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|
"use strict"
// TODO: optional rule - force marches
// TODO: 6.2 - In Sieges, the attacker /may/ retreat or stay on siege.
// TODO: new combat deployment in round 2/3 if defenders are wiped out and reserves are coming?
// see https://boardgamegeek.com/thread/423599/article/3731006
// TODO: sea move into attacked fortified port as defender responder? -- not besieged yet
exports.scenarios = [
"Standard"
]
exports.roles = [
"Franks",
"Saracens",
]
const { CARDS, BLOCKS, TOWNS, PORTS, ROADS, SHIELDS, block_index, town_index } = require('./data')
const FRANKS = "Franks"
const SARACENS = "Saracens"
const OBSERVER = "Observer"
const BOTH = "Both"
const NOWHERE = 0
const DEAD = 1
const F_POOL = 2
const S_POOL = 3
const SEA = 4
const ENGLAND = 5
const FRANCE = 6
const GERMANIA = 7
const first_town = 5 // TODO: exclude staging areas? include sea?
const last_town = TOWNS.length - 1
const last_block = BLOCKS.length - 2 // assassins are not a real block
const ALEPPO = town_index["Aleppo"]
const ANTIOCH = town_index["Antioch"]
const DAMASCUS = town_index["Damascus"]
const MASYAF = town_index["Masyaf"]
const ST_SIMEON = town_index["St. Simeon"]
const TRIPOLI = town_index["Tripoli"]
const TYRE = town_index["Tyre"]
const NOBODY = -1
const ASSASSINS = block_index["Assassins"]
const RICHARD = block_index["Richard"]
const ROBERT = block_index["Robert"]
const CROSSBOWS = block_index["Crossbows"]
const SALADIN = block_index["Saladin"]
const AL_ADIL = block_index["Al Adil"]
const AL_AZIZ = block_index["Al Aziz"]
const AL_AFDAL = block_index["Al Afdal"]
const AL_ZAHIR = block_index["Al Zahir"]
const ENGLISH_CRUSADERS = [ RICHARD, ROBERT, CROSSBOWS ]
const GERMAN_CRUSADERS = [ "Barbarossa", "Frederik", "Leopold" ].map(name => block_index[name])
const FRENCH_CRUSADERS = [ "Philippe", "Hugues", "Fileps" ].map(name => block_index[name])
const SALADIN_FAMILY = [ SALADIN, AL_ADIL, AL_AZIZ, AL_AFDAL, AL_ZAHIR ]
const INTRIGUE = 3
const WINTER_CAMPAIGN = 6
const GERMAN_ROADS = [ ST_SIMEON, ANTIOCH, ALEPPO ]
const KINGDOMS = {
Syria: SARACENS,
Antioch: FRANKS,
Tripoli: FRANKS,
Jerusalem: FRANKS,
Egypt: SARACENS,
}
const VICTORY_TOWNS = [
town_index["Aleppo"],
town_index["Damascus"],
town_index["Egypt"],
town_index["Antioch"],
town_index["Tripoli"],
town_index["Acre"],
town_index["Jerusalem"]
]
// serif cirled numbers
const DIE_HIT = [ 0, '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ]
const DIE_MISS = [ 0, '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ]
const DIE_SELF = '\u2716'
const ATTACK_MARK = "*"
const RESERVE_MARK_1 = "\u2020"
const RESERVE_MARK_2 = "\u2021"
const block_seats = []
const block_seat_names = []
const block_seat_names_or = []
function list_seats(who) {
if (block_type(who) === 'nomads')
return [ block_home(who) ]
let list = []
for (let town = first_town; town <= last_town; ++town)
if (set_has(SHIELDS[town], who))
list.push(town)
return list
}
for (let b = 0; b <= last_block; ++b) {
block_seats[b] = list_seats(b)
let names = block_seats[b].map(town_name)
block_seat_names[b] = names.join(", ")
block_seat_names_or[b] = join(names, "or")
}
let states = {}
let game = null
function random(n) {
if (game.rng === 1)
return Math.floor(((game.seed = game.seed * 48271 % 0x7fffffff) / 0x7fffffff) * n)
return (game.seed = game.seed * 200105 % 34359738337) % n
}
function log(s) {
game.log.push(s)
}
function logi(s) {
game.log.push(">" + s)
}
function active_adjective() {
return (game.active === FRANKS ? "Frank" : "Saracen")
}
function join(list, conj = "or") {
if (list.length === 0) return ""
if (list.length === 1) return list[0]
if (list.length === 2) return `${list[0]} ${conj} ${list[1]}`
