s, CARTELS, BASE) } // Card 17: Madrid Donors - no Assault in Depts // Card 9: Assault treats Mountain as City let dept = is_dept(s) if (is_mountain(s) && has_capability(CAP_MTN_BNS)) dept = false if (dept && has_momentum(MOM_MADRID_DONORS)) return false return ( (!has_momentum(MOM_SENADO_FARC) && has_exposed_piece(s, FARC)) || (!has_momentum(MOM_SENADO_AUC) && has_exposed_piece(s, AUC)) || (!has_momentum(MOM_SENADO_CARTELS) && has_exposed_piece(s, CARTELS)) ) } function has_exposed_piece(s, faction) { if (has_piece(s, faction, GUERRILLA)) return has_active_guerrilla(s, faction) return has_piece(s, faction, BASE) } function gen_exposed_piece(s, faction) { if (has_piece(s, faction, GUERRILLA)) gen_active_guerrillas(s, faction) else gen_piece_in_space(s, faction, BASE) } function assault_kill_count(s, target) { let n = count_pieces(s, GOVT, TROOPS) // Card 47: All Police free Assault AUC as if Troops. if (target === AUC) { n = count_pieces(s, GOVT, POLICE) if (is_mountain(s)) { if (has_capability(CAP_MTN_BNS)) return n if (has_capability(S_CAP_MTN_BNS)) return n >> 2 return n >> 1 } return n } // Event 37: AUC Guerillas act as Troops if (target === FARC) n += count_pieces(s, AUC, GUERRILLA) if (is_city_or_loc(s)) return n + count_pieces(s, GOVT, POLICE) if (is_mountain(s)) { if (has_capability(CAP_MTN_BNS)) return n + count_pieces(s, GOVT, POLICE) if (has_capability(S_CAP_MTN_BNS)) return n >> 2 return n >> 1 } return n } states.assault = { prompt() { view.prompt = "Assault: Select space to eliminate enemy forces." gen_govt_special_activity() let cost = 3 if (has_capability(CAP_TAPIAS)) cost = 1 if (can_select_op_space(cost)) for (let s = first_space; s <= last_space; ++s) if (!is_selected_op_space(s) && can_assault_in_space(s)) gen_action_space(s) view.actions.end_assault = prompt_end_op(cost) }, space(s) { push_undo() let cost = 3 if (has_capability(CAP_TAPIAS)) cost = 1 select_op_space(s, cost) goto_assault_space() }, end_assault: end_operation, } function resume_assault() { if (game.vm) { end_operation() } else { game.state = "assault" transfer_or_remove_shipments() // NOTE: Unless removed by Drug Bust } } function goto_assault_space() { push_summary() game.op.targeted = 0 // TODO: count down? game.op.count = assault_kill_count(game.op.where, game.op.faction) game.state = "assault_space" } states.assault_space = { prompt() { view.prompt = `Assault: Remove ${game.op.count} enemy pieces in ${space_name[game.op.where]}.` view.where = game.op.where if (game.op.faction) { gen_exposed_piece(game.op.where, game.op.faction) } else { if (!has_momentum(MOM_SENADO_FARC)) gen_exposed_piece(game.op.where, FARC) if (!has_momentum(MOM_SENADO_AUC)) gen_exposed_piece(game.op.where, AUC) if (!has_momentum(MOM_SENADO_CARTELS)) gen_exposed_piece(game.op.where, CARTELS) } view.actions.skip = did_maximum_damage(game.op.targeted) }, piece(p) { log_summary_remove(p) game.op.targeted |= target_faction(p) remove_piece(p) if (--game.op.count === 0 || !has_assault_target(game.op.where, game.op.faction)) end_assault_space() }, skip: end_assault_space, } function end_assault_space() { log_space(game.op.where, "Assault") pop_summary() if (can_drug_bust_dropped_shipments(game.op.where)) game.state = "drug_bust" else resume_assault() } // OPERATION: RALLY function goto_rally() { init_operation("Rally") game.state = "rally" } function vm_free_rally() { init_free_operation("Rally", game.vm.s) goto_rally_space() } function goto_free_rally_elite_backing(s) { init_free_operation("Rally", s) game.op.elite_backing = 1 goto_rally_space() } function rally_count() { if (has_piece(game.op.where, game.current, BASE)) return data.spaces[game.op.where].pop + count_pieces(game.op.where, game.current, BASE) return 1 } function can_rally() { for (let s = first_space; s <= last_dept; ++s) if (can_rally_in_space(s)) return true return false } function can_rally_in_space(s) { if (is_city(s) || is_dept(s)) { switch (game.current) { case FARC: return !is_support(s) case AUC: return !is_opposition(s) case CARTELS: return true } } return false } states.rally = { prompt() { if (game.current === FARC) view.prompt = "Rally: Select City or Department without Support." else if (game.current === AUC) view.prompt = "Rally: Select City or Department without Opposition." else view.prompt = "Rally: Select City or Department." if (game.sa) { gen_special_activity(FARC, "extort", can_extort) gen_special_activity(AUC, "extort", can_extort) gen_special_activity(CARTELS, "cultivate", can_cultivate) gen_special_activity(CARTELS, "process", can_process) gen_special_activity(CARTELS, "bribe", can_bribe) } // Departments or Cities if (can_select_op_space(1)) for (let s = first_space; s <= last_dept; ++s) if (!is_selected_op_space(s) && can_rally_in_space(s)) gen_action_space(s) view.actions.end_rally = prompt_end_op(1) }, space(s) { push_undo() select_op_space(s, 1) goto_rally_space() }, end_rally: end_operation, } function resume_rally() { if (game.vm) { end_operation() return } if (game.op.elite_backing) game.state = "elite_backing_done" else game.state = "rally" transfer_or_remove_shipments() } function goto_rally_space() { push_summary() game.op.count = 0 game.state = "rally_space" } states.rally_space = { prompt() { view.prompt = `Rally: Place up to ${rally_count()} Guerrillas, build Base, or Move.` view.where = game.op.where if (game.sa) { // allow Cultivate here because you can place a base into the selected Dept to rally more effectively gen_special_activity(CARTELS, "cultivate", can_cultivate) } if (count_pieces(game.op.where, game.current, GUERRILLA) >= 2 && count_bases(game.op.where) < 2) view.actions.base = 1 else view.actions.base = 0 if (has_piece(game.op.where, game.current, BASE)) view.actions.move = 1 else view.actions.move = 0 if (can_stack_piece(game.op.where, game.current, GUERRILLA)) gen_place_piece(game.op.where, game.current, GUERRILLA) // You don't have to do anything if you haven't got any available pieces. if (!has_piece(AVAILABLE, game.current, GUERRILLA)) view.actions.skip = 1 }, piece(p) { log_summary_place(p) place_piece(p, game.op.where) game.state = "rally_guerrillas" if (++game.op.count >= rally_count() || !can_stack_piece(game.op.where, game.current, GUERRILLA)) end_rally_space() }, base() { game.state = "rally_base_remove" game.op.count = 0 }, move() { game.state = "rally_move" }, skip() { end_rally_space() }, } states.rally_guerrillas = { prompt() { view.prompt = `Rally: Place up to ${rally_count()} Guerrillas.` view.where = game.op.where gen_place_piece(game.op.where, game.current, GUERRILLA) view.actions.next = 1 }, piece(p) { log_summary_place(p) place_piece(p, game.op.where) game.state = "rally_guerrillas" if (++game.op.count >= rally_count() || !can_stack_piece(game.op.where, game.current, GUERRILLA)) end_rally_space() }, next() { end_rally_space() }, } states.rally_base_remove = { prompt() { view.prompt = `Rally: Replace 2 Guerrillas with a Base in ${space_name[game.op.where]}.` gen_piece_in_space(game.op.where, game.current, GUERRILLA) }, piece(p) { log_summary_remove(p) remove_piece(p) if (++game.op.count === 2) { if (auto_place_piece(game.op.where, game.current, BASE)) { log_summary("Placed " + piece_faction_type_name[game.current][BASE]) end_rally_space() } else { game.state = "rally_base_place" } } }, } states.rally_base_place = { prompt() { view.prompt = `Rally: Place a Base in ${space_name[game.op.where]}.` gen_place_piece(game.op.where, game.current, BASE) }, piece(p) { log_summary("Placed " + piece_faction_type_name[game.current][BASE] + " from S" + piece_space(p)) place_piece(p, game.op.where) end_rally_space() }, } states.rally_move = { prompt() { view.prompt = `Rally: Move any Guerrillas to ${space_name[game.op.where]}.` view.where = game.op.where for_each_piece(game.current, GUERRILLA, p => { if (piece_space(p) !== game.op.where && piece_space(p) >= 0) if (can_stack_any(game.op.where, game.current)) gen_action_piece(p) }) view.actions.next = 1 }, piece(p) { log_summary("Moved % from S" + piece_space(p)) move_piece(p, game.op.where) // set_underground(p) // TODO: save some clicks? }, next() { if (has_active_guerrilla(game.op.where, game.current)) game.state = "rally_flip" else end_rally_space() } } states.rally_flip = { prompt() { view.prompt = `Rally: Flip all Guerrillas in ${space_name[game.op.where]} to Underground.` view.where = game.op.where for_each_piece(game.current, GUERRILLA, (p,s) => { if (s === game.op.where && is_active(p)) gen_action_piece(p) }) }, piece(p) { log_summary("Flipped % to Underground") set_underground(p) if (!has_active_guerrilla(game.op.where, game.current)) end_rally_space() }, } function end_rally_space() { if (game.op.elite_backing) log_space(game.op.where, "Elite Backing") else log_space(game.op.where, "Rally") pop_summary() resume_rally() } // OPERATION: MARCH function goto_march() { init_operation("March") game.op.pieces = [] game.state = "march" } function vm_free_march() { init_free_operation("March", -1) game.op.pieces = [] game.state = "march" game.vm.march = [] // remember destinations } function can_march() { if (is_final_event_card()) return false for (let s = first_space; s <= last_space; ++s) if (can_march_to(s)) return true return false } function can_free_march() { for (let s = first_space; s <= last_space; ++s) if (can_march_to(s)) return true return false } function has_unmoved_piece(s, faction, type) { if (game.op && game.op.pieces) { let first = first_piece[faction][type] let last = last_piece[faction][type] for (let p = first; p <= last; ++p) if (piece_space(p) === s && !set_has(game.op.pieces, p)) return true return false } return has_piece(s, faction, type) } function can_march_to(to) { if (can_stack_any(to, game.current)) for (let from of data.spaces[to].adjacent) if (has_unmoved_piece(from, game.current, GUERRILLA)) return true return false } states.march = { prompt() { view.prompt = `March: Move Guerrillas to Cities/Departments/LoCs.` if (game.sa) { gen_special_activity(FARC, "extort", can_extort) gen_special_activity(AUC, "extort", can_extort) gen_special_activity(CARTELS, "cultivate", can_cultivate) gen_special_activity(CARTELS, "process", can_process) gen_special_activity(CARTELS, "bribe", can_bribe) } // Cities & Depts if (can_select_op_space(1)) for (let s = first_space; s <= last_dept; ++s) if (!is_selected_op_space(s) && can_march_to(s)) gen_action_space(s) // LoCs if (can_select_op_space(0)) for (let s = first_loc; s <= last_loc; ++s) if (!is_selected_op_space(s) && can_march_to(s)) gen_action_space(s) view.actions.end_march = prompt_end_op(1) }, space(s) { push_undo() if (is_loc(s)) select_op_space(s, 0) else select_op_space(s, 1) goto_march_move() }, end_march() { // save destinations for event if (game.vm) game.vm.march = game.op.spaces end_operation() }, } function goto_march_move() { // track groups moving from the same space game.op.march = [] game.state = "march_move" } function may_activate_marching_guerrillas() { if (is_loc(game.op.where)) return true if (is_support(game.op.where)) return true if (game.current === AUC && is_opposition(game.op.where)) return true return false } function should_activate_marching_guerrillas(group) { if (may_activate_marching_guerrillas()) { let count = group.length count += count_pieces(game.op.where, GOVT, TROOPS) count += count_pieces(game.op.where, GOVT, POLICE) if (game.current === AUC) count += count_pieces(game.op.where, FARC, GUERRILLA) return count > 3 } return false } states.march_move = { prompt() { view.prompt = `March: Move Guerrillas to ${space_name[game.op.where]}.` view.where = game.op.where for_each_piece(game.current, GUERRILLA, p => { // May not move more than once if (set_has(game.op.pieces, p)) return // continue let s = piece_space(p) if (is_adjacent(game.op.where, s)) if (can_stack_any(game.op.where, game.current)) gen_action_piece(p) }) view.actions.next = (game.op.march.length > 0) ? 1 : 0 }, piece(p) { let from = piece_space(p) let group = map_get(game.op.march, from, null) if (!group) group = [] set_add(group, p) map_set(game.op.march, from, group) set_add(game.op.pieces, p) move_piece(p, game.op.where) if (should_activate_marching_guerrillas(group)) for (let p of group) set_active(p) if (!can_march_to(game.op.where)) end_march_move() }, next() { end_march_move() }, } function end_march_move() { log_space(game.op.where, "March") for (let i = 0; i < game.op.march.length; i += 2) { let from = game.op.march[i] let group = game.op.march[i+1] if (should_activate_marching_guerrillas(group)) logi(group.length + " from S" + from + "*") // logi(group.length + " from S" + from + " (to Active)") else logi(group.length + " from S" + from) } game.op.march = null game.state = "march" } // OPERATION: ATTACK function goto_attack() { init_operation("Attack") game.op.faction = 0 game.state = "attack" } function vm_free_attack() { init_free_operation("Attack", game.vm.s) game.op.faction = 0 goto_attack_space() } function vm_free_attack_farc() { init_free_operation("Attack", game.vm.s) game.op.faction = FARC goto_attack_space() } function can_attack() { for (let s = first_space; s <= last_space; ++s) if (can_attack_in_space(s)) return true return false } function has_attack_target(s) { if (game.op.faction) return has_piece(s, game.current, GUERRILLA) && has_faction_piece(s, game.op.faction) return has_piece(s, game.current, GUERRILLA) && has_enemy_piece(s, game.current) } function can_attack_in_space(s) { return has_piece(s, game.current, GUERRILLA) && has_enemy_piece(s, game.current) } states.attack = { prompt() { view.prompt = "Attack: Select space with Guerrilla and enemy piece." if (game.sa) { gen_special_activity(FARC, "extort", can_extort) gen_special_activity(AUC, "extort", can_extort) gen_special_activity(CARTELS, "bribe", can_bribe) } if (can_select_op_space(1)) for (let s = first_space; s <= last_space; ++s) if (!is_selected_op_space(s) && can_attack_in_space(s)) gen_action_space(s) view.actions.end_attack = prompt_end_op(1) }, space(s) { push_undo() select_op_space(s, 1) goto_attack_space() }, end_attack: end_operation, } function resume_attack() { if (game.vm) { vm_next() return } game.state = "attack" transfer_or_remove_shipments() // NOTE: Unless taken by Captured Goods } function goto_attack_space() { game.state = "attack_space" } states.attack_space = { prompt() { view.prompt = `Attack in ${space_name[game.op.where]}.` view.where = game.op.where view.actions.roll = 1 // Ambush activity modifies Attack action intead of being a stand-alone activity. if (game.sa) { if (game.current === FARC || game.current === AUC) if (has_underground_guerrilla(game.op.where, game.current)) view.actions.ambush = 1 else view.actions.ambush = 0 } }, roll() { clear_undo() let n = 0 for_each_piece(game.current, GUERRILLA, p => { if (piece_space(p) === game.op.where) { if (is_underground(p)) { n += 1 set_active(p) } } }) log_space(game.op.where, "Attack") // logi("Activated " + n + " " + piece_faction_type_name[game.current][GUERRILLA]) logi("Activated " + n) let die = random(6) + 1 logi("Rolled " + die) if (die === 1) { goto_attack_place() } else if (die <= count_pieces(game.op.where, game.current, GUERRILLA)) { goto_attack_remove() } else { end_attack_space() } }, ambush: goto_ambush, } function goto_attack_place() { if (can_stack_any(game.op.where, game.current)) { if (auto_place_piece(game.op.where, game.current, GUERRILLA)) { logi("Placed " + piece_faction_type_name[game.current][GUERRILLA]) goto_attack_remove() } else { game.state = "attack_place" } } else { goto_attack_remove() } } states.attack_place = { prompt() { 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.skip = 1 }, piece(p) { push_undo_once() logi("Placed " + piece_faction_type_name[game.current][GUERRILLA] + " from S" + piece_space(p)) place_piece(p, game.op.where) goto_attack_remove() }, skip() { push_undo_once() goto_attack_remove() }, } function goto_attack_remove() { if (has_attack_target(game.op.where)) { game.state = "attack_remove" game.op.count = 2 game.op.targeted = 0 } else { end_attack_space() } } states.attack_remove = { prompt() { view.prompt = `Attack in ${space_name[game.op.where]}: Remove 2 enemy pieces.` view.where = game.op.where if (game.op.faction) { gen_attack_piece(game.op.where, game.op.faction) } else { gen_attack_piece(game.op.where, GOVT) if (game.current !== FARC) gen_attack_piece(game.op.where, FARC) if (game.current !== AUC) gen_attack_piece(game.op.where, AUC) if (game.current !