return `${list.slice(0,-1).join(", ")}, ${conj} ${list[list.length-1]}`
}
function log_move_start(from) {
game.move_buf = [ from ]
}
function log_move_continue(to, mark) {
if (mark)
game.move_buf.push("#" + to + mark)
else
game.move_buf.push(to)
}
function log_move_end() {
if (game.move_buf && game.move_buf.length > 1)
game.summary.push(game.move_buf)
delete game.move_buf
}
function print_summary(text, skip_if_empty = false) {
if (skip_if_empty && game.summary.length === 0) {
delete game.summary
return
}
let lines = game.summary.map(function (move) {
let s = ""
for (let i = 0; i < move.length; ++i) {
let x = move[i]
if (i > 0)
s += " \u2192 "
if (typeof x === 'number')
s += "#" + x
else
s += x
}
return s
}).sort()
delete game.summary
log(text)
let last = lines[0]
let n = 0
for (let entry of lines) {
if (entry !== last) {
logi(n + " " + last)
n = 0
}
++n
last = entry
}
if (n > 0)
logi(n + " " + last)
else
logi("nothing.")
}
const id_player = [ null, FRANKS, SARACENS ]
function player_id(p) {
if (p === FRANKS) return 1
if (p === SARACENS) return 2
return 0
}
function enemy(p) {
if (p === FRANKS) return SARACENS
if (p === SARACENS) return FRANKS
return null
}
function is_inactive_player(current) {
return current === OBSERVER || (game.active !== current && game.active !== BOTH)
}
function is_winter() {
return game.turn === 6
}
function remove_from_array(array, item) {
let i = array.indexOf(item)
if (i >= 0)
array.splice(i, 1)
}
function gen_action_undo(view) {
if (!view.actions)
view.actions = {}
if (game.undo && game.undo.length > 0)
view.actions.undo = 1
else
view.actions.undo = 0
}
function gen_action(view, action, argument) {
if (!view.actions)
view.actions = {}
if (argument !== undefined) {
if (!(action in view.actions)) {
view.actions[action] = [ argument ]
} else {
if (!view.actions[action].includes(argument))
view.actions[action].push(argument)
}
} else {
view.actions[action] = 1
}
}
function roll_d6() {
return random(6) + 1
}
function shuffle_deck() {
let deck = []
for (let c = 1; c <= 27; ++c)
deck.push(c)
return deck
}
function deal_cards(deck, n) {
let hand = []
for (let i = 0; i < n; ++i) {
let k = random(deck.length)
hand.push(deck[k])
deck.splice(k, 1)
}
return hand
}
function select_random_block(where) {
let list = []
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where)
list.push(b)
if (list.length === 0)
return NOBODY
return list[random(list.length)]
}
function select_random_enemy_block(where) {
let list = []
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === enemy(game.active))
list.push(b)
if (list.length === 0)
return NOBODY
return list[random(list.length)]
}
function town_name(where) {
return TOWNS[where].name
}
function block_name(who) {
return BLOCKS[who].name
}
function block_type(who) {
return BLOCKS[who].type
}
function block_home(who) {
return BLOCKS[who].home
}
function is_home_seat(where, who) {
if (block_type(who) === 'nomads')
return where === block_home(who)
if (set_has(SHIELDS[where], who))
return true
return false
}
function block_pool(who) {
if (BLOCKS[who].owner === FRANKS)
return F_POOL
return S_POOL
}
function block_owner(who) {
return BLOCKS[who].owner
}
function block_initiative(who) {
return BLOCKS[who].initiative
}
function block_fire_power(who) {
return BLOCKS[who].fire_power
}
function block_move(who) {
return BLOCKS[who].move
}
function block_max_steps(who) {
return BLOCKS[who].steps
}
function is_saladin_family(who) {
return who === SALADIN || who === AL_ADIL || who === AL_AZIZ || who === AL_AFDAL || who === AL_ZAHIR
}
function is_english_crusader(who) {
return who === RICHARD || who === ROBERT || who === CROSSBOWS
}
function are_crusaders_not_in_pool(crusaders) {