== CARTELS) gen_attack_piece(game.op.where, CARTELS) } view.actions.skip = did_maximum_damage(game.op.targeted) }, piece(p) { push_undo_once() logi("Removed " + piece_name(p)) game.op.targeted |= target_faction(p) remove_piece(p) if (--game.op.count === 0 || !has_attack_target(game.op.where)) end_attack_space() }, skip() { push_undo_once() end_attack_space() } } function end_attack_space() { if (can_steal_dropped_shipments()) game.state = "captured_goods" else resume_attack() } states.captured_goods = { prompt() { view.prompt = "Captured Goods: Take removed Shipment." view.selected_shipment = find_stealable_shipment() gen_piece_in_space(game.op.where, game.current, GUERRILLA) }, piece(p) { log_transfer("Captured Goods - " + piece_faction_name(p) + " took Shipment in S" + piece_space(p) + ".") place_shipment(find_stealable_shipment(), p) if (!can_steal_dropped_shipments()) resume_attack() }, } // OPERATION: TERROR function goto_terror() { init_operation("Terror") game.state = "terror" } function vm_free_terror() { init_free_operation("Terror", game.vm.s) game.state = "terror_space" } function vm_free_terror_with_piece() { init_free_operation("Terror", game.vm.s) do_terror_piece(game.vm.p) } function can_terror() { for (let s = first_space; s <= last_space; ++s) if (can_terror_in_space(s)) return true return false } function can_terror_in_space(s) { return has_underground_guerrilla(s, game.current) } states.terror = { prompt() { view.prompt = "Terror: Select space with Underground Guerrilla." if (game.sa) { gen_special_activity(FARC, "extort", can_extort) gen_special_activity(FARC, "kidnap", can_kidnap) gen_special_activity(AUC, "extort", can_extort) gen_special_activity(AUC, "assassinate", can_assassinate) gen_special_activity(CARTELS, "bribe", can_bribe) } if (can_select_op_space(1)) for (let s = first_space; s <= last_dept; ++s) if (!is_selected_op_space(s) && can_terror_in_space(s)) gen_action_space(s) if (can_select_op_space(0)) for (let s = first_loc; s <= last_loc; ++s) if (!is_selected_op_space(s) && can_terror_in_space(s)) gen_action_space(s) view.actions.end_terror = prompt_end_op(1) }, space(s) { push_undo() do_terror_space(s) }, end_terror() { if (game.current === AUC) { push_undo() log_action("Aid Cut") game.state = "terror_aid_cut" } else { end_operation() } } } function do_terror_space(s) { // NOTE: can come here from both "terror" and "kidnap" states if (is_loc(s)) select_op_space(s, 0) else select_op_space(s, 1) game.state = "terror_space" } states.terror_space = { prompt() { view.prompt = "Terror: Activate an Underground Guerrilla." view.where = game.op.where gen_underground_guerrillas(game.op.where, game.current) }, piece(p) { do_terror_piece(p) }, } function do_terror_piece(p) { let s = game.op.where set_active(p) if (is_loc(s)) { log_space(game.op.where, "Sabotage") place_sabotage(s) } else { log_space(game.op.where, "Terror") place_terror(s) if (is_pop(s)) { let report = false if (game.current === FARC) report = shift_opposition(s) else report = shift_neutral(s) if (report) logi_support_shift(s) } } if (game.sa && game.sa.kidnap) { resume_kidnap_2() } else if (game.vm) { if (game.current === AUC) game.vm.auc_terror = (game.vm.auc_terror | 0) + 1 end_operation() } else { game.state = "terror" } } states.terror_aid_cut = { prompt() { let n = (game.op.spaces.length >= 2) ? -5 : -3 view.prompt = `Terror: Aid Cut by ${n}.` view.actions.aid = 1 }, aid() { let n = (game.op.spaces.length >= 2) ? -5 : -3 logi_aid(n) add_aid(n) end_operation() }, } function vm_terror_aid_cut() { if (game.current === AUC && game.vm.auc_terror > 0) { game.state = "vm_terror_aid_cut" } else { vm_next() } } states.vm_terror_aid_cut = { prompt() { let n = (game.vm.auc_terror >= 2) ? -5 : -3 view.prompt = `Terror: Aid Cut by ${n}.` view.actions.aid = 1 }, aid() { let n = (game.vm.auc_terror >= 2) ? -5 : -3 log_aid(n) add_aid(n) vm_next() }, } // === SPECIAL ACTIVITIES === const special_activities = { air_lift: goto_air_lift, air_strike: goto_air_strike, eradicate: goto_eradicate, extort: goto_extort, kidnap: goto_kidnap, assassinate: goto_assassinate, cultivate: goto_cultivate, process: goto_process, bribe: goto_bribe, } function gen_special_activity(faction, action, enable) { if (game.current === faction) { if (enable()) view.actions[action] = 1 else view.actions[action] = 0 } } function gen_govt_special_activity() { if (game.sa) { if (must_air_lift_to_assault(game.state)) { // if Assault and no valid assault targets, only allow air lift! view.actions.air_lift = can_air_lift() ? 1 : 0 view.actions.eradicate = 0 view.actions.air_strike = 0 return } view.actions.air_lift = can_air_lift() ? 1 : 0 view.actions.eradicate = can_eradicate() ? 1 : 0 view.actions.air_strike = can_air_strike() ? 1 : 0 } } function end_special_activity() { log_br() if (game.vm) { vm_next() return } game.state = game.sa.save game.sa = 0 transfer_or_remove_shipments() } // SPECIAL ACTIVITY: AIR LIFT // TODO: from -> to -> move // TODO: to -> from -> move function vm_free_air_lift() { init_air_lift() } function goto_air_lift() { push_undo() move_cylinder_to_special_activity() init_air_lift() } function init_air_lift() { game.sa = { save: game.state, count: 0, from: -1, to: -1, } game.state = "air_lift_from" } function can_air_lift() { let manpad = has_momentum(MOM_MISIL_ANTIAEREO) for (let from = first_space; from <= last_space; ++from) if (can_air_lift_from(manpad, from)) for (let to = first_space; to <= last_space; ++to) if (to !== from && can_air_lift_to(manpad, to)) return true return false } function can_air_lift_from(manpad, s) { if (has_piece(s, GOVT, TROOPS)) if (!manpad || !has_any_guerrilla(s)) return true return false } function can_air_lift_to(manpad, s) { if (can_stack_piece(s, GOVT, TROOPS)) if (!manpad || !has_any_guerrilla(s)) return true return false } states.air_lift_from = { prompt() { view.prompt = "Air Lift: Select origin space." let manpad = has_momentum(MOM_MISIL_ANTIAEREO) for (let s = first_space; s <= last_space; ++s) if (can_air_lift_from(manpad, s)) gen_action_space(s) }, space(s) { game.sa.from = s game.state = "air_lift_to" } } states.air_lift_to = { prompt() { view.prompt = "Air Lift: Select destination space." view.where = game.sa.from let manpad = has_momentum(MOM_MISIL_ANTIAEREO) if (must_air_lift_to_assault(game.sa.save)) { // if Assault and no valid assault targets, only allow air lift to assault enabling spaces! for (let s = first_space; s <= last_space; ++s) if (s !== game.sa.from && can_air_lift_to(manpad, s)) if (has_assault_target(s)) gen_action_space(s) return } for (let s = first_space; s <= last_space; ++s) if (s !== game.sa.from && can_air_lift_to(manpad, s)) gen_action_space(s) }, space(s) { game.sa.to = s game.state = "air_lift_move" log_space(game.sa.to, "Air Lift") } } function air_lift_count() { if (has_capability(CAP_BLACK_HAWKS)) return 30 if (has_capability(S_CAP_BLACK_HAWKS)) return 1 return 3 } states.air_lift_move = { prompt() { view.prompt = `Air Lift: Move 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) if (game.sa.count < 1 && must_air_lift_to_assault(game.sa.save)) { // if Assault and no valid assault targets, only allow air lift to assault enabling spaces! view.actions.end_air_lift = 0 return } view.actions.end_air_lift = 1 }, piece(p) { move_piece(p, game.sa.to) if (++game.sa.count >= air_lift_count() || !has_piece(game.sa.from, GOVT, TROOPS) || !can_stack_any(game.sa.to, GOVT)) end_air_lift() }, end_air_lift() { end_air_lift() }, } function end_air_lift() { logi(game.sa.count + " Troops from S" + game.sa.from) end_special_activity() } // SPECIAL ACTIVITY: AIR STRIKE function vm_free_air_strike() { init_air_strike() } function goto_air_strike() { push_undo() move_cylinder_to_special_activity() init_air_strike() } function init_air_strike() { game.sa = { save: game.state } game.state = "air_strike" } function can_air_strike() { if (has_momentum(MOM_PLAN_COLOMBIA)) return false let manpad = has_momentum(MOM_MISIL_ANTIAEREO) for (let s = first_space; s <= last_space; ++s) if (is_loc(s) || is_dept(s)) if (can_air_strike_in_space(manpad, s)) return true return false } function can_air_strike_in_space(manpad, s) { if (!manpad || !has_any_guerrilla(s)) if (has_exposed_piece(s, FARC) || has_exposed_piece(s, AUC) || has_exposed_piece(s, CARTELS)) return true return false } states.air_strike = { prompt() { view.prompt = "Air Strike: Destroy exposed Insurgent unit." let manpad = has_momentum(MOM_MISIL_ANTIAEREO) for (let s = first_space; s <= last_space; ++s) { if (is_loc(s) || is_dept(s)) { if (!manpad || !has_any_guerrilla(s)) { gen_exposed_piece(s, FARC) gen_exposed_piece(s, AUC) gen_exposed_piece(s, CARTELS) } } } }, piece(p) { push_undo_once() // only for Event 8 - 3 free air strikes log_space(piece_space(p), "Air Strike") logi("Removed " + piece_name(p)) remove_piece(p) end_special_activity() } } // SPECIAL ACTIVITY: ERADICATE function vm_free_eradicate() { init_eradicate() } function goto_eradicate() { push_undo() move_cylinder_to_special_activity() init_eradicate() } function init_eradicate() { game.sa = { save: game.state, where: -1, } game.state = "eradicate" } function can_eradicate() { let manpad = has_momentum(MOM_MISIL_ANTIAEREO) for (let s = first_dept; s <= last_dept; ++s) if (can_eradicate_in_space(manpad, s)) return true return false } function can_eradicate_in_space(manpad, s) { if (!manpad || !has_any_guerrilla(s)) if (has_piece(s, CARTELS, GUERRILLA) || has_piece(s, CARTELS, BASE)) return true return false } states.eradicate = { prompt() { view.prompt = "Eradicate: Destroy rural Cartels Bases." let manpad = has_momentum(MOM_MISIL_ANTIAEREO) for (let s = first_dept; s <= last_dept; ++s) if (can_eradicate_in_space(manpad, s)) gen_action_space(s) }, space(s) { game.sa.where = s game.state = "eradicate_aid" log_space(game.sa.where, "Eradicate") } } states.eradicate_aid = { prompt() { view.prompt = "Eradicate: Add +4 Aid." view.actions.aid = 1 }, aid() { logi("Aid +4") add_aid(4) resume_eradicate_base() } } function resume_eradicate_base() { if (has_piece(game.sa.where, CARTELS, BASE)) game.state = "eradicate_base" else goto_eradicate_shift() } states.eradicate_base = { prompt() { view.prompt = `Eradicate: Remove Cartel Bases in ${space_name[game.sa.where]}.` view.where = game.sa.where gen_piece_in_space(game.sa.where, CARTELS, BASE) }, piece(p) { logi("Removed Cartels Base") remove_piece(p) resume_eradicate_base() } } function goto_eradicate_shift() { if (can_eradicate_shift()) { game.state = "eradicate_shift" } else if (auto_place_piece(game.sa.where, FARC, GUERRILLA)) { logi("Placed FARC Guerrilla") end_eradicate() } else { end_eradicate() } } function can_eradicate_shift() { if (is_dept(game.sa.where) && can_shift_opposition(game.sa.where)) return true for (let s of data.spaces[game.sa.where].adjacent) if (is_dept(s) && can_shift_opposition(s)) return true return false } states.eradicate_shift = { prompt() { view.prompt = `Eradicate: Shift ${space_name[game.sa.where]} or an adjacent Department toward active Opposition.` view.where = game.sa.where if (is_dept(game.sa.where) && can_shift_opposition(game.sa.where)) gen_action_space(game.sa.where) for (let s of data.spaces[game.sa.where].adjacent) if (is_dept(s) && can_shift_opposition(s)) gen_action_space(s) }, space(s) { shift_opposition(s) logi("S" + s + " to " + support_level_name[game.support[s]]) end_eradicate() }, } function end_eradicate() { end_special_activity() } // SPECIAL ACTIVITY: AMBUSH function vm_free_ambush() { init_free_operation("Attack", piece_space(game.vm.p)) log_space(game.op.where, "Ambush") // logi("Activated 1 " + piece_faction_type_name[game.current][GUERRILLA]) logi("Activated 1") set_active(game.vm.p) goto_attack_place() } function vm_free_ambush_without_activating() { init_free_operation("Attack", piece_space(game.vm.p)) log_space(game.op.where, "Ambush") goto_attack_place() } function goto_ambush() { push_undo() move_cylinder_to_special_activity() game.state = "ambush" game.sa = 0 } states.ambush = { prompt() { view.prompt = `Ambush in ${space_name[game.op.where]}: Activate an Underground Guerrilla.` gen_underground_guerrillas(game.op.where, game.current) }, piece(p) { log_space(game.op.where, "Ambush") set_active(p) goto_attack_place() } } // SPECIAL ACTIVITY: EXTORT function can_extort() { if (game.current === FARC) return can_extort_farc(null) if (game.current === AUC) return can_extort_auc(null) return false } function can_extort_again() { if (game.current === FARC) return can_extort_farc(game.sa.spaces) if (game.current === AUC) return can_extort_auc(game.sa.spaces) return false } function can_extort_farc(ss) { for (let s = first_space; s <= last_space; ++s) { if (ss && set_has(ss, s)) continue if (has_farc_control(s) && has_underground_guerrilla(s, FARC)) return true } return false } function can_extort_auc(ss) { for (let s = first_space; s <= last_space; ++s) { if (ss && set_has(ss, s)) continue if (has_auc_control(s) && has_underground_guerrilla(s, AUC)) return true } return false } function goto_extort() { push_undo() move_cylinder_to_special_activity() game.sa = { save: game.state, spaces: [], where: -1, count: 0, } game.state = "extort" log_action("Extort") } states.extort = { prompt() { let name = faction_name[game.current] view.prompt = `Extort in any spaces where ${name} forces include an Underground Guerrilla and outnumber enemy.` for (let s = first_space; s <= last_space; ++s) { if (set_has(game.sa.spaces, s)) continue if (has_underground_guerrilla(s, game.current)) { if (game.current === FARC && has_farc_control(s)) gen_action_space(s) if (game.current === AUC && has_auc_control(s)) gen_action_space(s) } } view.actions.end_extort = 1 }, space(s) { push_undo() game.sa.where = s set_add(game.sa.spaces, s) game.state = "extort_space" }, end_extort() { push_undo() end_extort() }, } states.extort_space = { prompt() { view.prompt = `Extort in ${space_name[game.sa.where]}.` view.where = game.sa.where gen_underground_guerrillas(game.sa.where, game.current) }, piece(p) { game.sa.count += 1 logi("S" + game.sa.where) set_active(p) add_resources(game.current, 1) game.sa.where = -1 if (can_extort_again()) game.state = "extort" else game.state = "extort_done" }, } states.extort_done = { prompt() { view.prompt = "Extort: Done." view.actions.end_extort = 1 }, end_extort() { push_undo() end_extort() }, } function end_extort() { logi_resources(game.current, game.sa.count) end_special_activity() } // SPECIAL ACTIVITY: KIDNAP function can_kidnap() { for (let s = first_space; s <= last_space; ++s) if (can_kidnap_in_space(s)) return true return false } function goto_kidnap() { push_undo() move_cylinder_to_special_activity() game.sa = { kidnap: 1, save: game.state, spaces: [], where: -1, } game.state = "kidnap" } function is_govt_kidnap_space(s) { return is_city_or_loc(s) && game.resources[GOVT] > 0 } function is_cartels_kidnap_space(s) { if (has_piece(s, CARTELS, BASE)) { if (game.resources[CARTELS] > 0) return true if (is_any_shipment_held_by_faction_in_space(CARTELS, s)) return true } return false } function can_kidnap_in_space(s) { // City, LoC, or Cartels Base if (is_city_or_loc(s) || has_piece(s, CARTELS, BASE)) { // FARC Guerrillas outnumber Police if (count_pieces(s, FARC, GUERRILLA) > count_pieces(s, GOVT, POLICE)) { let g = is_govt_kidnap_space(s) let c = is_cartels_kidnap_space(s) // Nothing to take! if (!g && !c) return false // Selected for Terror if (is_selected_op_space(s)) return true // ... or may be for future Terror if ... if (has_underground_guerrilla(s, game.current)) { // enough resources to pay for terror if (game.resources[game.current] > 0) return true // or Kidnap could steal resources from Govt if (is_city_or_loc(s) && game.resources[GOVT] > 0) return true // or Kidnap could steal resources from Cartels if (has_piece(s, CARTELS, BASE) && game.resources[CARTELS] > 0) // Except when Drug Ransom (where you take Shipment instead of resources) if (!is_any_shipment_held_by_faction_in_space(CARTELS, s)) return true } } } return false } states.kidnap = { prompt() { view.prompt = "Kidnap in up to 3 Cartels Base, City, or LoC spaces where Terror Op." if (game.sa.spaces.length < 3) { for (let s = first_space; s <= last_space; ++s) { if (set_has(game.sa.spaces, s)) continue if (can_kidnap_in_space(s)) gen_action_space(s) } } view.actions.end_kidnap = 1 }, space(s) { push_undo() set_add(game.sa.spaces, s) game.sa.where = s game.state = "kidnap_space" log_space(game.sa.where, "Kidnap") }, end_kidnap() { push_undo() end_special_activity() }, } states.kidnap_space = { prompt() { view.prompt = `Kidnap in ${space_name[game.sa.where]}.` view.where = game.sa.where let s = game.sa.where let g = is_govt_kidnap_space(s) let c = is_cartels_kidnap_space(s) let cs = false if (g) gen_action_resources(GOVT) if (c) { // Drug Ransom if targeting Cartels with Shipment if (is_any_shipment_held_by_faction_in_space(CARTELS, s)) { for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held_by_faction_in_space(sh, CARTELS, s)) { gen_action_shipment(sh) cs = true } } } else { gen_action_resources(CARTELS) } } if (g && c && cs) view.prompt += " Take Resources from Government or Shipment from Cartels!" else if (g && c && !cs) view.prompt += " Take Resources from Government or Cartels!" else if (g) view.prompt += " Take Resources from Government!" else if (c && cs) view.prompt += " Take Shipment from Cartels!" else if (c && !cs) view.prompt += " Take Resources from Cartels!" else view.prompt += " IMPOSSIBLE!" }, shipment(sh) { game.sa.shipment = sh game.state = "kidnap_drug_ransom" }, resources(faction) { clear_undo() let die = random(6) + 1 logi("Rolled " + die) transfer_resources(faction, game.current, die, logi) if (die === 6 && (can_place_piece(game.sa.where, AUC, BASE) || can_place_piece(game.sa.where, AUC, GUERRILLA))) { game.current = AUC game.state = "kidnap_place" } else { resume_kidnap_1() } }, } states.kidnap_drug_ransom = { prompt() { view.prompt = `Kidnap in ${space_name[game.sa.where]}: Place Shipment with a FARC Guerrilla.` view.where = game.sa.where view.selected_shipment = game.sa.shipment gen_piece_in_space(game.sa.where, FARC, GUERRILLA) }, piece(p) { logi("Transferred Shipment") place_shipment(game.sa.shipment, p) resume_kidnap_1() } } states.kidnap_place = { prompt() { view.prompt = `Kidnap in ${space_name[game.sa.where]}: Place an AUC piece.