for (let b of crusaders)
if (game.location[b] === F_POOL)
return false
return true
}
function is_block_on_map(who) {
let location = game.location[who]
return location && location !== DEAD && location !== F_POOL && location !== S_POOL
}
function is_block_on_land(who) {
let location = game.location[who]
return location && location !== DEAD && location !== F_POOL && location !== S_POOL &&
location !== ENGLAND && location !== FRANCE && location !== GERMANIA
}
function road_id(a, b) {
return (a < b) ? a * 100 + b : b * 100 + a
}
function road_was_last_used_by_enemy(from, to) {
return map_get(game.last_used, road_id(from, to)) === player_id(enemy(game.active))
}
function road_was_last_used_by_friendly(from, to) {
return map_get(game.last_used, road_id(from, to)) === player_id(game.active)
}
function road_type(a, b) {
return ROADS[road_id(a,b)]
}
function road_limit(a, b) {
return map_get(game.road_limit, road_id(a,b), 0)
}
function set_road_limit(a, b, n) {
map_set(game.road_limit, road_id(a,b), n)
}
function reset_road_limits() {
game.road_limit.length = 0
}
function count_player(p, where) {
let count = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === p)
++count
return count
}
function count_friendly(where) {
let p = game.active
let count = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === p)
++count
return count
}
function count_enemy(where) {
let p = enemy(game.active)
let count = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === p)
++count
return count
}
function count_friendly_in_field(where) {
let p = game.active
let count = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === p)
if (!is_block_in_castle(b))
++count
return count
}
function count_enemy_in_field(where) {
let p = enemy(game.active)
let count = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === p)
if (!is_block_in_castle(b))
++count
return count
}
function count_friendly_in_field_excluding_reserves(where) {
let p = game.active
let count = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === p)
if (!is_block_in_castle(b) && !is_reserve(b))
++count
return count
}
function count_enemy_in_field_excluding_reserves(where) {
let p = enemy(game.active)
let count = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === p)
if (!is_block_in_castle(b) && !is_reserve(b))
++count
return count
}
function count_blocks_in_castle(where) {
let n = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && set_has(game.castle, b))
++n
return n
}
function count_enemy_in_field_and_reserve(where) {
let n = 0
for (let b = 0; b <= last_block; ++b)
if (block_owner(b) !== game.active)
if (game.location[b] === where && !set_has(game.castle, b))
++n
return n
}
function count_reserves(where) {
let n = 0
for (let b = 0; b <= last_block; ++b)
if (block_owner(b) === game.active)
if (game.location[b] === where && is_reserve(b))
++n
return n
}
function is_player_kingdom(p, where) {
return KINGDOMS[TOWNS[where].region] === p
}
function is_friendly_kingdom(where) {
return KINGDOMS[TOWNS[where].region] === game.active
}
function is_enemy_kingdom(where) {
return KINGDOMS[TOWNS[where].region] !== game.active
}
/* Town queries include castle and field. */
function is_friendly_town(where) {
return (count_enemy(where) === 0) && (count_friendly(where) > 0 || is_friendly_kingdom(where))
}
function is_enemy_town(where) {
return (count_friendly(where) === 0) && (count_enemy(where) > 0 || is_enemy_kingdom(where))
}
function is_vacant_town(where) {
return count_friendly(where) === 0 && count_enemy(where) === 0
}
function is_contested_town(where) {
return count_friendly(where) > 0 && count_enemy(where) > 0
}
function is_enemy_occupied_town(where) {
return count_enemy(where) > 0
}
/* Field queries exclude castles. */