` view.where = game.sa.where if (can_stack_piece(game.sa.where, AUC, BASE)) gen_piece_in_space(AVAILABLE, AUC, BASE) if (can_stack_piece(game.sa.where, AUC, GUERRILLA)) gen_piece_in_space(AVAILABLE, AUC, GUERRILLA) }, piece(p) { logi("Placed " + piece_name(p)) place_piece(p, game.sa.where) game.current = FARC resume_kidnap_1() } } function resume_kidnap_1() { // ... will be selected for Terror - by Terroring immediately! if (!is_selected_op_space(game.sa.where)) do_terror_space(game.sa.where) else resume_kidnap_2() } function resume_kidnap_2() { if (game.sa.spaces.length === 3) game.state = "kidnap_done" else game.state = "kidnap" } states.kidnap_done = { prompt() { view.prompt = "Kidnap: Done." view.actions.end_kidnap = 1 }, end_kidnap() { push_undo() end_special_activity() }, } // SPECIAL ACTIVITY: ASSASSINATE function can_assassinate() { for (let s of game.op.spaces) if (can_assassinate_in_space(s)) return true return false } function can_assassinate_again() { if (game.sa.spaces.length === 3) return false for (let s of game.op.spaces) if (!set_has(game.sa.spaces, s) && can_assassinate_in_space(s)) return true return false } function goto_assassinate() { push_undo() move_cylinder_to_special_activity() game.sa = { commandeer: 1, save: game.state, spaces: [], where: -1, } game.state = "assassinate" } function can_assassinate_in_space(s) { // Space where Terror if (is_selected_op_space(s)) // AUC Guerrillas outnumber Police if (count_pieces(s, AUC, GUERRILLA) > count_pieces(s, GOVT, POLICE)) if (has_enemy_piece(s)) return true return false } function resume_assassinate() { if (can_assassinate_again()) { game.state = "assassinate" transfer_or_remove_shipments() // NOTE: Unless taken by Commandeer } else { game.state = "assassinate_done" } } states.assassinate = { prompt() { view.prompt = "Assassinate in up to 3 spaces selected for Terror." for (let s = first_space; s <= last_space; ++s) { if (set_has(game.sa.spaces, s)) continue if (can_assassinate_in_space(s)) gen_action_space(s) } view.actions.end_assassinate = 1 }, space(s) { push_undo() set_add(game.sa.spaces, s) game.sa.where = s game.state = "assassinate_space" log_space(game.sa.where, "Assassinate") }, end_assassinate() { push_undo() end_special_activity() }, } states.assassinate_space = { prompt() { view.prompt = `Assassinate in ${space_name[game.sa.where]}.` view.where = game.sa.where let s = game.sa.where gen_piece_in_space(s, GOVT, TROOPS) gen_piece_in_space(s, GOVT, POLICE) gen_piece_in_space(s, GOVT, BASE) gen_piece_in_space(s, FARC, GUERRILLA) gen_piece_in_space(s, FARC, BASE) gen_piece_in_space(s, CARTELS, GUERRILLA) gen_piece_in_space(s, CARTELS, BASE) }, piece(p) { logi("Removed " + piece_name(p)) remove_piece(p) end_assassinate_space() }, } function end_assassinate_space() { if (can_steal_dropped_shipments()) game.state = "commandeer" else resume_assassinate() } states.assassinate_done = { prompt() { view.prompt = "Assassinate: Done." view.actions.end_assassinate = 1 }, end_assassinate() { push_undo() end_special_activity() }, } states.commandeer = { prompt() { view.prompt = "Commandeer: Take removed Shipment." view.selected_shipment = find_stealable_shipment() gen_piece_in_space(game.sa.where, game.current, GUERRILLA) }, piece(p) { log_transfer("Commandeer - AUC took Shipment in S" + piece_space(p) + ".") place_shipment(find_stealable_shipment(), p) if (!can_steal_dropped_shipments()) resume_assassinate() }, } // SPECIAL ACTIVITY: CULTIVATE function can_cultivate() { for (let s = first_pop; s <= last_pop; ++s) if (can_cultivate_in_space(s)) return true return false } function can_cultivate_in_space(s) { if (can_stack_piece(s, CARTELS, BASE)) if (count_pieces(s, CARTELS, GUERRILLA) > count_pieces(s, GOVT, POLICE)) return true return false } function goto_cultivate() { push_undo() move_cylinder_to_special_activity() game.sa = { save: game.state, where: -1, } game.state = "cultivate" } states.cultivate = { prompt() { view.prompt = "Cultivate: Relocate Base, or place Base if Rally Department." for (let s = first_pop; s <= last_pop; ++s) if (can_cultivate_in_space(s)) gen_action_space(s) }, space(s) { game.sa.where = s if (is_selected_op_space(s) && is_dept(s) && game.op.type === "Rally") { if (auto_place_piece(s, CARTELS, BASE)) { log_space(game.sa.where, "Cultivate") logi("Placed Cartels Base") end_special_activity() } else { game.state = "cultivate_place" } } else { game.state = "cultivate_move" } }, } states.cultivate_place = { prompt() { view.prompt = `Cultivate: Place Base in ${space_name[game.sa.where]}.` view.where = game.sa.where gen_place_piece(game.sa.where, CARTELS, BASE) }, piece(p) { log_space(game.sa.where, "Cultivate") logi("Placed Cartels Base from S" + piece_space(p)) place_piece(p, game.sa.where) end_special_activity() }, } states.cultivate_move = { prompt() { view.prompt = `Cultivate: Relocate Base to ${space_name[game.sa.where]}.` view.where = game.sa.where for_each_piece(CARTELS, BASE, p => { if (piece_space(p) !== game.sa.where && piece_space(p) >= 0) gen_action_piece(p) }) }, piece(p) { log_space(game.sa.where, "Cultivate") logi("Moved Cartels Base from S" + piece_space(p)) move_piece(p, game.sa.where) end_special_activity() }, } // SPECIAL ACTIVITY: PROCESS function goto_process() { push_undo() move_cylinder_to_special_activity() game.sa = { save: game.state, count: 2, shipment: -1, } game.state = "process" } function can_process() { for (let s = first_space; s <= last_space; ++s) if (has_cartels_base(s)) return true return false } states.process = { prompt() { view.prompt = "Process: Place Shipments or remove Cartels Bases for Resources." for (let sh = 0; sh < 4; ++sh) if (is_shipment_available(sh)) gen_action_shipment(sh) for_each_piece(CARTELS, BASE, p => { if (piece_space(p) !== AVAILABLE) gen_action_piece(p) }) }, shipment(sh) { push_undo() game.state = "process_place_shipments" game.sa.shipment = sh game.sa.count = 2 }, piece(p) { push_undo() log_action("Process - Remove Bases") game.sa.count = 0 do_process_remove_base(p) }, } function do_process_remove_base(p) { logi("S" + piece_space(p)) remove_piece(p) add_resources(CARTELS, 3) game.sa.count += 3 if (has_pieces_on_map(CARTELS, BASE)) { game.state = "process_remove_bases" } else { logi_resources(CARTELS, game.sa.count) game.state = "process_done" } } states.process_place_shipments = { prompt() { view.prompt = "Process: Place 1-2 Shipments with any Guerrillas in Cities or Departments with Cartels Bases." if (game.sa.shipment < 0) { for (let sh = 0; sh < 4; ++sh) if (is_shipment_available(sh)) gen_action_shipment(sh) if (game.sa.count === 1) view.actions.end_process = 1 } 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) } } } }, shipment(sh) { push_undo() game.sa.shipment = sh }, piece(p) { log_space(piece_space(p), "Process") logi("Placed Shipment with " + piece_faction_name(p)) place_shipment(game.sa.shipment, p) game.sa.shipment = -1 if (--game.sa.count === 0 || !has_available_shipment()) game.state = "process_done" }, end_process() { push_undo() end_special_activity() }, } states.process_remove_bases = { prompt() { view.prompt = "Process: Remove Cartels Bases for +3 Resources each." for_each_piece(CARTELS, BASE, p => { if (piece_space(p) !== AVAILABLE) gen_action_piece(p) }) view.actions.end_process = 1 }, piece(p) { push_undo() do_process_remove_base(p) }, end_process() { push_undo() logi_resources(CARTELS, game.sa.count) end_special_activity() }, } states.process_done = { prompt() { view.prompt = "Process: Done." view.actions.end_process = 1 }, end_process() { push_undo() end_special_activity() }, } // SPECIAL ACTIVITY: BRIBE function can_bribe() { return game.resources[CARTELS] >= 3 } function vm_free_bribe() { init_bribe() game.sa.where = game.vm.s game.sa.targeted = 0 game.state = "bribe_space" log_space(game.sa.where, "Bribe") } function goto_bribe() { push_undo() move_cylinder_to_special_activity() init_bribe() } function init_bribe() { game.sa = { contraband: 1, save: game.state, spaces: [], where: -1, count: 0, piece: -1, } game.state = "bribe" } function resume_bribe() { if (game.vm) { game.state = "bribe_done" return } if (game.sa.spaces.length < 3) { game.state = "bribe" transfer_or_remove_shipments() // NOTE: Unless taken by Contraband } else { game.state = "bribe_done" } } states.bribe = { prompt() { if (game.resources[CARTELS] >= 3) { view.prompt = `Bribe in up to 3 spaces.` for (let s = first_space; s <= last_space; ++s) if (!set_has(game.sa.spaces, s) && has_enemy_piece(s)) gen_action_space(s) } else { view.prompt = "Bribe: No Resources." } view.actions.end_bribe = 1 }, space(s) { push_undo() game.resources[CARTELS] -= 3 set_add(game.sa.spaces, s) game.sa.where = s game.sa.targeted = 0 game.state = "bribe_space" log_space(game.sa.where, "Bribe") }, end_bribe() { push_undo() end_special_activity() }, } states.bribe_space = { prompt() { view.prompt = "Bribe: Remove up to 2 cubes, remove or flip up to 2 Guerrillas, or remove a Base." // Nothing removed yet if (game.sa.targeted === 0) { gen_piece_in_space(game.sa.where, GOVT, TROOPS) gen_piece_in_space(game.sa.where, GOVT, POLICE) gen_piece_in_space(game.sa.where, GOVT, BASE) gen_piece_in_space(game.sa.where, FARC, GUERRILLA) gen_piece_in_space(game.sa.where, FARC, BASE) gen_piece_in_space(game.sa.where, AUC, GUERRILLA) gen_piece_in_space(game.sa.where, AUC, BASE) if ( has_piece(game.sa.where, FARC, GUERRILLA) || has_piece(game.sa.where, AUC, GUERRILLA) || has_piece(game.sa.where, CARTELS, GUERRILLA) ) view.actions.flip = 1 else view.actions.flip = 0 } // Govt, targeted cube else if (game.sa.targeted & (1 << GOVT)) { gen_piece_in_space(game.sa.where, GOVT, TROOPS) gen_piece_in_space(game.sa.where, GOVT, POLICE) } // Not govt, targeted guerrilla else { gen_piece_in_space(game.sa.where, FARC, GUERRILLA) gen_piece_in_space(game.sa.where, AUC, GUERRILLA) } view.actions.skip = did_maximum_damage(game.sa.targeted) }, piece(p) { logi("Removed " + piece_name(p)) remove_piece(p) if (game.sa.targeted) end_bribe_space() else if (is_any_base(p)) end_bribe_space() else if (is_cube(p) && !has_cube(game.sa.where)) end_bribe_space() else if (is_any_guerrilla(p) && !has_piece(game.sa.where, FARC, GUERRILLA) && !has_piece(game.sa.where, AUC, GUERRILLA)) end_bribe_space() else game.sa.targeted |= target_faction(p) }, flip() { game.state = "bribe_flip" game.sa.count = 2 game.sa.piece = -1 }, skip() { end_bribe_space() }, } states.bribe_flip = { prompt() { view.prompt = `Bribe: Flip up to ${game.sa.count} Guerrillas.` gen_piece_in_space(game.sa.where, FARC, GUERRILLA) gen_piece_in_space(game.sa.where, AUC, GUERRILLA) gen_piece_in_space(game.sa.where, CARTELS, GUERRILLA) // Don't flip same piece twice... if (game.sa.piece >= 0 && view.actions.piece) set_delete(view.actions.piece, game.sa.piece) // No need to do maximum damage... view.actions.skip = 1 }, piece(p) { if (is_underground(p)) { logi("Flipped " + piece_faction_name(p) + " to Active") set_active(p) } else { logi("Flipped " + piece_faction_name(p) + " to Underground") set_underground(p) } game.sa.piece = p let n = count_pieces(game.sa.where, FARC, GUERRILLA) + count_pieces(game.sa.where, AUC, GUERRILLA) + count_pieces(game.sa.where, CARTELS, GUERRILLA) if (--game.sa.count === 0 || n === 1) end_bribe_space() }, skip() { end_bribe_space() }, } function end_bribe_space() { if (can_steal_dropped_shipments()) game.state = "contraband" else resume_bribe() } states.bribe_done = { prompt() { view.prompt = "Bribe: Done." view.actions.end_bribe = 1 }, end_bribe() { push_undo() end_special_activity() }, } states.contraband = { prompt() { view.prompt = "Contraband: Transfer removed Shipment to any Guerrilla." view.selected_shipment = find_stealable_shipment() gen_piece_in_space(game.sa.where, FARC, GUERRILLA) gen_piece_in_space(game.sa.where, AUC, GUERRILLA) gen_piece_in_space(game.sa.where, CARTELS, GUERRILLA) view.actions.remove = 1 }, piece(p) { log_transfer("Contraband - " + piece_faction_name(p) + " took Shipment in S" + piece_space(p) + ".") place_shipment(find_stealable_shipment(), p) if (!can_steal_dropped_shipments()) resume_bribe() }, remove() { log_transfer("Contraband - removed Shipment in S" + game.sa.where) remove_shipment(find_stealable_shipment()) if (!can_steal_dropped_shipments()) resume_bribe() }, } // === PROPAGANDA === function goto_propaganda_card() { game.prop = { step: 1, redeploy: 0, pieces: 0, } goto_victory_phase() } // PROPAGANDA: VICTORY PHASE function calc_support() { let n = 0 for (let s = first_pop; s <= last_pop; ++s) if (game.support[s] > 0) n += data.spaces[s].pop * game.support[s] return n } function calc_opposition() { let n = 0 for (let s = first_pop; s <= last_pop; ++s) if (game.support[s] < 0) n -= data.spaces[s].pop * game.support[s] return n } function calc_bases(faction) { let n = 0 for (let p = first_piece[faction][BASE]; p <= last_piece[faction][BASE]; ++p) if (piece_space(p) !== AVAILABLE) n += 1 return n } function govt_victory_margin() { return calc_support() - 60 } function farc_victory_margin() { return calc_opposition() + calc_bases(FARC) - 25 } function auc_victory_margin() { return calc_bases(AUC) - calc_bases(FARC) } function cartels_victory_margin() { return Math.min(calc_bases(CARTELS) - 10, game.resources[CARTELS] - 40) } function calc_victory(is_final) { let g = govt_victory_margin() let f = farc_victory_margin() let a = auc_victory_margin() let c = cartels_victory_margin() log("Government " + g) log("FARC " + f) log("AUC " + a) log("Cartels " + c) if (game.scenario === 4 || game.scenario === 1) { if (is_final || g > 0 || f > 0 || a > 0 || c > 0) { if (c >= g && c >= f && c >= a) return NAME_CARTELS if (a >= g && a >= f && a >= c) return NAME_AUC if (f >= g && f >= a && f >= c) return NAME_FARC return NAME_GOVT } } if (game.scenario === 3) { let ac = Math.min(a, c) if (is_final || g > 0 || f > 0 || ac > 0) { if (ac >= g && ac >= f) return NAME_AUC_CARTELS if (f >= g && f >= ac) return NAME_FARC return NAME_GOVT } } if (game.scenario === 2) { let ga = Math.min(g, a) let fc = Math.min(f, c) if (is_final || ga > 0 || fc > 0) { if (fc >= ga) return NAME_FARC_CARTELS return NAME_GOVT_AUC } } return null } function goto_victory_phase() { log_h2("Victory Phase") let result = calc_victory(false) if (result) goto_game_over(result) else goto_sabotage_phase() } function goto_final_victory() { log_h2("Final Victory") goto_game_over(calc_victory(true)) } // PROPAGANDA: SABOTAGE function goto_sabotage_phase() { game.prop.step = 2 game.current = FARC log_h2("Sabotage Phase") log_action("Sabotage") if (can_sabotage_phase()) { game.state = "sabotage" } else { logi("Nothing") end_sabotage_phase() } } function is_adjacent_to_city_farc_control(s) { for (let x of data.spaces[s].adjacent) if (is_city(x) && has_farc_control(x)) return true return false } function can_sabotage_phase() { if (count_terror_and_sabotage() >= 40) return false for (let s = first_loc; s <= last_loc; ++s) if (can_sabotage_phase_space(s)) return true return false } function can_sabotage_phase_space(s) { if (!has_sabotage(s)) { if (is_adjacent_to_city_farc_control(s)) return true let g = count_guerrillas(s) if (g > 0) { let c = count_cubes(s) if (has_capability(S_CAP_7TH_SF)) return g >= c return g > c } } return false } states.sabotage = { inactive: "Sabotage", prompt() { view.prompt = "Sabotage LoCs." for (let s = first_loc; s <= last_loc; ++s) if (can_sabotage_phase_space(s)) gen_action_space(s) }, space(s) { logi("S" + s) place_sabotage(s) if (!can_sabotage_phase()) end_sabotage_phase() }, } function end_sabotage_phase() { if (has_capability(CAP_7TH_SF) && count_terror_and_sabotage() > 0) { game.current = GOVT game.state = "sabotage_7th_sf" game.prop.count = 0 log_action("7th Special Forces") } else { goto_resources_phase() } } states.sabotage_7th_sf = { inactive: "7th Special Forces", prompt() { view.prompt = "7th Special Forces: Remove up to 3 Terror or Sabotage." for (let s of game.sabotage) gen_action_space(s) for (let i = 0; i < game.terror.length; i += 2) gen_action_space(game.terror[i]) view.actions.skip = 1 }, space(s) { push_undo() if (is_loc(s)) { logi("Removed Sabotage from S" + s) remove_sabotage(s) } else { logi("Removed Terror from S" + s) remove_terror(s) } if (++game.prop.count === 3 || count_terror_and_sabotage() === 0) game.state = "sabotage_7th_sf_done" }, skip() { goto_resources_phase() }, } states.sabotage_7th_sf_done = { inactive: "7th Special Forces", prompt() { view.prompt = "7th Special Forces: Done." view.actions.done = 1 }, done() { clear_undo() goto_resources_phase() }, } // PROPAGANDA: RESOURCES PHASE function calc_govt_earnings() { let n = 30 for (let s of game.sabotage) n -= data.spaces[s].econ if (game.president === SAMPER) return n return n + game.aid } function calc_farc_earnings() { return calc_bases(FARC) } function calc_auc_earnings() { return calc_bases(AUC) } function calc_cartels_earnings() { if (has_momentum(MOM_MEXICAN_TRAFFICKERS)) return calc_bases(CARTELS) * 4 return calc_bases(CARTELS) * 3 } function goto_resources_phase() { game.prop.step = 3 log_h2("Resources Phase") log_action("Earnings") logi_resources(GOVT, calc_govt_earnings()) logi_resources(FARC, calc_farc_earnings()) logi_resources(AUC, calc_auc_earnings()) logi_resources(CARTELS, calc_cartels_earnings()) add_resources(GOVT, calc_govt_earnings()) add_resources(FARC, calc_farc_earnings()) add_resources(AUC, calc_auc_earnings()) add_resources(CARTELS, calc_cartels_earnings()) goto_drug_profits() } function goto_drug_profits() { game.state = "drug_profits" if (is_any_shipment_held_by_faction(FARC)) { log_action("Drug Profits - FARC") game.current = FARC return } if (is_any_shipment_held_by_faction(AUC)) { log_action("Drug Profits - AUC") game.current = AUC return } if (is_any_shipment_held_by_faction(CARTELS)) { log_action("Drug Profits - Cartels") game.current = CARTELS return } goto_support_phase() } states.drug_profits = { inactive: "Drug Profits", prompt() { view.prompt = "Drug Profits: Remove Shipments for Base or Resources." for (let sh = 0; sh < 4; ++sh) if (is_shipment_held_by_faction(sh, game.current)) gen_action_shipment(sh) if (!view.actions.shipment) view.actions.done = 1 }, shipment(sh) { push_undo() let p = get_held_shipment_piece(sh) let s = piece_space(p) game.transfer = s remove_shipment(sh) if (can_place_piece(game.transfer, game.current, BASE)) { game.state = "drug_profits_choice" } else { logi_resources(game.current, 6) add_resources(game.current, 6) } }, done() { clear_undo() goto_drug_profits() } } states.drug_profits_choice = { inactive: "Drug Profits", prompt() { view.prompt = "Drug Profits: Place Base or +6 Resources." gen_place_piece(game.transfer, game.current, BASE) gen_action_resources(game.current) }, resources(_) { logi_resources(game.current, 6) add_resources(game.current, 6) game.state = "drug_profits" }, piece(p) { logi("Placed " + piece_name(p) + " in S" + game.transfer) place_piece(p, game.transfer) game.state = "drug_profits" }, } // PROPAGANDA: SUPPORT PHASE function goto_support_phase() { game.prop.step = 4 log_h2("Support Phase") goto_support_civic_action() } function goto_support_civic_action() { log_action("Civic Action") if (has_capability(CAP_1ST_DIV)) { logi("C1") game.prop.first_div = [] } if (has_capability(S_CAP_1ST_DIV)) logi("C1 (Shaded)") if (can_any_civic_action()) { game.current = GOVT game.state = "civic_action" game.prop.count = 0 } else { logi("Nothing") goto_support_agitation() } } function can_any_civic_action() { if (game.resources[GOVT] >= 3) for (let s = first_pop; s <= last_pop; ++s) if (can_civic_action(s)) return true return false } function can_civic_action(s) { if (can_shift_support(s) && has_govt_control(s)) { if (has_capability(S_CAP_1ST_DIV)) return count_pieces(s, GOVT, TROOPS) >= 2 && count_pieces(s, GOVT, POLICE) >= 2 if (has_piece(s, GOVT, TROOPS) && has_piece(s, GOVT, POLICE)) return true if (game.prop && game.prop.first_div) { if (set_has(game.prop.first_div, s)) return true if (game.prop.first_div.length < 1) return count_cubes(s) > 0 } } return false } states.civic_action = { inactive: "Civic Action", prompt() { view.prompt = "Civic Action: Build Support in Cities and Departments." if (game.resources[GOVT] >= 3) { for (let s = first_pop; s <= last_pop; ++s) if (can_civic_action(s)) gen_action_space(s) } view.actions.done = 1 }, space(s) { push_undo() if (!has_troops(s) || !has_police(s)) set_add(game.prop.first_div, s) do_civic_action(s, true) game.prop.count++ if (!can_any_civic_action()) game.state = "civic_action_done" }, done() { end_civic_action() }, } states.civic_action_done = { inactive: "Civic Action", prompt() { view.prompt = "Civic Action: Done." view.actions.done = 1 }, done() { end_civic_action() }, } function end_civic_action() { if (game.prop.count === 0) logi("Nothing") clear_undo() goto_support_agitation() } function goto_support_agitation() { log_action("Agitation") if (has_momentum(MOM_ALFONSO_CANO)) { logi("C22") game.prop.alfonso = [] } if (can_any_agitate()) { game.current = FARC game.state = "agitation" game.prop.count = 0 } else { logi("Nothing") goto_election() } } function can_any_agitate() { if (game.resources[FARC] >= 1) for (let s = first_pop; s <= last_pop; ++s) if (can_agitate(s)) return true return false } function can_agitate(s) { if (can_shift_opposition(s)) { if (has_farc_control(s)) return true if (!has_govt_control(s)) { if (game.prop.alfonso) { if (set_has(game.prop.alfonso, s)) return true if (game.prop.alfonso.length < 3) return has_farc_piece(s) } } } return false } states.agitation = { inactive: "Agitation", prompt() { view.prompt = "Agitation: Encourage Opposition in Cities and Departments." if (game.resources[FARC] >= 1) { for (let s = first_pop; s <= last_pop; ++s) if (can_agitate(s)) gen_action_space(s) } view.actions.done = 1 }, space(s) { push_undo() if (!has_farc_control(s)) set_add(game.prop.alfonso, s) pay_resources(FARC, 1) if (has_terror(s)) { logi("Removed Terror from S" + s) remove_terror(s) } else { shift_opposition(s) logi("S" + s + " to " + support_level_name[game.support[s]]) } game.prop.count++ if (!can_any_agitate()) game.state = "agitation_done" }, done() { end_agitation() }, } states.agitation_done = { inactive: "Agitation", prompt() { view.prompt = "Agitation: Done." view.actions.done = 1 }, done() { end_agitation() }, } function end_agitation() { if (game.prop.count === 0) logi("Nothing") clear_undo() goto_election() } function goto_election() { delete game.prop.first_div delete game.prop.alfonso game.current = GOVT if (game.president === SAMPER && calc_support() <= 60 ) { log_action("Election") logi("Pastrana is El Presidente!") log_br() game.president = PASTRANA game.state = "farc_zone_place" push_summary() return } if (game.president === PASTRANA && calc_support() <= 60 ) { log_action("Election") logi("Uribe is El Presidente!") log_br() game.president = URIBE if (has_any_farc_zones()) { game.state = "remove_farc_zones" return } } goto_elite_backing() } states.remove_farc_zones = { inactive: "Remove FARC Zones", prompt() { view.prompt = "Election: Remove all FARC Zones." for (let s = first_dept; s <= last_dept; ++s) if (is_farc_zone(s)) gen_action_space(s) }, space(s) { log(`Removed Farc Zone from S${s}.`) remove_farc_zone(s) if (!has_any_farc_zones()) goto_elite_backing() }, } function goto_elite_backing() { clear_undo() game.current = AUC if (can_rally()) game.state = "elite_backing" else end_elite_backing() } function end_elite_backing() { clear_undo() goto_redeploy_phase() } states.elite_backing = { inactive: "Elite Backing", prompt() { view.prompt = "Elite Backing: Free Rally in one space." for (let s = first_space; s <= last_dept; ++s) if (is_city(s) || is_dept(s)) if (!is_opposition(s) && !has_govt_control(s) && !has_farc_control(s)) gen_action_space(s) view.actions.skip = 1 }, space(s) { push_undo() goto_free_rally_elite_backing(s) }, skip() { end_elite_backing() }, } states.elite_backing_done = { inactive: "Elite Backing", prompt() { view.prompt = "Elite Backing: Done." view.actions.done = 1 }, done() { game.op = null end_elite_backing() }, } // PROPAGANDA: REDEPLOY PHASE function goto_redeploy_phase() { log_h2("Redeploy Phase") game.current = GOVT game.prop.step = 5 game.prop.pieces = [] push_summary() game.prop.who = find_first_redeploy_troops() if (game.prop.who < 0) game.state = "redeploy_optional" else game.state = "redeploy_mandatory" } function find_first_redeploy_troops() { let p0 = first_piece[GOVT][TROOPS] let p1 = last_piece[GOVT][TROOPS] for (let s = first_loc; s <= last_loc; ++s) for (let p = p0; p <= p1; ++p) if (piece_space(p) === s) return p for (let s = first_dept; s <= last_dept; ++s) if (!has_govt_base(s)) for (let p = p0; p <= p1; ++p) if (piece_space(p) === s) return p return -1 } states.redeploy_mandatory = { inactive: "Redeploy Troops", prompt() { // view.prompt = "Redeploy Troops from LoCs and Departments without Base." let p = game.prop.who let s = piece_space(p) view.prompt = "Redeploy Troops from " + space_name[s] + "." view.who = p for (let s = first_space; s <= last_space; ++s) if (is_redeploy_troops_space(s)) gen_action_space(s) }, space(s) { let p = game.prop.who // TODO: undo for each piece? push_undo_once() log_summary("% " + piece_name(p) + " to S" + s) set_piece_space(p, s) // NOTE: do not update control yet! game.prop.who = find_first_redeploy_troops() if (game.prop.who < 0) end_redeploy_mandatory() }, } function end_redeploy_mandatory() { log_action("Redeploy Troops") pop_summary() push_summary() game.state = "redeploy_optional" } states.redeploy_optional = { inactive: "Redeploy Troops and Police", prompt() { view.prompt = "Redeploy Troops and Police." if (game.prop.who < 0) { for_each_piece(GOVT, TROOPS, (p,s) => { if (s !== AVAILABLE && !set_has(game.prop.pieces, p)) gen_action_piece(p) }) for_each_piece(GOVT, POLICE, (p,s) => { if (s !== AVAILABLE && !set_has(game.prop.pieces, p)) gen_action_piece(p) }) } else { let p = game.prop.who view.who = p gen_action_piece(p) if (is_troops(p)) { for (let s = first_space; s <= last_space; ++s) if (s != piece_space(p) && is_redeploy_troops_space(s)) gen_action_space(s) } if (is_police(p)) { for (let s = first_space; s <= last_space; ++s) if (s != piece_space(p) && is_redeploy_police_space(s)) gen_action_space(s) } } view.actions.done = 1 }, piece(p) { if (game.prop.who === p) game.prop.who = -1 else game.prop.who = p }, space(s) { let p = game.prop.who game.prop.who = -1 // TODO: undo for each piece? if (game.prop.pieces.length === 0) push_undo() log_summary_move_to_from(p, s) set_piece_space(p, s) set_add(game.prop.pieces, p) // NOTE: do not update control yet! }, done() { // NOTE: finally update control! log_action("Redeploy Troops & Police") pop_summary() update_control() goto_reset_phase() }, } // PROPAGANDA: RESET PHASE function goto_reset_phase() { game.prop.step = 6 game.state = "reset" log_h2("Reset Phase") // TODO: log removed terror/sabotage // TODO: log flipped underground game.terror = [] game.sabotage = [] game.momentum = 0 game.cylinder[GOVT] = ELIGIBLE game.cylinder[FARC] = ELIGIBLE game.cylinder[AUC] = ELIGIBLE game.cylinder[CARTELS] = ELIGIBLE game.marked = 0 for_each_piece(FARC, GUERRILLA, set_underground) for_each_piece(AUC, GUERRILLA, set_underground) for_each_piece(CARTELS, GUERRILLA, set_underground) delete game.prop if (is_final_propaganda_card()) { goto_final_victory() } else { end_card() } } // === FARC ZONE === function vm_place_farc_zone() { game.state = "farc_zone_place" push_summary() } function find_first_troops_in_farc_zone() { for (let s = first_dept; s <= last_dept; ++s) { if (is_farc_zone(s)) { let p = find_piece(s, GOVT, TROOPS) if (p >= 0) return p } } return -1 } function find_first_police_in_farc_zone() { for (let s = first_dept; s <= last_dept; ++s) { if (is_farc_zone(s)) { let p = find_piece(s, GOVT, POLICE) if (p >= 0) return p } } return -1 } function has_govt_base_in_farc_zone() { for (let s = first_dept; s <= last_dept; ++s) if (is_farc_zone(s) && has_govt_base(s)) return true return false } function has_troops_in_farc_zone() { for (let s = first_dept; s <= last_dept; ++s) if (is_farc_zone(s) && has_troops(s)) return true return false } function has_police_in_farc_zone() { for (let s = first_dept; s <= last_dept; ++s) if (is_farc_zone(s) && has_police(s)) return true return false } states.farc_zone_place = { inactive: "Place FARC Zone", prompt() { if (game.vm && game.vm.zona_de_convivencia) view.prompt = "Place FARC Zone in a Mountain Department." else view.prompt = "Place FARC Zone." for (let s = first_dept; s <= last_dept; ++s) if (is_possible_farc_zone(s)) gen_action_space(s) }, space(s) { push_undo() log("FARC Zone in S" + s + ".") add_farc_zone(s) if (game.vm) game.vm.farc_zone = s resume_farc_zone_redeploy() }, } function resume_farc_zone_redeploy() { if (has_govt_base_in_farc_zone()) game.state = "farc_zone_redeploy_bases" else if (has_troops_in_farc_zone()) game.state = "farc_zone_redeploy_troops" else if (has_police_in_farc_zone()) game.state = "farc_zone_redeploy_police" else end_farc_zone_place() } states.farc_zone_redeploy_bases = { inactive: "Redeploy from FARC Zone", prompt() { view.prompt = "Remove Government Bases from FARC Zone." for (let s = first_dept; s <= last_dept; ++s) if (is_farc_zone(s)) gen_piece_in_space(s, GOVT, BASE) }, piece(p) { log_summary("Removed % Govt Base") remove_piece(p) resume_farc_zone_redeploy() }, } states.farc_zone_redeploy_troops = { inactive: "Redeploy from FARC Zone", prompt() { view.prompt = "Redeploy Troops from FARC Zone." view.who = find_first_troops_in_farc_zone() for (let s = first_space; s <= last_space; ++s) if (is_redeploy_troops_space(s)) gen_action_space(s) }, space(s) { let p = find_first_troops_in_farc_zone() log_summary("% Troops to S" + s) move_piece(p, s) resume_farc_zone_redeploy() }, } states.farc_zone_redeploy_police = { inactive: "Redeploy from FARC Zone", prompt() { view.prompt = "Redeploy Police from FARC Zone." view.who = find_first_police_in_farc_zone() for (let s = first_space; s <= last_space; ++s) if (is_redeploy_police_space(s)) gen_action_space(s) }, space(s) { let p = find_first_police_in_farc_zone() log_summary("% Police to S" + s) move_piece(p, s) resume_farc_zone_redeploy() }, } function end_farc_zone_place() { if (game.summary.length > 0) { log_action("Redeployed from FARC Zone") pop_summary() } else { game.summary = null } if (game.vm) vm_next() else goto_elite_backing() } // === EVENTS === function goto_event(shaded) { push_undo() move_cylinder_to_event() let c = this_card() game.op = 0 game.sa = 0 if (shaded) { log_h2(faction_name[game.current] + " - Shaded Event") log("C" + c) log(".i " + data.card_flavor_shaded[c] + ".") log_br() goto_vm(c * 2 + 1) } else { log_h2(faction_name[game.current] + " - Event") log("C" + c) if (data.card_flavor[c]) log(".i " + data.card_flavor[c] + ".") log_br() goto_vm(c * 2 + 0) } } function end_event() { game.vm = null resume_event_card() } function is_piece_in_event_space(p) { return piece_space(p) === game.vm.s } function is_event_piece_space(s) { return piece_space(game.vm.p) === s } function goto_vm(proc) { game.state = "vm" game.vm = { prompt: 0, fp: proc, ip: 0, ss: [], s: -1, pp: [], p: -1, m: 0, } vm_exec() } function event_prompt(str) { if (typeof str === "undefined") str = CODE[game.vm.fp][game.vm.prompt][1] if (typeof str === "function") str = str() view.prompt = data.card_title[this_card()] + ": " + str } function vm_inst(a) { return CODE[game.vm.fp][game.vm.ip][a] } function vm_operand(a) { let x = CODE[game.vm.fp][game.vm.ip][a] if (a > 0 && typeof x === "function") return x() return x } function vm_exec() { vm_inst(0)() } function vm_next() { game.vm.ip ++ vm_exec() } function vm_goto(op, nop, dir, step) { let balance = 1 while (balance > 0) { game.vm.ip += dir if (vm_inst(0) === op) --balance if (vm_inst(0) === nop) ++balance if (game.vm.ip < 0 || game.vm.ip > CODE[game.vm.fp].length) throw "ERROR" } game.vm.ip += step vm_exec() } function vm_asm() { vm_operand(1) vm_next() } function vm_if() { if (!vm_operand(1)) { let balance = 1 while (balance > 0) { ++game.vm.ip switch (vm_operand(0)) { case vm_if: ++balance break case vm_endif: --balance break case vm_else: if (balance === 1) --balance break } if (game.vm.ip < 0 || game.vm.ip > CODE[game.vm.fp].length) throw "ERROR" } } vm_next() } function vm_else() { vm_goto(vm_endif, vm_if, 1, 1) } function vm_endif() { vm_next() } function vm_while() { if (vm_operand(1)) vm_next() else vm_goto(vm_endwhile, vm_while, 1, 1) } function vm_endwhile() { vm_goto(vm_while, vm_endwhile, -1, 0) } function vm_repeat() { game.vm.n = vm_operand(1) vm_next() } function vm_endrepeat() { if (--game.vm.n === 0) vm_next() else vm_goto(vm_repeat, vm_endrepeat, -1, 1) } function vm_prompt() { if (game.vm.prompt) game.vm._prompt = game.vm.prompt game.vm.prompt = game.vm.ip vm_next() } function pop_vm_prompt() { if (game.vm._prompt) { game.vm.prompt = game.vm._prompt delete game.vm._prompt } else { game.vm.prompt = 0 } } function vm_log() { log(vm_operand(1)) vm_next() } function vm_momentum() { game.momentum |= (1 << vm_operand(1)) vm_next() } function vm_capability() { game.capabilities |= (1 << vm_operand(1)) vm_next() } function vm_return() { game.state = "vm_return" transfer_or_remove_shipments() } states.vm_return = { prompt() { event_prompt("Done.") view.actions.end_event = 1 }, end_event, } function vm_mark_space() { if (game.vm.m) set_add(game.vm.m, game.vm.s) else game.vm.m = [ game.vm.s ] vm_next() } function vm_count_spaces() { game.vm.count = count_matching_spaces(vm_inst(1)) vm_next() } function vm_count_pieces() { game.vm.count = count_matching_pieces(vm_inst(1)) vm_next() } // VM: AUTOMATED ACTIONS function vm_eligible() { let faction = vm_operand(1) log("Marked " + faction_name[faction] + " Eligible.") game.marked |= (16 << faction) vm_next() } function vm_ineligible() { let faction = vm_operand(1) log("Marked " + faction_name[faction] + " Ineligible.") if (game.cylinder[faction] === ELIGIBLE) game.cylinder[faction] = INELIGIBLE game.marked |= (1 << faction) vm_next() } function vm_terror() { log("Placed Terror in S" + game.vm.s + ".") place_terror(game.vm.s) vm_next() } function vm_sabotage() { log("Placed Sabotage in S" + game.vm.s + ".") place_sabotage(game.vm.s) vm_next() } function vm_remove_sabotage() { log("Removed Sabotage from S" + game.vm.s + ".") remove_sabotage(game.vm.s) vm_next() } function vm_move() { log("Moved " + piece_name(game.vm.p) + " to S" + game.vm.s + " from S" + piece_space(game.vm.p) + ".") move_piece(game.vm.p, game.vm.s) vm_next() } function vm_remove() { log("Removed " + piece_name(game.vm.p) + " from S" + piece_space(game.vm.p) + ".") remove_piece(game.vm.p) vm_next() } function vm_remove_farc_zone() { log("Removed Farc Zone from S" + game.vm.s + ".") remove_farc_zone(game.vm.s) vm_next() } function vm_place_shipment() { log("Placed Shipment with " + piece_faction_name(game.vm.p) + " in S" + piece_space(game.vm.p) + ".") let sh = find_available_shipment() place_shipment(sh, game.vm.p) vm_next() } function vm_remove_shipment() { let p = get_held_shipment_piece(game.vm.sh) log("Removed Shipment from " + piece_faction_name(p) + " in S" + piece_space(p) + ".") remove_shipment(game.vm.sh) vm_next() } function vm_activate() { let p = game.vm.p log("Flipped " + piece_faction_name(p) + " to Active in S" + piece_space(p) + ".") set_active(p) vm_next() } function vm_underground() { let p = game.vm.p log("Flipped " + piece_faction_name(p) + " to Underground in S" + piece_space(p) + ".") set_underground(p) vm_next() } function vm_set_neutral() { game.support[game.vm.s] = NEUTRAL log_support_shift(game.vm.s) vm_next() } function vm_set_active_support() { game.support[game.vm.s] = ACTIVE_SUPPORT log_support_shift(game.vm.s) vm_next() } function vm_set_passive_support() { game.support[game.vm.s] = PASSIVE_SUPPORT log_support_shift(game.vm.s) vm_next() } function vm_set_active_opposition() { game.support[game.vm.s] = ACTIVE_OPPOSITION log_support_shift(game.vm.s) vm_next() } function vm_set_passive_opposition() { game.support[game.vm.s] = PASSIVE_OPPOSITION log_support_shift(game.vm.s) vm_next() } function vm_shift_support() { if (shift_support(game.vm.s)) log_support_shift(game.vm.s) vm_next() } function vm_shift_opposition() { if (shift_opposition(game.vm.s)) log_support_shift(game.vm.s) vm_next() } function vm_shift_neutral() { if (shift_neutral(game.vm.s)) log_support_shift(game.vm.s) vm_next() } // VM: SIMPLE USER ACTIONS function vm_roll() { game.state = "vm_roll" } states.vm_roll = { prompt() { event_prompt("Roll a die.") view.actions.roll = 1 }, roll() { clear_undo() game.vm.die = random(6) + 1 log("Rolled " + game.vm.die + ".") vm_next() }, } function vm_current() { if (vm_operand(1) !== game.current) game.state = "vm_current" else vm_next() } states.vm_current = { prompt() { let list = vm_operand(1) event_prompt("Select Faction.") if (Array.isArray(list)) { if (list.includes(GOVT)) gen_choose_faction(GOVT) if (list.includes(FARC)) gen_choose_faction(FARC) if (list.includes(AUC)) gen_choose_faction(AUC) if (list.includes(CARTELS)) gen_choose_faction(CARTELS) } else { if (list === GOVT) gen_choose_faction(GOVT) if (list === FARC) gen_choose_faction(FARC) if (list === AUC) gen_choose_faction(AUC) if (list === CARTELS) gen_choose_faction(CARTELS) } }, choose_govt() { this.govt() }, choose_farc() { this.farc() }, choose_auc() { this.auc() }, choose_cartels() { this.cartels() }, govt() { if (game.current !== GOVT) clear_undo() game.current = GOVT log_transfer(faction_name[game.current] + "...") vm_next() }, farc() { if (game.current !== FARC) clear_undo() game.current = FARC log_transfer(faction_name[game.current] + "...") vm_next() }, auc() { if (game.current !== AUC) clear_undo() game.current = AUC log_transfer(faction_name[game.current] + "...") vm_next() }, cartels() { if (game.current !== CARTELS) clear_undo() game.current = CARTELS log_transfer(faction_name[game.current] + "...") vm_next() }, } function vm_auto_aid() { let n = vm_operand(1) log_aid(n) add_aid(n) vm_next() } function vm_aid() { game.state = "vm_aid" } states.vm_aid = { prompt() { let n = vm_operand(1) if (n >= 0) event_prompt(`Aid +${n}.`) else event_prompt(`Aid ${n}.`) view.actions.aid = 1 }, aid() { let n = vm_operand(1) log_aid(n) add_aid(n) vm_next() }, } function vm_auto_resources() { let f = vm_operand(1) let n = vm_operand(2) log_resources(f, n) add_resources(f, n) vm_next() } function vm_resources() { game.state = "vm_resources" } states.vm_resources = { prompt() { let f = vm_operand(1) let n = vm_operand(2) if (f >= 0) { if (n >= 0) event_prompt(`${faction_name[f]} +${n} Resources.`) else event_prompt(`${faction_name[f]} ${n} Resources.`) gen_action_resources(f) } else { if (n >= 0) event_prompt(`Insurgent Faction +${n} Resources.`) else event_prompt(`Insurgent Faction ${n} Resources.`) gen_action_resources(FARC) gen_action_resources(AUC) gen_action_resources(CARTELS) } }, resources(f) { let n = vm_operand(2) log_resources(f, n) add_resources(f, n) vm_next() }, } function vm_auto_transfer() { let from = vm_operand(1) let to = vm_operand(2) let n = vm_operand(3) transfer_resources(from, to, n, log) vm_next() } function vm_transfer() { game.state = "vm_transfer" } states.vm_transfer = { prompt() { let from = vm_operand(1) let to = vm_operand(2) let n = vm_operand(3) event_prompt(`Transfer ${n} Resources from ${faction_name[from]} to ${faction_name[to]}.`) gen_action_resources(from) }, resources(_) { let from = vm_operand(1) let to = vm_operand(2) let n = vm_operand(3) transfer_resources(from, to, n, log) vm_next() }, } function vm_remove_permanently() { let faction = vm_operand(1) let type = vm_operand(2) if (has_piece(AVAILABLE, faction, type)) game.state = "vm_remove_permanently" else vm_next() } states.vm_remove_permanently = { prompt() { let faction = vm_operand(1) let type = vm_operand(2) event_prompt() gen_place_piece(OUT_OF_PLAY, faction, type) }, piece(p) { log("Removed " + piece_name(p) + " permanently.") place_piece(p, OUT_OF_PLAY) vm_next() }, } // VM: SPACE ITERATOR function vm_set_piece_space() { game.vm.s = piece_space(game.vm.p) vm_next() } function vm_set_space() { game.vm.s = vm_operand(1) vm_next() } function vm_save_space() { game.vm._ss = game.vm.ss game.vm._s = game.vm.s game.vm.ss = [] game.vm.s = -1 vm_next() } function vm_restore_space() { game.vm.ss = game.vm._ss game.vm.s = game.vm._s delete game.vm._ss delete game.vm._s vm_next() } function vm_space() { let n = vm_inst(3) let f = vm_inst(4) if (can_vm_space(n, f)) { game.state = "vm_space" } else { pop_vm_prompt() game.vm.ss = [] game.vm.s = -1 vm_goto(vm_endspace, vm_space, 1, 1) } } function vm_endspace() { vm_goto(vm_space, vm_endspace, -1, 0) } function can_vm_space(n, f) { if (game.vm.ss.length < n) for (let s = first_space; s <= last_space; ++s) if (!set_has(game.vm.ss, s) && f(s)) return true return false } states.vm_space = { prompt() { let f = vm_inst(4) view.who = game.vm.p event_prompt() for (let s = first_space; s <= last_space; ++s) if (is_space(s) && !set_has(game.vm.ss, s) && f(s)) gen_action_space(s) if (game.vm.ss.length >= vm_inst(2)) view.actions.skip = 1 }, space(s) { if (vm_inst(1)) push_undo() set_add(game.vm.ss, s) game.vm.s = s vm_next() }, skip() { if (vm_inst(1)) push_undo() game.vm.opt = 1 vm_goto(vm_endspace, vm_space, 1, 1) }, } // VM: PIECE ITERATOR function vm_piece() { if (can_vm_piece()) { game.state = "vm_piece" } else { pop_vm_prompt() game.vm.pp = [] game.vm.p = -1 vm_goto(vm_endpiece, vm_piece, 1, 1) } } function vm_endpiece() { vm_goto(vm_piece, vm_endpiece, -1, 0) } function can_vm_piece() { let f = vm_inst(4) if (game.vm.pp.length < vm_inst(3)) for (let p = all_first_piece; p <= all_last_piece; ++p) if (piece_space(p) >= 0 && !set_has(game.vm.pp, p) && f(p, piece_space(p))) return true return false } states.vm_piece = { prompt() { let f = vm_inst(4) if (game.vm.shipment !== undefined) view.selected_shipment = game.vm.shipment if (game.vm.s >= 0) view.where = game.vm.s event_prompt() for (let p = all_first_piece; p <= all_last_piece; ++p) if (piece_space(p) >= 0 && !set_has(game.vm.pp, p) && f(p, piece_space(p))) gen_action_piece(p) if (game.vm.pp.length >= vm_inst(2)) view.actions.skip = 1 }, piece(p) { if (vm_inst(1)) push_undo() set_add(game.vm.pp, p) game.vm.p = p vm_next() }, skip() { if (vm_inst(1)) push_undo() game.vm.opt = 1 vm_goto(vm_endpiece, vm_piece, 1, 1) }, } // VM: SHIPMENT ITERATOR function vm_shipment() { if (can_vm_shipment()) { game.state = "vm_shipment" } else { pop_vm_prompt() vm_goto(vm_endshipment, vm_shipment, 1, 1) } } function vm_endshipment() { vm_goto(vm_shipment, vm_endshipment, -1, 0) } function can_vm_shipment() { let n = vm_inst(3) let f = vm_inst(4) if (n > 0 && game.vm.m >= n) return false for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let p = get_held_shipment_piece(sh) if (f(p, piece_space(p))) return true } } return false } states.vm_shipment = { prompt() { let f = vm_inst(4) event_prompt() for (let sh = 0; sh < 4; ++sh) { if (is_shipment_held(sh)) { let p = get_held_shipment_piece(sh) if (f(p, piece_space(p))) gen_action_shipment(sh) } } if (vm_inst(2) === 0) view.actions.skip = 1 }, shipment(sh) { if (vm_inst(1)) push_undo() game.vm.m += 1 game.vm.sh = sh vm_next() }, skip() { if (vm_inst(1)) push_undo() game.vm.opt = 1 vm_goto(vm_endshipment, vm_shipment, 1, 1) }, } // VM: PLACE PIECE function vm_auto_place() { let faction = vm_operand(3) let type = vm_operand(4) if (auto_place_piece(game.vm.s, faction, type)) { log("Placed " + piece_faction_type_name[faction][type] + " in S" + game.vm.s + ".") vm_next() } else { vm_place() } } function vm_place() { if (can_vm_place()) game.state = "vm_place" else vm_next() } function can_vm_place_imp(s, faction, type) { if (!can_stack_piece(s, faction, type)) return false if (game.current === faction) return true return has_piece(AVAILABLE, faction, type) } function can_vm_place() { let faction = vm_operand(3) let type = vm_operand(4) if (typeof faction === "object" && typeof type === "object") { for (let f of faction) for (let t of type) 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(game.vm.s, f, type)) return true } else if (typeof type === "object") { for (let t of type) if (can_vm_place_imp(game.vm.s, faction, t)) return true } else { if (can_vm_place_imp(game.vm.s, faction, type)) return true } return false } states.vm_place = { prompt() { let skip = vm_inst(2) let faction = vm_operand(3) let type = vm_operand(4) let where = space_name[game.vm.s] let possible = false view.where = game.vm.s if (typeof faction === "object" && typeof type === "object") { event_prompt(`Place piece in ${where}.`) for (let f of faction) { for (let t of type) { if (f === GOVT && (t === BASE || t === TROOPS || t === POLICE)) if (gen_place_piece(game.vm.s, f, t)) possible = true if (f !== GOVT && (t === BASE || t === GUERRILLA)) if (gen_place_piece(game.vm.s, f, t)) possible = true } } } else if (typeof faction === "object") { event_prompt(`Place ${piece_type_name[type]} in ${where}.`) for (let f of faction) { if (f === GOVT && (type === BASE || type === TROOPS || type === POLICE)) if (gen_place_piece(game.vm.s, f, type)) possible = true if (f !== GOVT && (type === BASE || type === GUERRILLA)) if (gen_place_piece(game.vm.s, f, type)) possible = true } } else if (typeof type === "object") { event_prompt(`Place ${faction_name[faction]} piece in ${where}.`) for (let t of type) if (gen_place_piece(game.vm.s, faction, t)) possible = true } else { event_prompt(`Place ${piece_faction_type_name[faction][type]} in ${where}.`) if (gen_place_piece(game.vm.s, faction, type)) possible = true } if (skip || !possible) view.actions.skip = 1 }, piece(p) { if (vm_inst(1)) push_undo() log("Placed " + piece_name(p) + " in S" + game.vm.s + ".") place_piece(p, game.vm.s) vm_next() }, skip() { if (vm_inst(1)) push_undo() if (vm_inst(2)) // only flag as optional if opcode is opt game.vm.opt = 1 else log("Did not place piece in S" + game.vm.s + ".") vm_next() }, } // VM: USER ACTIONS WITH OPTIONS function vm_set_passive_support_or_passive_opposition() { game.state = "vm_set_passive_support_or_passive_opposition" } states.vm_set_passive_support_or_passive_opposition = { prompt() { event_prompt(`Set ${space_name[game.vm.s]} to Passive Support or Opposition.`) view.where = game.vm.s view.actions.support = 1 view.actions.opposition = 1 }, support() { push_undo() vm_set_passive_support() }, opposition() { push_undo() vm_set_passive_opposition() }, } function can_place_or_remove_shipment(s) { if (has_available_shipment() && has_any_guerrilla(s)) return true if (is_any_shipment_held_in_space(s)) return true return false } function vm_place_or_remove_shipment() { if (can_place_or_remove_shipment(game.vm.s)) game.state = "vm_place_or_remove_shipment" else vm_next() } states.vm_place_or_remove_shipment = { prompt() { event_prompt(`Place or remove Shipment in ${space_name[game.vm.s]}.`) for (let sh = 0; sh < 4; ++sh) if (is_shipment_held_in_space(sh, game.vm.s)) gen_action_shipment(sh) let sh = find_available_shipment() if (sh >= 0) gen_action_shipment(sh) }, shipment(sh) { push_undo() if (is_shipment_held_in_space(sh, game.vm.s)) { let p = get_held_shipment_piece(sh) log("Removed Shipment from " + piece_faction_name(p) + " in S" + piece_space(p) + ".") remove_shipment(sh) vm_next() } else { game.state = "vm_place_or_remove_shipment_place" } }, } states.vm_place_or_remove_shipment_place = { prompt() { event_prompt(`Place Shipment in ${space_name[game.vm.s]}.`) view.selected_shipment = find_available_shipment() gen_piece_in_space(game.vm.s, FARC, GUERRILLA) gen_piece_in_space(game.vm.s, AUC, GUERRILLA) gen_piece_in_space(game.vm.s, CARTELS, GUERRILLA) }, piece(p) { push_undo() let sh = find_available_shipment() log("Placed Shipment with " + piece_faction_name(p) + " in S" + piece_space(p) + ".") place_shipment(sh, p) vm_next() }, } function can_place_or_remove_insurgent_base(s) { if (can_place_piece(s, FARC, BASE) || can_place_piece(s, AUC, BASE) || can_place_piece(s, CARTELS, BASE)) return true if (has_piece(s, FARC, BASE) || has_piece(s, AUC, BASE) || has_piece(s, CARTELS, BASE)) return true return false } function vm_place_or_remove_insurgent_base() { if (can_place_or_remove_insurgent_base(game.vm.s)) game.state = "vm_place_or_remove_insurgent_base" else vm_next() } states.vm_place_or_remove_insurgent_base = { prompt() { event_prompt(`Place or remove Insurgent Base in ${space_name[game.vm.s]}.`) gen_piece_in_space(game.vm.s, FARC, BASE) gen_piece_in_space(game.vm.s, AUC, BASE) gen_piece_in_space(game.vm.s, CARTELS, BASE) gen_place_piece(game.vm.s, FARC, BASE) gen_place_piece(game.vm.s, AUC, BASE) gen_place_piece(game.vm.s, CARTELS, BASE) }, piece(p) { push_undo() if (piece_space(p) === game.vm.s) { log("Removed " + piece_name(p) + " from S" + game.vm.s + ".") remove_piece(p) } else { log("Placed " + piece_name(p) + " in S" + game.vm.s + ".") place_piece(p, game.vm.s) } vm_next() }, } 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() { 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 = { prompt() { event_prompt() for (let s = first_space; s <= last_space; ++s) { if (is_coastal_space(s)) { gen_piece_in_space(s, CARTELS, GUERRILLA) gen_piece_in_space(s, CARTELS, BASE) for (let sh = 0; sh < 4; ++sh) if (is_shipment_held_in_space(sh, s)) gen_action_shipment(sh) } } }, piece(p) { game.vm.sh = -1 game.vm.p = p vm_next() }, shipment(sh) { game.vm.sh = sh game.vm.p = -1 vm_next() }, } function can_vm_select_space_or_piece() { let sf = vm_inst(1) let pf = vm_inst(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() { 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 = { prompt() { let sf = vm_inst(1) let pf = vm_inst(2) event_prompt() for (let s = first_space; s <= last_space; ++s) if (sf(s)) gen_action_space(s) for (let p = all_first_piece; p <= all_last_piece; ++p) if (piece_space(p) >= 0 && pf(p, piece_space(p))) gen_action_piece(p) }, space(s) { game.vm.s = s game.vm.p = -1 vm_next() }, piece(p) { game.vm.s = -1 game.vm.p = p vm_next() }, } // VM: FREE OPS/ACTIVITIES 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_special_activity = { prompt() { event_prompt(`Free Special Activity.`) view.actions.air_lift = can_air_lift() ? 1 : 0 view.actions.eradicate = can_eradicate() ? 1 : 0 view.actions.air_strike = can_air_strike() ? 1 : 0 }, air_lift() { push_undo() vm_free_air_lift() }, air_strike() { push_undo() vm_free_air_strike() }, eradicate() { push_undo() vm_free_eradicate() }, } states.vm_free_train_sweep_assault = { prompt() { event_prompt(`Free Train, Sweep, or Assault in ${space_name[game.vm.s]}.`) view.where = game.vm.s if (can_govt_train(game.vm.s)) view.actions.train = 1 else view.actions.train = 0 if (has_any_underground_guerrilla(game.vm.s)) view.actions.sweep = 1 else view.actions.sweep = 0 if (can_assault_in_space(game.vm.s)) view.actions.assault = 1 else view.actions.assault = 0 }, train: vm_free_train, sweep: vm_free_sweep, assault: vm_free_assault, } states.vm_free_sweep_assault = { prompt() { event_prompt(`Free Sweep or Assault in ${space_name[game.vm.s]}.`) view.where = game.vm.s if (can_sweep_activate(game.vm.s)) view.actions.sweep = 1 else view.actions.sweep = 0 if (can_assault_in_space(game.vm.s)) view.actions.assault = 1 else view.actions.assault = 0 }, sweep: vm_free_sweep, assault: vm_free_assault, } states.vm_free_sweep_assault_farc = { prompt() { event_prompt(`Free Sweep or Assault FARC in ${space_name[game.vm.s]}.`) view.where = game.vm.s if (can_sweep_activate(game.vm.s, FARC)) view.actions.sweep = 1 else view.actions.sweep = 0 if (can_assault_in_space_faction(game.vm.s, FARC)) view.actions.assault = 1 else view.actions.assault = 0 }, sweep: vm_free_sweep_farc, assault: vm_free_assault_farc, } states.vm_free_rally_attack_terror = { prompt() { event_prompt(`Free Rally, Attack, or Terror in ${space_name[game.vm.s]}.`) view.where = game.vm.s view.actions.rally = can_rally_in_space(game.vm.s) ? 1 : 0 view.actions.attack = can_attack_in_space(game.vm.s) ? 1 : 0 view.actions.terror = can_terror_in_space(game.vm.s) ? 1 : 0 }, rally: vm_free_rally, attack: vm_free_attack, terror: vm_free_terror, } states.vm_free_attack_terror = { prompt() { event_prompt(`Free Attack or Terror in ${space_name[game.vm.s]}.`) view.where = game.vm.s view.actions.attack = can_attack_in_space(game.vm.s) ? 1 : 0 view.actions.terror = can_terror_in_space(game.vm.s) ? 1 : 0 }, attack: vm_free_attack, terror: vm_free_terror, } // === GAME END === function goto_game_over(result) { game.state = "game_over" game.current = -1 game.active = "None" game.result = result game.victory = game.result + " won!" log_br() log(game.victory) return true } // === PING === function action_ping() { game.ping = { save_current: game.current, save_state: game.state } game.state = "ping" } states.ping = { disable_negotiation: true, inactive: "Ping", prompt() { view.prompt = "Ping which faction to respond to chat?" if (game.current !== GOVT) view.actions.govt = 1 if (game.current !== FARC) view.actions.farc = 1 if (game.current !== AUC) view.actions.auc = 1 if (game.current !== CARTELS) view.actions.cartels = 1 view.actions.undo = 1 }, govt() { game.current = GOVT game.state = "pong" }, farc() { game.current = FARC game.state = "pong" }, auc() { game.current = AUC game.state = "pong" }, cartels() { game.current = CARTELS game.state = "pong" }, undo() { states.pong.resume() }, } states.pong = { disable_negotiation: true, inactive: "Ping", prompt() { view.prompt = faction_name[game.ping.save_current] + " has requested your response in chat." view.actions.resume = 1 view.actions.undo = 0 }, resume() { game.current = game.ping.save_current game.state = game.ping.save_state delete game.ping }, } // === UNCOMMON TEMPLATE === function gen_action(action, argument) { if (!(action in view.actions)) view.actions[action] = [] set_add(view.actions[action], argument) } function gen_action_piece(p) { gen_action("piece", p) } function gen_action_space(s) { gen_action("space", s) } function gen_action_resources(faction) { gen_action("resources", faction) } function gen_action_shipment(sh) { gen_action("shipment", sh) } function gen_choose_faction(faction) { if (game.current === faction) { switch (faction) { case GOVT: view.actions.govt = 1 break case FARC: view.actions.farc = 1 break case AUC: view.actions.auc = 1 break case CARTELS: view.actions.cartels = 1 break } } else { switch (faction) { case GOVT: view.actions.choose_govt = 1 break case FARC: view.actions.choose_farc = 1 break case AUC: view.actions.choose_auc = 1 break case CARTELS: view.actions.choose_cartels = 1 break } } } function is_current_role(role) { switch (role) { case NAME_GOVT_AUC: return game.current === GOVT || game.current === AUC case NAME_FARC_CARTELS: return game.current === FARC || game.current === CARTELS case NAME_AUC_CARTELS: return game.current === AUC || game.current === CARTELS case NAME_GOVT: return game.current === GOVT case NAME_FARC: return game.current === FARC case NAME_AUC: return game.current === AUC case NAME_CARTELS: return game.current === CARTELS case NAME_SOLO: return true } return false } function count_propaganda_left() { let n = 0 for (let i = 2; i < game.deck.length; ++i) if (game.deck[i] === PROPAGANDA) ++n return n } exports.view = function (state, role) { load_game(state) let this_card = game.deck[0] | 0 let next_card = game.deck[1] | 0 let deck_size = Math.max(0, game.deck.length - 2) view = { prompt: null, actions: null, log: game.log, scenario: game.scenario, current: game.current, deck: [ this_card, next_card, deck_size, count_propaganda_left() ], capabilities: game.capabilities, momentum: game.momentum, president: game.president, aid: game.aid, cylinder: game.cylinder, resources: game.resources, shipments: game.shipments, pieces: game.pieces, underground: game.underground, govt_control: game.govt_control, farc_control: game.farc_control, farc_zones: game.farc_zones, support: game.support, terror: game.terror, sabotage: game.sabotage, } if (game.prop) view.propaganda = game.prop.step if (game.result) { view.prompt = game.victory } else if (!is_current_role(role)) { let inactive = states[game.state].inactive if (!inactive) { if (game.vm) inactive = "Event" else if (game.op) inactive = game.op.type else inactive = game.state } view.prompt = `Waiting for ${faction_name[game.current]} \u2014 ${inactive}.` } else { view.actions = {} if (states[game.state]) states[game.state].prompt() else view.prompt = "Unknown state: " + game.state if (states[game.state]) if (!states[game.state].disable_negotiation && !game.prop) { view.actions.remove_pieces = 1 view.actions.ask_resources = 1 if (game.resources[game.current] > 0) view.actions.transfer_resources = 1 else view.actions.transfer_resources = 0 if (can_transfer_any_shipment()) view.actions.transfer_shipment = 1 else view.actions.transfer_shipment = 0 if (can_ask_shipment()) view.actions.ask_shipment = 1 else view.actions.ask_shipment = 0 view.actions.ping = 1 } else { view.actions.remove_pieces = 0 view.actions.ask_resources = 0 view.actions.transfer_resources = 0 view.actions.transfer_shipment = 0 view.actions.ask_shipment = 0 view.actions.ping = 1 } if (view.actions.undo === undefined) { if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } } save_game() return view } exports.action = function (state, role, action, arg) { load_game(state) let S = states[game.state] if (S && action in S) { S[action](arg) } else { if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else if (action === "remove_pieces") action_remove_pieces() else if (action === "ask_resources") action_ask_resources() else if (action === "ask_shipment") action_ask_shipment() else if (action === "transfer_resources") action_transfer_resources() else if (action === "transfer_shipment") action_transfer_shipment() else if (action === "ping") action_ping() else if (game.op && action in special_activities) special_activities[action](arg) else throw new Error("Invalid action: " + action) } return save_game() } exports.is_checkpoint = function (a, b) { return a.deck.length !== b.deck.length } // === COMMON LIBRARY === function clear_undo() { if (game.undo.length > 0) game.undo = [] } 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 push_undo_once() { if (game.undo.length === 0) push_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 } } // 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 } } // 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_insert(array, index, item) { for (let i = array.length; i > index; --i) array[i] = array[i - 1] array[index] = item } function array_remove_pair(array, index) { let n = array.length for (let i = index + 2; i < n; ++i) array[i - 2] = array[i] array.length = n - 2 } function array_insert_pair(array, index, key, value) { for (let i = array.length; i > index; i -= 2) { array[i] = array[i - 2] array[i + 1] = array[i - 1] } array[index] = key array[index + 1] = value } // Set as plain sorted array 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 } 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 { array_remove(set, m) return } } } // Map as plain sorted array of key/value pairs function map_get(map, key, missing) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return map[(m << 1) + 1] } return missing } function map_set(map, key, value) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else { map[(m << 1) + 1] = value return } } array_insert_pair(map, a << 1, key, value) } function map_delete(map, item) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m << 1] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove_pair(map, m << 1) return } } } // === GENERATED EVENT CODE === const CODE = [] // EVENT 1 CODE[1 * 2 + 0] = [ [ vm_log, "1 Civic Action space each Support Phase requires Government Control and any cube." ], [ vm_capability, CAP_1ST_DIV ], [ vm_return ], ] // SHADED 1 CODE[1 * 2 + 1] = [ [ vm_log, "Civic Action requires at least 2 Troops and 2 Police." ], [ vm_capability, S_CAP_1ST_DIV ], [ vm_return ], ] // EVENT 2 CODE[2 * 2 + 0] = [ [ vm_log, "Sweep costs 1 Resource per space." ], [ vm_capability, CAP_OSPINA ], [ vm_return ], ] // SHADED 2 CODE[2 * 2 + 1] = [ [ vm_log, "Sweep Operations may target only 1 space per card." ], [ vm_capability, S_CAP_OSPINA ], [ vm_return ], ] // EVENT 3 CODE[3 * 2 + 0] = [ [ vm_log, "Assault costs 1 Resource per space." ], [ vm_capability, CAP_TAPIAS ], [ vm_return ], ] // SHADED 3 CODE[3 * 2 + 1] = [ [ vm_log, "Assault Operations may target only 1 space per card." ], [ vm_capability, S_CAP_TAPIAS ], [ vm_return ], ] // EVENT 4 CODE[4 * 2 + 0] = [ [ vm_prompt, "Add twice Econ of unsabotaged pipelines to Government Resources." ], [ vm_space, true, 3, 3, (s)=>is_unsabotaged_pipeline(s) ], [ vm_auto_resources, GOVT, ()=>(2*data.spaces[game.vm.s].econ) ], [ vm_endspace ], [ vm_return ], ] // SHADED 4 CODE[4 * 2 + 1] = [ [ vm_prompt, "Sabotage the 3 pipelines with highest value and no cubes." ], [ vm_space, true, 3, 3, (s)=>is_highest_value_pipeline_without_cubes(s) ], [ vm_sabotage ], [ vm_endspace ], [ vm_return ], ] // EVENT 5 CODE[5 * 2 + 0] = [ [ vm_prompt, "Place Police onto Pipelines." ], [ vm_repeat, 6 ], [ vm_space, true, 1, 1, (s)=>is_pipeline(s) && has_available_piece(GOVT, POLICE) ], [ vm_auto_place, false, 0, GOVT, POLICE ], [ vm_mark_space ], [ vm_endspace ], [ vm_endrepeat ], [ vm_prompt, "Flip 3 Guerrillas there or adjacent to Active." ], [ vm_piece, false, 3, 3, (p,s)=>is_any_guerrilla(p) && is_underground(p) && is_with_or_adjacent_to_mark(s, game.vm.m) ], [ vm_activate ], [ vm_endpiece ], [ vm_return ], ] // SHADED 5 CODE[5 * 2 + 1] = [ [ vm_prompt, "Shift space adjacent to a 3-Econ LoC by 2 levels toward Active Opposition." ], [ vm_space, true, 1, 1, (s)=>can_shift_opposition(s) && is_adjacent_to_3econ_loc(s) ], [ vm_shift_opposition ], [ vm_shift_opposition ], [ vm_endspace ], [ vm_return ], ] // EVENT 6 CODE[6 * 2 + 0] = [ [ vm_prompt, "Select Opposition or Neutral Departments adjacent to Sabotage." ], [ vm_space, true, 2, 2, (s)=>is_dept(s) && is_pop(s) && !is_support(s) && is_adjacent_to_sabotage(s) ], [ vm_set_passive_support ], [ vm_endspace ], [ vm_return ], ] // SHADED 6 CODE[6 * 2 + 1] = [ [ vm_prompt, "Sabotage a pipeline." ], [ vm_space, true, 1, 1, (s)=>is_pipeline(s) && !has_sabotage(s) ], [ vm_sabotage ], [ vm_mark_space ], [ vm_endspace ], [ vm_prompt, "Shift an Adjacent Department." ], [ vm_space, true, 1, 1, (s)=>can_shift_opposition(s) && is_dept(s) && is_adjacent(s, game.vm.m[0]) ], [ vm_shift_opposition ], [ vm_endspace ], [ vm_return ], ] // EVENT 7 CODE[7 * 2 + 0] = [ [ vm_log, "Each Sabotage phase, Government may remove 1-3 Terror or Sabotage." ], [ vm_capability, CAP_7TH_SF ], [ vm_return ], ] // SHADED 7 CODE[7 * 2 + 1] = [ [ vm_log, "Sabotage phase - Sabotage LoCs with any Guerrillas equal to cubes." ], [ vm_capability, S_CAP_7TH_SF ], [ vm_return ], ] // EVENT 8 CODE[8 * 2 + 0] = [ [ vm_current, GOVT ], [ vm_repeat, 3 ], [ vm_if, ()=>can_air_strike() ], [ vm_free_air_strike ], [ vm_else ], [ vm_log, "Government cannot Air Strike." ], [ vm_endif ], [ vm_endrepeat ], [ vm_return ], ] // SHADED 8 CODE[8 * 2 + 1] = [ [ vm_resources, GOVT, -9 ], [ vm_return ], ] // EVENT 9 CODE[9 * 2 + 0] = [ [ vm_log, "Assault treats Mountain as City." ], [ vm_capability, CAP_MTN_BNS ], [ vm_return ], ] // SHADED 9 CODE[9 * 2 + 1] = [ [ vm_log, "Assault in Mountain removes only 1 piece for 4 Troops." ], [ vm_capability, S_CAP_MTN_BNS ], [ vm_return ], ] // EVENT 10 CODE[10 * 2 + 0] = [ [ vm_log, "Air Lift moves any number of Troops." ], [ vm_capability, CAP_BLACK_HAWKS ], [ vm_return ], ] // SHADED 10 CODE[10 * 2 + 1] = [ [ vm_log, "Air Lift moves only 1 Troops cube." ], [ vm_capability, S_CAP_BLACK_HAWKS ], [ vm_return ], ] // EVENT 11 CODE[11 * 2 + 0] = [ [ vm_log, "1 Police may enter each Sweep space." ], [ vm_capability, CAP_NDSC ], [ vm_return ], ] // SHADED 11 CODE[11 * 2 + 1] = [ [ vm_log, "Operation Activates Guerrillas via Troops or Police, not both." ], [ vm_capability, S_CAP_NDSC ], [ vm_return ], ] // EVENT 12 CODE[12 * 2 + 0] = [ [ vm_resources, GOVT, ()=>(Math.min(game.aid,20)) ], [ vm_aid, 10 ], [ vm_return ], ] // SHADED 12 CODE[12 * 2 + 1] = [ [ vm_log, "No Air Strike or Activation by Patrol until next Propaganda." ], [ vm_momentum, MOM_PLAN_COLOMBIA ], [ vm_return ], ] // EVENT 13 CODE[13 * 2 + 0] = [ [ vm_log, "Patrol conducts a free Assault in each LoC." ], [ vm_capability, CAP_METEORO ], [ vm_return ], ] // SHADED 13 CODE[13 * 2 + 1] = [ [ vm_log, "Patrols do not conduct a free Assault." ], [ vm_capability, S_CAP_METEORO ], [ vm_return ], ] // EVENT 14 CODE[14 * 2 + 0] = [ [ vm_current, GOVT ], [ vm_prompt, "Place 1 Base and 3 Troops into any Department." ], [ vm_if, ()=>can_vm_space(1,(s)=>is_dept(s) && can_place_base_and_n(s, GOVT, 3, TROOPS)) ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && can_place_base_and_n(s, GOVT, 3, TROOPS) ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && can_stack_any(s, GOVT) ], [ vm_endif ], [ vm_auto_place, false, 0, GOVT, BASE ], [ vm_auto_place, false, 0, GOVT, TROOPS ], [ vm_auto_place, false, 0, GOVT, TROOPS ], [ vm_auto_place, false, 0, GOVT, TROOPS ], [ vm_endspace ], [ vm_return ], ] // SHADED 14 CODE[14 * 2 + 1] = [ [ vm_prompt, "Remove 1 Government Base and 1 cube from a Department." ], [ vm_if, ()=>can_vm_space(1,(s)=>is_dept(s) && ( has_govt_base(s) && has_cube(s) )) ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && ( has_govt_base(s) && has_cube(s) ) ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && ( has_govt_base(s) || has_cube(s) ) ], [ vm_endif ], [ vm_prompt, "Remove 1 Government Base." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_govt_base(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_prompt, "Remove 1 cube." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_cube(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // EVENT 15 CODE[15 * 2 + 0] = [ [ vm_roll ], [ vm_resources, GOVT, ()=>(game.vm.die*4) ], [ vm_return ], ] // SHADED 15 CODE[15 * 2 + 1] = [ [ vm_prompt, "Shift a City from Neutral or Passive Support to Passive Opposition." ], [ vm_space, true, 1, 1, (s)=>is_city(s) && (is_neutral(s) || is_passive_support(s)) ], [ vm_set_passive_opposition ], [ vm_endspace ], [ vm_return ], ] // EVENT 16 CODE[16 * 2 + 0] = [ [ vm_prompt, "Each Mountain, +5 Resources to Faction with most pieces." ], [ vm_space, true, 999, 999, (s)=>is_mountain(s) ], [ vm_auto_resources, ()=>(faction_with_most_pieces(game.vm.s)), 5 ], [ vm_endspace ], [ vm_return ], ] // SHADED 16 CODE[16 * 2 + 1] = [ [ vm_resources, GOVT, -10 ], [ vm_return ], ] // EVENT 17 CODE[17 * 2 + 0] = [ [ vm_resources, GOVT, ()=>(Math.min(game.aid,20)) ], [ vm_aid, 6 ], [ vm_return ], ] // SHADED 17 CODE[17 * 2 + 1] = [ [ vm_log, "No Sweep or Assault in Departments until next Propaganda." ], [ vm_momentum, MOM_MADRID_DONORS ], [ vm_return ], ] // EVENT 18 CODE[18 * 2 + 0] = [ [ vm_resources, GOVT, ()=>(Math.min(game.aid,20)) ], [ vm_aid, 20 ], [ vm_return ], ] // SHADED 18 CODE[18 * 2 + 1] = [ [ vm_resources, GOVT, -6 ], [ vm_roll ], [ vm_aid, ()=>(-game.vm.die) ], [ vm_return ], ] // EVENT 19 CODE[19 * 2 + 0] = [ [ vm_if, ()=>game.current === GOVT ], [ vm_prompt, "Free Sweep or Assault in each space possible." ], [ vm_space, true, 999, 999, (s)=>can_sweep_activate(s) || can_assault_in_space(s) ], [ vm_free_sweep_assault ], [ vm_endspace ], [ vm_else ], [ vm_prompt, "Free Attack or Terror in each space possible." ], [ vm_space, true, 999, 999, (s)=>can_terror_in_space(s) || can_attack_in_space(s) ], [ vm_free_attack_terror ], [ vm_endspace ], [ vm_endif ], [ vm_return ], ] // EVENT 20 CODE[20 * 2 + 0] = [ [ vm_current, GOVT ], [ vm_prompt, "Move up to 6 FARC Guerillas into adjacent spaces." ], [ vm_piece, true, 0, 6, (p,s)=>is_farc_guerrilla(p) ], [ vm_prompt, "Move FARC Guerilla into an adjacent space." ], [ vm_space, false, 1, 1, (s)=>is_adjacent(s, piece_space(game.vm.p)) && can_stack_any(s, FARC) ], [ vm_move ], [ vm_endspace ], [ vm_endpiece ], [ vm_return ], ] // SHADED 20 CODE[20 * 2 + 1] = [ [ vm_current, FARC ], [ vm_if, ()=>can_free_march() ], [ vm_free_march ], [ vm_else ], [ vm_log, "FARC cannot March." ], [ vm_endif ], [ vm_prompt, "Flip up to 3 FARC Guerrillas Underground." ], [ vm_piece, true, 0, 3, (p,s)=>is_farc_guerrilla(p) && is_active(p) ], [ vm_underground ], [ vm_endpiece ], [ vm_return ], ] // EVENT 21 CODE[21 * 2 + 0] = [ [ vm_resources, FARC, -6 ], [ vm_prompt, "Remove 1 FARC Base." ], [ vm_piece, true, 1, 1, (p,s)=>is_farc_base(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_return ], ] // SHADED 21 CODE[21 * 2 + 1] = [ [ vm_resources, FARC, 6 ], [ vm_prompt, "Place a FARC Base in a City or Department" ], [ vm_space, true, 1, 1, (s)=>(is_city(s) || is_dept(s)) && can_stack_base(s, FARC) ], [ vm_auto_place, false, 0, FARC, BASE ], [ vm_endspace ], [ vm_return ], ] // EVENT 22 CODE[22 * 2 + 0] = [ [ vm_prompt, "Shift an Opposition space to Neutral." ], [ vm_space, true, 1, 1, (s)=>is_opposition(s) ], [ vm_set_neutral ], [ vm_endspace ], [ vm_return ], ] // SHADED 22 CODE[22 * 2 + 1] = [ [ vm_log, "May Agitate also in up to 3 spaces with FARC piece and no Government Control." ], [ vm_momentum, MOM_ALFONSO_CANO ], [ vm_return ], ] // EVENT 23 CODE[23 * 2 + 0] = [ [ vm_prompt, "In a Department, Activate all Guerrillas and remove all Cartels Bases." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && (has_any_underground_guerrilla(s) || has_cartels_base(s)) ], [ vm_prompt, "Activate all Guerrillas." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_any_guerrilla(p) && is_underground(p) ], [ vm_activate ], [ vm_endpiece ], [ vm_prompt, "Remove all Cartels Bases." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_cartels_base(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 23 CODE[23 * 2 + 1] = [ [ vm_current, GOVT ], [ vm_prompt, "Remove 3 Troops." ], [ vm_piece, true, 3, 3, (p,s)=>is_troops(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_ineligible, GOVT ], [ vm_ineligible, FARC ], [ vm_return ], ] // EVENT 24 CODE[24 * 2 + 0] = [ [ vm_prompt, "Shift a City to Active Support." ], [ vm_space, true, 1, 1, (s)=>is_city(s) && can_shift_support(s) ], [ vm_set_active_support ], [ vm_endspace ], [ vm_ineligible, FARC ], [ vm_return ], ] // SHADED 24 CODE[24 * 2 + 1] = [ [ vm_prompt, "Remove 2 Troops from a space with FARC pieces." ], [ vm_if, ()=>can_vm_space(1,(s)=>has_farc_piece(s) && count_pieces(s, GOVT, TROOPS) >= 2) ], [ vm_space, true, 1, 1, (s)=>has_farc_piece(s) && count_pieces(s, GOVT, TROOPS) >= 2 ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>has_farc_piece(s) && has_troops(s) ], [ vm_endif ], [ vm_prompt, "Remove 2 Troops." ], [ vm_piece, false, 2, 2, (p,s)=>is_piece_in_event_space(p) && is_troops(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_prompt, "Shift a City with Support to Neutral." ], [ vm_space, true, 1, 1, (s)=>is_city(s) && is_support(s) ], [ vm_set_neutral ], [ vm_endspace ], [ vm_return ], ] // EVENT 25 CODE[25 * 2 + 0] = [ [ vm_prompt, "Remove all FARC pieces from 1 Mountain." ], [ vm_space, true, 1, 1, (s)=>is_mountain(s) && has_faction_piece(s, FARC) ], [ vm_prompt, "Remove all FARC pieces." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_farc_piece(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 25 CODE[25 * 2 + 1] = [ [ vm_prompt, "Place 3 FARC pieces into Antioquia or an adjacent Department." ], [ vm_space, true, 1, 1, (s)=>(s === ANTIOQUIA || (is_dept(s) && is_adjacent(ANTIOQUIA, s))) && can_stack_any(s, FARC) ], [ vm_place, false, 0, FARC, BASE_GUERRILLA ], [ vm_place, false, 0, FARC, BASE_GUERRILLA ], [ vm_place, false, 0, FARC, BASE_GUERRILLA ], [ vm_endspace ], [ vm_return ], ] // EVENT 26 CODE[26 * 2 + 0] = [ [ vm_current, CARTELS ], [ vm_prompt, "All Cartels Guerrillas free Attack FARC." ], [ vm_space, true, 999, 999, (s)=>has_cartels_guerrilla(s) && has_farc_piece(s) ], [ vm_free_attack_farc ], [ vm_endspace ], [ vm_return ], ] // SHADED 26 CODE[26 * 2 + 1] = [ [ vm_prompt, "Transfer 6 Resources from Cartels to FARC for each space with Cartels Base and FARC Guerrilla." ], [ vm_space, true, 999, 999, (s)=>has_cartels_base(s) && has_farc_guerrilla(s) && game.resources[CARTELS] > 0 ], [ vm_auto_transfer, CARTELS, FARC, 6 ], [ vm_endspace ], [ vm_return ], ] // EVENT 27 CODE[27 * 2 + 0] = [ [ vm_current, GOVT ], [ vm_repeat, 3 ], [ vm_if, ()=>can_air_lift() || can_eradicate() || can_air_strike() ], [ vm_free_govt_special_activity ], [ vm_else ], [ vm_log, "Government cannot execute any Special Activities." ], [ vm_endif ], [ vm_endrepeat ], [ vm_return ], ] // SHADED 27 CODE[27 * 2 + 1] = [ [ vm_log, "Until next Propaganda, no Government Special Activities where Guerrilla." ], [ vm_momentum, MOM_MISIL_ANTIAEREO ], [ vm_return ], ] // EVENT 28 CODE[28 * 2 + 0] = [ [ vm_prompt, "Remove up to 3 Insurgent pieces from a space next to Venezuela." ], [ vm_space, true, 1, 1, (s)=>is_next_to_venezuela(s) && has_insurgent_piece(s) ], [ vm_prompt, "Remove up to 3 Insurgent pieces." ], [ vm_piece, false, 0, 3, (p,s)=>is_piece_in_event_space(p) && is_insurgent_piece(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 28 CODE[28 * 2 + 1] = [ [ vm_prompt, "Place FARC Base in a Department next to Venezuela." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && is_next_to_venezuela(s) && can_stack_base(s, FARC) ], [ vm_auto_place, false, 0, FARC, BASE ], [ vm_endspace ], [ vm_prompt, "Sabotage each empty LoC touching Cúcuta." ], [ vm_space, true, 999, 999, (s)=>is_loc(s) && is_adjacent(CUCUTA, s) && is_empty(s) && !has_sabotage(s) ], [ vm_sabotage ], [ vm_endspace ], [ vm_return ], ] // EVENT 29 CODE[29 * 2 + 0] = [ [ vm_current, GOVT ], [ vm_prompt, "Activate all FARC and free Assault in 1 space." ], [ vm_space, true, 1, 1, (s)=>has_underground_guerrilla(s, FARC) || ( assault_kill_count(s) > 0 && (has_farc_piece(s) || has_exposed_piece(s, AUC) || has_exposed_piece(s, CARTELS)) ) ], [ vm_prompt, "Activate all FARC." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_farc_guerrilla(p) && is_underground(p) ], [ vm_activate ], [ vm_endpiece ], [ vm_if, ()=>can_assault_in_space(game.vm.s) ], [ vm_free_assault ], [ vm_else ], [ vm_log, "Government cannot Assault." ], [ vm_endif ], [ vm_endspace ], [ vm_return ], ] // SHADED 29 CODE[29 * 2 + 1] = [ [ vm_current, FARC_AUC ], [ vm_prompt, "Execute 2 free Ambushes in 1 space." ], [ vm_space, true, 1, 1, (s)=>has_piece(s, game.current, GUERRILLA) && has_enemy_piece(s) ], [ vm_repeat, 2 ], [ vm_prompt, "Execute 2 free Ambushes with any Guerrilla without Activating." ], [ vm_piece, true, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_piece(p, game.current, GUERRILLA) && has_enemy_piece(s) ], [ vm_free_ambush_without_activating ], [ vm_endpiece ], [ vm_endrepeat ], [ vm_endspace ], [ vm_return ], ] // EVENT 30 CODE[30 * 2 + 0] = [ [ vm_prompt, "Remove 1 FARC Zone and 1 FARC Base there." ], [ vm_if, ()=>can_vm_space(1,(s)=>is_farc_zone(s) && has_piece(s, FARC, BASE)) ], [ vm_space, true, 1, 1, (s)=>is_farc_zone(s) && has_piece(s, FARC, BASE) ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>is_farc_zone(s) ], [ vm_endif ], [ vm_remove_farc_zone ], [ vm_prompt, "Remove 1 FARC Base." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_farc_base(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 30 CODE[30 * 2 + 1] = [ [ vm_current, GOVT ], [ vm_place_farc_zone ], [ vm_set_space, ()=>(game.vm.farc_zone) ], [ vm_auto_place, false, 0, FARC, BASE ], [ vm_return ], ] // EVENT 31 CODE[31 * 2 + 0] = [ [ vm_prompt, "Shift 2 Cities 1 level toward Active Support." ], [ vm_space, true, 2, 2, (s)=>is_city(s) && can_shift_support(s) ], [ vm_shift_support ], [ vm_endspace ], [ vm_prompt, "Shift 1 Department 1 level toward Active Support." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && can_shift_support(s) ], [ vm_shift_support ], [ vm_endspace ], [ vm_return ], ] // SHADED 31 CODE[31 * 2 + 1] = [ [ vm_prompt, "Shift 3 spaces from Passive Opposition to Active Opposition." ], [ vm_space, true, 3, 3, (s)=>is_passive_opposition(s) ], [ vm_set_active_opposition ], [ vm_endspace ], [ vm_return ], ] // EVENT 32 CODE[32 * 2 + 0] = [ [ vm_prompt, "Shift 2 spaces from Neutral or Passive Opposition to Passive Support." ], [ vm_space, true, 2, 2, (s)=>is_neutral(s) || is_passive_opposition(s) ], [ vm_set_passive_support ], [ vm_endspace ], [ vm_return ], ] // SHADED 32 CODE[32 * 2 + 1] = [ [ vm_resources, FARC, 12 ], [ vm_return ], ] // EVENT 33 CODE[33 * 2 + 0] = [ [ vm_prompt, "Remove up to 3 Insurgent pieces from a space bordering Ecuador." ], [ vm_space, true, 1, 1, (s)=>is_next_to_ecuador(s) && has_insurgent_piece(s) ], [ vm_piece, false, 0, 3, (p,s)=>is_piece_in_event_space(p) && is_insurgent_piece(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 33 CODE[33 * 2 + 1] = [ [ vm_capability, EVT_SUCUMBIOS ], [ vm_set_space, ECUADOR ], [ vm_place, false, 0, ()=>(game.current), ANY_PIECE ], [ vm_place, false, 0, ()=>(game.current), ANY_PIECE ], [ vm_return ], ] // EVENT 34 CODE[34 * 2 + 0] = [ [ vm_resources, -1, -5 ], [ vm_return ], ] // SHADED 34 CODE[34 * 2 + 1] = [ [ vm_current, FARC_AUC_CARTELS ], [ vm_prompt, "Place 2 Guerrillas and 1 Base into a 0 Population Department." ], [ vm_if, ()=>can_vm_space(1,(s)=>is_zero_pop_dept(s) && can_place_base_and_n(s, game.current, 2, GUERRILLA)) ], [ vm_space, true, 1, 1, (s)=>is_zero_pop_dept(s) && can_place_base_and_n(s, game.current, 2, GUERRILLA) ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>is_zero_pop_dept(s) && can_stack_any(s, game.current) ], [ vm_endif ], [ vm_auto_place, false, 0, ()=>(game.current), BASE ], [ vm_auto_place, false, 0, ()=>(game.current), GUERRILLA ], [ vm_auto_place, false, 0, ()=>(game.current), GUERRILLA ], [ vm_endspace ], [ vm_return ], ] // EVENT 35 CODE[35 * 2 + 0] = [ [ vm_prompt, "Replace Cartels Bases in 1 Department with Police." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && has_cartels_base(s) && can_replace_with(s, GOVT, POLICE) ], [ vm_prompt, "Replace Cartels Bases with Police." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_cartels_base(p) && can_replace_with(s, GOVT, POLICE) ], [ vm_remove ], [ vm_auto_place, false, 0, GOVT, POLICE ], [ vm_endpiece ], [ vm_endspace ], [ vm_aid, 3 ], [ vm_return ], ] // SHADED 35 CODE[35 * 2 + 1] = [ [ vm_prompt, "Shift a Department with a Cartels Base 2 levels toward Active Opposition." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && has_cartels_base(s) && can_shift_opposition(s) ], [ vm_shift_opposition ], [ vm_shift_opposition ], [ vm_endspace ], [ vm_return ], ] // EVENT 36 CODE[36 * 2 + 0] = [ [ vm_eligible, ()=>(game.current) ], [ vm_asm, ()=>game.vm.zona_de_convivencia = 1 ], [ vm_asm, ()=>game.vm.save_current = game.current ], [ vm_current, GOVT ], [ vm_place_farc_zone ], [ vm_set_space, ()=>(game.vm.farc_zone) ], [ vm_auto_place, false, 0, FARC, BASE ], [ vm_current, ()=>(game.vm.save_current) ], [ vm_prompt, "Shift 2 adjacent spaces 1 level toward Active Support." ], [ vm_space, true, 2, 2, (s)=>is_adjacent(game.vm.farc_zone, s) && can_shift_support(s) ], [ vm_shift_support ], [ vm_endspace ], [ vm_return ], ] // EVENT 37 CODE[37 * 2 + 0] = [ [ vm_current, GOVT ], [ vm_prompt, "Free Sweep or Assault FARC within each space; AUC Guerrillas act as Troops." ], [ vm_space, true, 999, 999, (s)=>can_sweep_activate(s, FARC) || can_assault_in_space_faction(s, FARC) ], [ vm_free_sweep_assault_farc ], [ vm_endspace ], [ vm_return ], ] // SHADED 37 CODE[37 * 2 + 1] = [ [ vm_current, AUC ], [ vm_if, ()=>can_free_march() ], [ vm_free_march ], [ vm_prompt, "Free Ambush at any 1 destination." ], [ vm_space, true, 1, 1, (s)=>set_has(game.vm.march, s) && has_underground_guerrilla(s, AUC) && has_enemy_piece(s) ], [ vm_prompt, "Free Ambush." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_underground_guerrilla(p, AUC) ], [ vm_free_ambush ], [ vm_endpiece ], [ vm_endspace ], [ vm_else ], [ vm_log, "AUC cannot March." ], [ vm_endif ], [ vm_return ], ] // EVENT 38 CODE[38 * 2 + 0] = [ [ vm_prompt, "Remove all Active AUC Guerrillas from up to 3 spaces with cubes or Support." ], [ vm_space, true, 0, 3, (s)=>(has_cube(s) || is_support(s)) && has_active_guerrilla(s, AUC) ], [ vm_prompt, "Remove all AUC Guerrillas." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_active_guerrilla(p, AUC) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 38 CODE[38 * 2 + 1] = [ [ vm_prompt, "All AUC Guerrillas in spaces with cubes or Support to Underground." ], [ vm_space, true, 999, 999, (s)=>(has_cube(s) || is_support(s)) && has_active_guerrilla(s, AUC) ], [ vm_prompt, "All AUC Guerrillas to Underground." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_active_guerrilla(p, AUC) ], [ vm_underground ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // EVENT 39 CODE[39 * 2 + 0] = [ [ vm_prompt, "Place Police into each of 6 Departments." ], [ vm_space, true, 6, 6, (s)=>is_dept(s) && can_stack_any(s, GOVT) && has_available_piece(GOVT, POLICE) ], [ vm_auto_place, false, 0, GOVT, POLICE ], [ vm_endspace ], [ vm_return ], ] // SHADED 39 CODE[39 * 2 + 1] = [ [ vm_prompt, "In up to 3 Departments, replace 1 Police with AUC Guerrilla." ], [ vm_space, true, 0, 3, (s)=>is_dept(s) && has_police(s) && can_replace_with(s, AUC, GUERRILLA) ], [ vm_prompt, "Replace 1 Police with AUC Guerrilla." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_police(p) && can_replace_with(s, AUC, GUERRILLA) ], [ vm_remove ], [ vm_auto_place, false, 0, AUC, GUERRILLA ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // EVENT 40 CODE[40 * 2 + 0] = [ [ vm_prompt, "Replace 3 AUC Guerrillas with Police." ], [ vm_piece, true, 3, 3, (p,s)=>is_auc_guerrilla(p) && can_replace_with(s, GOVT, POLICE) ], [ vm_set_piece_space ], [ vm_remove ], [ vm_auto_place, false, 0, GOVT, POLICE ], [ vm_set_space, -1 ], [ vm_endpiece ], [ vm_return ], ] // SHADED 40 CODE[40 * 2 + 1] = [ [ vm_prompt, "Move all cubes in a Department with AUC to any Cities." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && has_auc_piece(s) && has_cube(s) ], [ vm_prompt, "Move all cubes to any Cities." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_cube(p) ], [ vm_save_space ], [ vm_prompt, "Move cube to any City." ], [ vm_space, false, 1, 1, (s)=>is_city(s) ], [ vm_move ], [ vm_endspace ], [ vm_restore_space ], [ vm_endpiece ], [ vm_endspace ], [ vm_prompt, "Place 1 AUC piece in each of 2 Cities." ], [ vm_space, true, 2, 2, (s)=>is_city(s) ], [ vm_place, false, 0, AUC, BASE_GUERRILLA ], [ vm_endspace ], [ vm_return ], ] // EVENT 41 CODE[41 * 2 + 0] = [ [ vm_resources, AUC, -6 ], [ vm_prompt, "Remove all AUC pieces from 1 space." ], [ vm_space, true, 1, 1, (s)=>has_auc_piece(s) ], [ vm_prompt, "Remove all AUC pieces." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_auc_piece(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 41 CODE[41 * 2 + 1] = [ [ vm_count_spaces, (s)=>has_auc_piece(s) && has_cartels_piece(s) ], [ vm_log, ()=>`${game.vm.count} spaces with AUC and Cartels pieces.` ], [ vm_resources, AUC, ()=>(3*game.vm.count) ], [ vm_return ], ] // EVENT 42 CODE[42 * 2 + 0] = [ [ vm_prompt, "Shift 2 Neutral spaces to Passive Support." ], [ vm_space, true, 2, 2, (s)=>is_neutral(s) ], [ vm_set_passive_support ], [ vm_endspace ], [ vm_resources, GOVT, 3 ], [ vm_return ], ] // SHADED 42 CODE[42 * 2 + 1] = [ [ vm_log, ()=>`No Sweep or Assault against ${faction_name[game.current]} until next Propaganda.` ], [ vm_if, ()=>game.current === GOVT ], [ vm_log, "No effect." ], [ vm_endif ], [ vm_if, ()=>game.current === FARC ], [ vm_momentum, MOM_SENADO_FARC ], [ vm_endif ], [ vm_if, ()=>game.current === AUC ], [ vm_momentum, MOM_SENADO_AUC ], [ vm_endif ], [ vm_if, ()=>game.current === CARTELS ], [ vm_momentum, MOM_SENADO_CARTELS ], [ vm_endif ], [ vm_return ], ] // EVENT 43 CODE[43 * 2 + 0] = [ [ vm_prompt, "Place 2 Terror and remove all FARC Bases from a Department with Troops." ], [ vm_if, ()=>can_vm_space(1,(s)=>is_dept(s) && has_troops(s) && has_piece(s, FARC, BASE)) ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && has_troops(s) && has_piece(s, FARC, BASE) ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && has_troops(s) ], [ vm_endif ], [ vm_terror ], [ vm_terror ], [ vm_prompt, "Remove all FARC Bases." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_farc_base(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 43 CODE[43 * 2 + 1] = [ [ vm_prompt, "Place 2 Terror in a Department with Troops." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && has_troops(s) ], [ vm_terror ], [ vm_terror ], [ vm_endspace ], [ vm_aid, -9 ], [ vm_return ], ] // EVENT 44 CODE[44 * 2 + 0] = [ [ vm_prompt, "Shift a non-Opposition City to Active Support." ], [ vm_space, true, 1, 1, (s)=>is_city(s) && !is_opposition(s) && can_shift_support(s) ], [ vm_set_active_support ], [ vm_endspace ], [ vm_resources, GOVT, 3 ], [ vm_return ], ] // SHADED 44 CODE[44 * 2 + 1] = [ [ vm_prompt, "Shift a City from Support to Neutral." ], [ vm_space, true, 1, 1, (s)=>is_city(s) && is_support(s) ], [ vm_set_neutral ], [ vm_endspace ], [ vm_resources, GOVT, -3 ], [ vm_return ], ] // EVENT 45 CODE[45 * 2 + 0] = [ [ vm_prompt, "Shift each space with cubes and Terror 1 level toward Active Support." ], [ vm_space, true, 999, 999, (s)=>has_cube(s) && has_terror(s) && can_shift_support(s) ], [ vm_shift_support ], [ vm_endspace ], [ vm_return ], ] // SHADED 45 CODE[45 * 2 + 1] = [ [ vm_count_spaces, (s)=>has_faction_piece(s, AUC) ], [ vm_log, ()=>`${game.vm.count} spaces with AUC pieces.` ], [ vm_aid, ()=>(-game.vm.count) ], [ vm_roll ], [ vm_resources, GOVT, ()=>(-game.vm.die) ], [ vm_return ], ] // EVENT 46 CODE[46 * 2 + 0] = [ [ vm_current, FARC_AUC_CARTELS ], [ vm_prompt, "Execute free Terror with any Guerrilla." ], [ vm_space, true, 1, 1, (s)=>has_piece(s, game.current, GUERRILLA) ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_piece(p, game.current, GUERRILLA) ], [ vm_free_terror_with_piece ], [ vm_terror ], [ vm_terror_aid_cut ], [ vm_endpiece ], [ vm_prompt, "Remove enemy pieces." ], [ vm_piece, true, 2, 2, (p,s)=>is_piece_in_event_space(p) && is_enemy_piece(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_if, ()=>is_pop(game.vm.s) ], [ vm_set_passive_support_or_passive_opposition ], [ vm_endif ], [ vm_endspace ], [ vm_return ], ] // EVENT 47 CODE[47 * 2 + 0] = [ [ vm_if, ()=>AUTOMATIC ], [ vm_log, "All AUC Guerrillas to Active." ], [ vm_asm, ()=>for_each_piece(AUC, GUERRILLA, p => { if (piece_space(p) !== AVAILABLE) set_active(p) }) ], [ vm_else ], [ vm_prompt, "All AUC Guerrillas to Active." ], [ vm_piece, false, 999, 999, (p,s)=>is_auc_guerrilla(p) && is_underground(p) ], [ vm_activate ], [ vm_endpiece ], [ vm_endif ], [ vm_current, GOVT ], [ vm_prompt, "All Police free Assault AUC as if Troops." ], [ vm_space, true, 999, 999, (s)=>can_assault_in_space_faction(s, AUC) ], [ vm_free_assault_auc ], [ vm_endspace ], [ vm_return ], ] // SHADED 47 CODE[47 * 2 + 1] = [ [ vm_current, AUC ], [ vm_prompt, "Place 2 AUC Guerrillas in Cúcuta." ], [ vm_space, true, 1, 1, (s)=>s === CUCUTA ], [ vm_auto_place, false, 0, AUC, GUERRILLA ], [ vm_auto_place, false, 0, AUC, GUERRILLA ], [ vm_if, ()=>has_underground_guerrilla(game.vm.s, AUC) ], [ vm_prompt, "Execute free Terror in Cúcuta." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_auc_guerrilla(p) && is_underground(p) ], [ vm_free_terror_with_piece ], [ vm_terror_aid_cut ], [ vm_endpiece ], [ vm_else ], [ vm_terror ], [ vm_shift_neutral ], [ vm_aid, -3 ], [ vm_endif ], [ vm_endspace ], [ vm_prompt, "Flip any 2 AUC Guerrillas Underground." ], [ vm_piece, false, 2, 2, (p,s)=>is_auc_guerrilla(p) && is_active(p) ], [ vm_underground ], [ vm_endpiece ], [ vm_return ], ] // EVENT 48 CODE[48 * 2 + 0] = [ [ vm_prompt, "Remove Opposition or FARC Base adjacent to 3-Econ pipeline." ], [ 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_endif ], [ vm_if, ()=>game.vm.s >= 0 ], [ vm_set_neutral ], [ vm_endif ], [ vm_return ], ] // SHADED 48 CODE[48 * 2 + 1] = [ [ vm_prompt, "Shift 2 Cities other than Bogotá 1 level toward Active Opposition." ], [ vm_space, true, 2, 2, (s)=>s !== BOGOTA && is_city(s) && can_shift_opposition(s) ], [ vm_shift_opposition ], [ vm_endspace ], [ vm_return ], ] // EVENT 49 CODE[49 * 2 + 0] = [ [ vm_prompt, "Permanently remove 3 available AUC Guerrillas." ], [ vm_remove_permanently, AUC, GUERRILLA ], [ vm_remove_permanently, AUC, GUERRILLA ], [ vm_remove_permanently, AUC, GUERRILLA ], [ vm_return ], ] // SHADED 49 CODE[49 * 2 + 1] = [ [ vm_prompt, "Place an AUC Guerrilla and Base in any Department." ], [ vm_if, ()=>can_vm_space(1,(s)=>is_dept(s) && can_place_base_and_n(s, AUC, 1, GUERRILLA)) ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && can_place_base_and_n(s, AUC, 1, GUERRILLA) ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && can_stack_any(s, AUC) ], [ vm_endif ], [ vm_auto_place, false, 0, AUC, BASE ], [ vm_auto_place, false, 0, AUC, GUERRILLA ], [ vm_endspace ], [ vm_return ], ] // EVENT 50 CODE[50 * 2 + 0] = [ [ vm_current, GOVT ], [ vm_repeat, 3 ], [ vm_if, ()=>!game.vm.opt ], [ vm_prompt, "Place up to 3 Police into any Departments." ], [ vm_space, true, 0, 1, (s)=>is_dept(s) && can_stack_any(s, GOVT) ], [ vm_auto_place, false, 0, GOVT, POLICE ], [ vm_endspace ], [ vm_endif ], [ vm_endrepeat ], [ vm_return ], ] // SHADED 50 CODE[50 * 2 + 1] = [ [ vm_prompt, "Remove any 2 Police or replace them with available AUC Guerrillas." ], [ vm_piece, true, 1, 1, (p,s)=>is_police(p) ], [ vm_set_piece_space ], [ vm_remove ], [ vm_place, false, 1, AUC, GUERRILLA ], [ vm_set_space, -1 ], [ vm_endpiece ], [ vm_if, ()=>game.vm.opt ], [ vm_prompt, "Remove 1 more Police." ], [ vm_piece, true, 1, 1, (p,s)=>is_police(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_else ], [ vm_prompt, "Replace 1 more Police with AUC Guerrilla." ], [ vm_piece, true, 1, 1, (p,s)=>is_police(p) && can_replace_with(s, AUC, GUERRILLA) ], [ vm_set_piece_space ], [ vm_remove ], [ vm_auto_place, false, 0, AUC, GUERRILLA ], [ vm_set_space, -1 ], [ vm_endpiece ], [ vm_endif ], [ vm_return ], ] // EVENT 51 CODE[51 * 2 + 0] = [ [ vm_if, ()=>is_any_pipeline_sabotaged() ], [ vm_prompt, "Remove all Pipeline Sabotage." ], [ vm_space, true, 999, 999, (s)=>is_pipeline(s) && has_sabotage(s) ], [ vm_remove_sabotage ], [ vm_endspace ], [ vm_else ], [ vm_resources, GOVT, 12 ], [ vm_endif ], [ vm_return ], ] // SHADED 51 CODE[51 * 2 + 1] = [ [ vm_prompt, "Sabotage 3 Pipelines with or adjacent to FARC Guerrillas." ], [ vm_space, true, 3, 3, (s)=>is_pipeline(s) && is_with_or_adjacent_to_farc_guerrilla(s) ], [ vm_sabotage ], [ vm_endspace ], [ vm_return ], ] // EVENT 52 CODE[52 * 2 + 0] = [ [ vm_prompt, "Shift 2 City or Mountain each 1 level toward Active Support." ], [ vm_space, true, 2, 2, (s)=>(is_city(s) || is_mountain(s)) && can_shift_support(s) ], [ vm_shift_support ], [ vm_endspace ], [ vm_return ], ] // SHADED 52 CODE[52 * 2 + 1] = [ [ vm_prompt, "Place an AUC Base into a space with AUC." ], [ vm_space, true, 1, 1, (s)=>has_auc_piece(s) && can_stack_base(s, AUC) ], [ vm_auto_place, false, 0, AUC, BASE ], [ vm_endspace ], [ vm_resources, AUC, ()=>(count_pieces_on_map(AUC,BASE)) ], [ vm_return ], ] // EVENT 53 CODE[53 * 2 + 0] = [ [ vm_current, FARC_AUC_CARTELS ], [ vm_prompt, "Select Departments to move Guerrillas between." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) ], [ vm_mark_space ], [ vm_endspace ], [ vm_if, ()=>has_piece(game.vm.m[0], game.current, GUERRILLA) ], [ vm_prompt, "Select Departments to move Guerrillas between." ], [ vm_space, true, 1, 1, (s)=>(s !== game.vm.m[0]) && is_dept(s) ], [ vm_mark_space ], [ vm_endspace ], [ vm_else ], [ vm_prompt, "Select Departments to move Guerrillas between." ], [ vm_space, true, 1, 1, (s)=>is_dept(s) && has_piece(s, game.current, GUERRILLA) ], [ vm_mark_space ], [ vm_endspace ], [ vm_endif ], [ vm_prompt, "Move Guerrillas between Departments." ], [ vm_piece, false, 1, 2, (p,s)=>is_piece(p, game.current, GUERRILLA) && (s === game.vm.m[0] || s === game.vm.m[1]) ], [ vm_if, ()=>piece_space(game.vm.p) === game.vm.m[0] ], [ vm_set_space, ()=>(game.vm.m[1]) ], [ vm_else ], [ vm_set_space, ()=>(game.vm.m[0]) ], [ vm_endif ], [ vm_move ], [ vm_underground ], [ vm_set_space, -1 ], [ vm_endpiece ], [ vm_return ], ] // EVENT 54 CODE[54 * 2 + 0] = [ [ vm_prompt, "Remove up to 2 Guerrillas or replace them with with another Faction's Guerrillas." ], [ vm_piece, true, 1, 1, (p,s)=>is_any_guerrilla(p) ], [ vm_set_piece_space ], [ vm_remove ], [ vm_place, false, 1, ()=>(piece_enemy_factions(game.vm.p)), GUERRILLA ], [ vm_set_space, -1 ], [ vm_endpiece ], [ vm_if, ()=>game.vm.opt ], [ vm_prompt, "Remove 1 more Guerrilla." ], [ vm_piece, true, 0, 1, (p,s)=>is_any_guerrilla(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_else ], [ vm_prompt, "Replace 1 more Guerrilla." ], [ vm_piece, true, 0, 1, (p,s)=>is_any_guerrilla(p) && ( can_replace_with(s, FARC, GUERRILLA) || can_replace_with(s, AUC, GUERRILLA) || can_replace_with(s, CARTELS, GUERRILLA) ) ], [ vm_set_piece_space ], [ vm_remove ], [ vm_place, false, 1, ()=>(piece_enemy_factions(game.vm.p)), GUERRILLA ], [ vm_set_space, -1 ], [ vm_endpiece ], [ vm_endif ], [ vm_return ], ] // EVENT 55 CODE[55 * 2 + 0] = [ [ vm_prompt, "Remove 2 Shipments." ], [ vm_shipment, false, 2, 2, (p,s)=>true ], [ vm_remove_shipment ], [ vm_endshipment ], [ vm_prompt, "Remove 5 Cartels Guerrillas." ], [ vm_piece, false, 5, 5, (p,s)=>is_cartels_guerrilla(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_aid, 3 ], [ vm_return ], ] // SHADED 55 CODE[55 * 2 + 1] = [ [ vm_prompt, "Shift 3 spaces with Cartels pieces 1 level toward Active Opposition." ], [ vm_space, true, 3, 3, (s)=>can_shift_opposition(s) && has_cartels_piece(s) ], [ vm_shift_opposition ], [ vm_endspace ], [ vm_return ], ] // EVENT 56 CODE[56 * 2 + 0] = [ [ vm_transfer, CARTELS, GOVT, 15 ], [ vm_return ], ] // SHADED 56 CODE[56 * 2 + 1] = [ [ vm_count_pieces, (p,s)=>is_cartels_piece(p) && is_city(s) ], [ vm_log, ()=>`${game.vm.count} Cartels pieces in Cities.` ], [ vm_resources, CARTELS, ()=>(2*game.vm.count) ], [ vm_prompt, "Place a Cartels Base in each of 2 Cities." ], [ vm_space, true, 2, 2, (s)=>is_city(s) && can_stack_base(s, CARTELS) ], [ vm_auto_place, false, 0, CARTELS, BASE ], [ vm_endspace ], [ vm_return ], ] // EVENT 57 CODE[57 * 2 + 0] = [ [ vm_prompt, "Replace up to 3 Cartels pieces with Police." ], [ vm_piece, true, 0, 3, (p,s)=>is_cartels_piece(p) && can_replace_with(s, GOVT, POLICE) ], [ vm_set_piece_space ], [ vm_remove ], [ vm_auto_place, false, 0, GOVT, POLICE ], [ vm_set_space, -1 ], [ vm_endpiece ], [ vm_return ], ] // SHADED 57 CODE[57 * 2 + 1] = [ [ vm_prompt, "In each of 2 spaces replace a Police with any Cartels piece." ], [ vm_space, true, 2, 2, (s)=>has_police(s) ], [ vm_prompt, "Replace a Police with any Cartels piece." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_police(p) && (can_replace_with(s, CARTELS, GUERRILLA) || can_replace_with(s, CARTELS, BASE)) ], [ vm_remove ], [ vm_place, false, 0, CARTELS, BASE_GUERRILLA ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // EVENT 58 CODE[58 * 2 + 0] = [ [ vm_resources, CARTELS, -6 ], [ vm_prompt, "Remove all Cartels Guerrillas." ], [ vm_piece, false, 999, 999, (p,s)=>is_cartels_guerrilla(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_return ], ] // SHADED 58 CODE[58 * 2 + 1] = [ [ vm_current, CARTELS ], [ vm_prompt, "Relocate up to 4 Police to any spaces." ], [ vm_piece, true, 0, 4, (p,s)=>is_police(p) ], [ vm_prompt, "Relocate Police to any space." ], [ vm_space, false, 1, 1, (s)=>can_stack_piece(s, GOVT, POLICE) ], [ vm_move ], [ vm_endspace ], [ vm_endpiece ], [ vm_return ], ] // EVENT 59 CODE[59 * 2 + 0] = [ [ vm_if, ()=>AUTOMATIC ], [ vm_log, "All Cartels Guerrillas to Active." ], [ vm_asm, ()=>for_each_piece(CARTELS, GUERRILLA, p => { if (piece_space(p) !== AVAILABLE) set_active(p) }) ], [ vm_else ], [ vm_prompt, "All Cartels Guerrillas to Active." ], [ vm_piece, false, 999, 999, (p,s)=>is_cartels_guerrilla(p) && is_underground(p) ], [ vm_activate ], [ vm_endpiece ], [ vm_endif ], [ vm_current, GOVT ], [ vm_prompt, "Free Assault against Cartels in each space." ], [ vm_space, true, 999, 999, (s)=>can_assault_in_space_faction(s, CARTELS) ], [ vm_free_assault_cartels ], [ vm_endspace ], [ vm_return ], ] // SHADED 59 CODE[59 * 2 + 1] = [ [ vm_if, ()=>AUTOMATIC ], [ vm_log, "All Cartels Guerrillas to Underground." ], [ vm_asm, ()=>for_each_piece(CARTELS, GUERRILLA, set_underground) ], [ vm_else ], [ vm_prompt, "Flip all Cartels Guerrillas Underground." ], [ vm_piece, false, 999, 999, (p,s)=>is_cartels_guerrilla(p) && is_active(p) ], [ vm_underground ], [ vm_endpiece ], [ vm_endif ], [ vm_current, CARTELS ], [ vm_prompt, "Relocate up to 3 Cartels Guerrillas anywhere." ], [ vm_piece, true, 0, 3, (p,s)=>is_cartels_guerrilla(p) ], [ vm_prompt, "Relocate Cartels Guerrilla anywhere." ], [ vm_space, false, 1, 1, (s)=>!is_event_piece_space(s) && can_stack_piece(s, CARTELS, GUERRILLA) ], [ vm_move ], [ vm_endspace ], [ vm_endpiece ], [ vm_return ], ] // EVENT 60 CODE[60 * 2 + 0] = [ [ vm_prompt, "Remove all Cartels pieces from 2 Cities or 1 Department." ], [ vm_space, true, 2, 2, (s)=>has_cartels_piece(s) && ((is_city(s) && (game.vm.ss.length === 0 || is_city(game.vm.ss[0]))) || (is_dept(s) && game.vm.ss.length === 0)) ], [ vm_prompt, "Remove all Cartels pieces." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_cartels_piece(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_resources, GOVT, 6 ], [ vm_return ], ] // SHADED 60 CODE[60 * 2 + 1] = [ [ vm_current, CARTELS ], [ vm_prompt, "Place a Cartels Base in each of 2 Cities." ], [ vm_space, true, 2, 2, (s)=>is_city(s) && can_stack_base(s, CARTELS) ], [ vm_auto_place, false, 0, CARTELS, BASE ], [ vm_endspace ], [ vm_prompt, "Free Bribe in 1 space." ], [ vm_space, true, 1, 1, (s)=>!is_empty(s) ], [ vm_free_bribe ], [ vm_endspace ], [ vm_return ], ] // EVENT 61 CODE[61 * 2 + 0] = [ [ vm_prompt, "Remove all Cartels pieces from 1 City." ], [ vm_space, true, 1, 1, (s)=>is_city(s) && has_cartels_piece(s) ], [ vm_prompt, "Remove all Cartels pieces." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_cartels_piece(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endspace ], [ vm_resources, CARTELS, -6 ], [ vm_return ], ] // SHADED 61 CODE[61 * 2 + 1] = [ [ vm_prompt, "Place 1 Cartels Base into each of 3 Departments with no Cartels pieces." ], [ vm_space, true, 3, 3, (s)=>is_dept(s) && !has_cartels_piece(s) && can_stack_base(s, CARTELS) ], [ vm_auto_place, false, 0, CARTELS, BASE ], [ vm_endspace ], [ vm_return ], ] // EVENT 62 CODE[62 * 2 + 0] = [ [ vm_prompt, "Remove up to 3 Insurgent pieces for 0 Population Forests." ], [ vm_piece, true, 0, 3, (p,s)=>is_insurgent_piece(p) && is_zero_pop_forest(s) ], [ vm_remove ], [ vm_endpiece ], [ vm_return ], ] // SHADED 62 CODE[62 * 2 + 1] = [ [ vm_prompt, "Place 1 Cartels Base each in Guainia, Vaupés, and Amazonas." ], [ vm_space, true, 3, 3, (s)=>(s === GUAINIA || s === VAUPES || s === AMAZONAS) && can_stack_base(s, CARTELS) ], [ vm_auto_place, false, 0, CARTELS, BASE ], [ vm_endspace ], [ vm_return ], ] // EVENT 63 CODE[63 * 2 + 0] = [ [ vm_current, CARTELS ], [ vm_prompt, "In each space with Cartels Guerrillas..." ], [ vm_space, true, 999, 999, (s)=>has_cartels_guerrilla(s) ], [ vm_prompt, "Remove all but one Cartels Guerrilla." ], [ vm_piece, false, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_cartels_guerrilla(p) && count_pieces(s, CARTELS, GUERRILLA) > 1 ], [ vm_remove ], [ vm_endpiece ], [ vm_prompt, "Free Terror with remaining Cartels Guerrilla." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_cartels_guerrilla(p) ], [ vm_free_terror_with_piece ], [ vm_endpiece ], [ vm_endspace ], [ vm_terror_aid_cut ], [ vm_ineligible, CARTELS ], [ vm_return ], ] // EVENT 64 CODE[64 * 2 + 0] = [ [ vm_repeat, 2 ], [ vm_prompt, "Place 2 Shipments with FARC Guerrillas in the same spaces as Cartels Bases." ], [ vm_if, ()=>has_available_shipment() ], [ vm_asm, ()=>game.vm.shipment = find_available_shipment() ], [ vm_piece, true, 1, 1, (p,s)=>is_farc_guerrilla(p) && has_cartels_base(s) ], [ vm_place_shipment ], [ vm_endpiece ], [ vm_endif ], [ vm_endrepeat ], [ vm_return ], ] // SHADED 64 CODE[64 * 2 + 1] = [ [ vm_asm, ()=>game.vm.total = 0 ], [ vm_count_pieces, (p,s)=>is_cartels_base(p) && is_city(s) ], [ vm_log, ()=>`${game.vm.count} Cartels Bases in Cities.` ], [ vm_asm, ()=>game.vm.total += 2 * game.vm.count ], [ vm_count_pieces, (p,s)=>is_cartels_base(p) && is_dept(s) ], [ vm_log, ()=>`${game.vm.count} Cartels Bases in Departments.` ], [ vm_asm, ()=>game.vm.total += game.vm.count ], [ vm_resources, CARTELS, ()=>(game.vm.total) ], [ vm_return ], ] // EVENT 65 CODE[65 * 2 + 0] = [ [ vm_prompt, "Place or remove 1 Shipment and Insurgent Base in any Mountain Department." ], [ vm_if, ()=>can_vm_space(1,(s)=>is_mountain(s) && ( can_place_or_remove_shipment(s) && can_place_or_remove_insurgent_base(s) )) ], [ vm_space, true, 1, 1, (s)=>is_mountain(s) && ( can_place_or_remove_shipment(s) && can_place_or_remove_insurgent_base(s) ) ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>is_mountain(s) && ( can_place_or_remove_shipment(s) || can_place_or_remove_insurgent_base(s) ) ], [ vm_endif ], [ vm_place_or_remove_shipment ], [ vm_place_or_remove_insurgent_base ], [ vm_endspace ], [ vm_return ], ] // EVENT 66 CODE[66 * 2 + 0] = [ [ vm_prompt, "Remove 3 Cartels Bases from Forest." ], [ vm_piece, true, 3, 3, (p,s)=>is_cartels_base(p) && is_forest(s) ], [ vm_remove ], [ vm_endpiece ], [ vm_return ], ] // SHADED 66 CODE[66 * 2 + 1] = [ [ vm_prompt, "Place Cartels Base into each Forest that already has one." ], [ vm_space, true, 999, 999, (s)=>is_forest(s) && has_cartels_base(s) && can_stack_base(s, CARTELS) ], [ vm_auto_place, false, 0, CARTELS, BASE ], [ vm_endspace ], [ vm_return ], ] // EVENT 67 CODE[67 * 2 + 0] = [ [ vm_resources, CARTELS, -20 ], [ vm_return ], ] // SHADED 67 CODE[67 * 2 + 1] = [ [ vm_log, "This Resources phase, Cartels add Resources equal to 4 x Bases." ], [ vm_momentum, MOM_MEXICAN_TRAFFICKERS ], [ vm_return ], ] // EVENT 68 CODE[68 * 2 + 0] = [ [ vm_prompt, "Remove 2 Cartels pieces or up to 2 Shipments from coastal spaces." ], [ vm_select_shipment_or_cartels_piece_in_coastal_space ], [ vm_if, ()=>game.vm.p >= 0 ], [ vm_remove ], [ vm_prompt, "Remove 1 more Cartels piece from coastal spaces." ], [ vm_piece, false, 1, 1, (p,s)=>is_coastal_space(s) && is_cartels_piece(p) ], [ vm_remove ], [ vm_endpiece ], [ vm_endif ], [ vm_if, ()=>game.vm.sh >= 0 ], [ vm_remove_shipment ], [ vm_prompt, "Remove up to 1 more Shipment from coastal spaces." ], [ vm_shipment, false, 0, 1, (p,s)=>is_coastal_space(s) ], [ vm_remove_shipment ], [ vm_endshipment ], [ vm_endif ], [ vm_return ], ] // SHADED 68 CODE[68 * 2 + 1] = [ [ vm_count_pieces, (p,s)=>is_cartels_piece(p) && is_coastal_space(s) ], [ vm_log, ()=>`${game.vm.count} Cartels pieces in coastal spaces.` ], [ vm_resources, CARTELS, ()=>(2*game.vm.count) ], [ vm_return ], ] // EVENT 69 CODE[69 * 2 + 0] = [ [ vm_prompt, "Select source space." ], [ vm_if, ()=>game.current === GOVT ], [ vm_space, true, 1, 1, (s)=>has_cube(s) ], [ vm_mark_space ], [ vm_endspace ], [ vm_else ], [ vm_space, true, 1, 1, (s)=>has_piece(s, game.current, GUERRILLA) ], [ vm_mark_space ], [ vm_endspace ], [ vm_endif ], [ vm_prompt, "Select destination Department." ], [ vm_space, true, 1, 1, (s)=>game.vm.m && (s !== game.vm.m[0]) && is_within_adjacent_depts(s, game.vm.m[0], 3) && can_stack_any(s, game.current) ], [ vm_if, ()=>game.current === GOVT ], [ vm_prompt, "Move cubes to destination." ], [ vm_piece, true, 0, 999, (p,s)=>(s === game.vm.m[0]) && is_cube(p) && can_stack_any(game.vm.s, GOVT) ], [ vm_move ], [ vm_endpiece ], [ vm_free_train_sweep_assault ], [ vm_else ], [ vm_prompt, "Move Guerrillas to destination." ], [ vm_piece, true, 0, 999, (p,s)=>(s === game.vm.m[0]) && is_piece(p, game.current, GUERRILLA) && can_stack_any(game.vm.s, game.current) ], [ vm_move ], [ vm_endpiece ], [ vm_free_rally_attack_terror ], [ vm_endif ], [ vm_endspace ], [ vm_return ], ] // EVENT 70 CODE[70 * 2 + 0] = [ [ vm_count_spaces, (s)=>is_forest(s) && !has_any_guerrilla(s) ], [ vm_log, ()=>`${game.vm.count} Forests without Guerrillas.` ], [ vm_resources, GOVT, ()=>(6*game.vm.count) ], [ vm_return ], ] // SHADED 70 CODE[70 * 2 + 1] = [ [ vm_current, FARC_AUC_CARTELS ], [ vm_prompt, "Free Terror in each Forest and +3 Resources per Terror." ], [ vm_space, true, 999, 999, (s)=>is_forest(s) && has_piece(s, game.current, GUERRILLA) ], [ vm_prompt, "Free Terror with any 1 Guerrilla." ], [ vm_piece, false, 1, 1, (p,s)=>is_piece_in_event_space(p) && is_piece(p, game.current, GUERRILLA) ], [ vm_free_terror_with_piece ], [ vm_auto_resources, ()=>(game.current), 3 ], [ vm_endpiece ], [ vm_endspace ], [ vm_terror_aid_cut ], [ vm_return ], ] // EVENT 71 CODE[71 * 2 + 0] = [ [ vm_prompt, "Remove a Guerrilla from Chocó." ], [ vm_set_space, CHOCO ], [ vm_piece, false, 1, 1, (p,s)=>is_any_guerrilla(p) && s === CHOCO ], [ vm_remove ], [ vm_resources, ()=>(piece_faction(game.vm.p)), -5 ], [ vm_endpiece ], [ vm_return ], ] // SHADED 71 CODE[71 * 2 + 1] = [ [ vm_capability, EVT_DARIEN ], [ vm_prompt, "Place 1-2 Bases in Panamá." ], [ vm_space, true, 1, 1, (s)=>s === PANAMA ], [ vm_auto_place, false, 0, ()=>(game.current), BASE ], [ vm_place, false, 1, ()=>(game.current), BASE ], [ vm_endspace ], [ vm_return ], ] // EVENT 72 CODE[72 * 2 + 0] = [ [ vm_prompt, "Replace all Cartels Guerrillas in 2 spaces with other Guerrillas." ], [ vm_space, true, 2, 2, (s)=>has_cartels_guerrilla(s) && ( can_replace_with(s, FARC, GUERRILLA) || can_replace_with(s, AUC, GUERRILLA) ) ], [ vm_prompt, "Replace all Cartels Guerrillas with other Guerrillas." ], [ vm_piece, true, 999, 999, (p,s)=>is_piece_in_event_space(p) && is_cartels_guerrilla(p) && ( can_replace_with(s, FARC, GUERRILLA) || can_replace_with(s, AUC, GUERRILLA) ) ], [ vm_remove ], [ vm_place, false, 0, FARC_AUC, GUERRILLA ], [ vm_endpiece ], [ vm_endspace ], [ vm_return ], ] // SHADED 72 CODE[72 * 2 + 1] = [ [ vm_if, ()=>has_pieces_on_map(CARTELS, BASE) ], [ vm_while, ()=>has_piece(AVAILABLE, CARTELS, GUERRILLA) ], [ vm_prompt, "Place all available Cartels Guerrillas into spaces with Cartels Bases." ], [ vm_asm, ()=>game.vm.p = find_piece(AVAILABLE, CARTELS, GUERRILLA) ], [ vm_space, true, 1, 1, (s)=>has_cartels_base(s) && can_stack_piece(s, CARTELS, GUERRILLA) ], [ vm_auto_place, false, 0, CARTELS, GUERRILLA ], [ vm_endspace ], [ vm_endwhile ], [ vm_endif ], [ vm_return ], ]