function is_friendly_field(where) {
return (count_enemy_in_field(where) === 0) && (count_friendly_in_field(where) > 0 || is_friendly_kingdom(where))
}
function is_enemy_field(where) {
return (count_friendly_in_field(where) === 0) && (count_enemy_in_field(where) > 0 || is_enemy_kingdom(where))
}
function is_contested_field(where) {
return count_friendly_in_field(where) > 0 && count_enemy_in_field(where) > 0
}
function is_friendly_or_vacant_field(where) {
return is_friendly_field(where) || is_vacant_town(where)
}
function is_enemy_or_contested_field(where) {
return (count_enemy_in_field(where) > 0 || is_enemy_kingdom(where))
}
/* Battle field queries exclude castles and reserves. */
function is_contested_battle_field() {
let f = count_friendly_in_field_excluding_reserves(game.where)
let e = count_enemy_in_field_excluding_reserves(game.where)
return f > 0 && e > 0
}
function is_friendly_battle_field() {
return count_enemy_in_field_excluding_reserves(game.where) === 0
}
function is_enemy_battle_field() {
return count_friendly_in_field_excluding_reserves(game.where) === 0
}
function is_reserve(who) {
return set_has(game.reserves1, who) || set_has(game.reserves2, who)
}
function is_field_attacker(who) {
if (game.location[who] === game.where && block_owner(who) === game.attacker[game.where])
return !is_reserve(who) && !is_block_in_castle(who)
return false
}
function is_field_defender(who) {
if (game.location[who] === game.where && block_owner(who) !== game.attacker[game.where])
return !is_reserve(who) && !is_block_in_castle(who)
return false
}
function is_field_combatant(who) {
if (game.location[who] === game.where)
return !is_reserve(who) && !is_block_in_castle(who)
return false
}
function is_block_in_field(who) {
return !is_reserve(who) && !is_block_in_castle(who)
}
function is_siege_attacker(who) {
return set_has(game.storming, who)
}
function is_siege_defender(who) {
return is_block_in_castle_in(who, game.where)
}
function is_siege_combatant(who) {
return set_has(game.storming, who) || is_block_in_castle_in(who, game.where)
}
function castle_limit(where) {
return TOWNS[where].rating
}
function is_more_room_in_castle(where) {
return count_blocks_in_castle(where) < castle_limit(where)
}
function is_within_castle_limit(where) {
return count_friendly(where) <= Math.max(1, castle_limit(where))
}
function is_castle_town(where) {
return castle_limit(where) > 0
}
function is_under_siege(where) {
return count_blocks_in_castle(where) > 0
}
function is_block_in_castle(b) {
return set_has(game.castle, b)
}
function is_block_in_castle_in(b, town) {
return game.location[b] === town && set_has(game.castle, b)
}
function besieged_player(where) {
for (let b = 0; b <= last_block; ++b)
if (is_block_in_castle_in(b, where))
return block_owner(b)
return null
}
function besieging_player(where) {
return enemy(besieged_player(where))
}
function is_port(where) {
return TOWNS[where].port
}
function is_friendly_port(where) {
return TOWNS[where].port && is_friendly_field(where)
}
function can_activate(who) {
return block_owner(who) === game.active &&
is_block_on_map(who) &&
!is_block_in_castle(who) &&
!set_has(game.moved, who)
}
function can_activate_for_sea_move(who) {
return block_owner(who) === game.active &&
is_block_on_map(who) &&
!set_has(game.moved, who)
}
function count_pinning(where) {
return count_enemy_in_field_excluding_reserves(where)
}
function count_pinned(where) {
let count = 0
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === where && block_owner(b) === game.active)
if (!is_reserve(b))
++count
return count
}
function is_pinned(who, from) {
if (game.active === game.p2) {
if (count_pinned(from) <= count_pinning(from))
return true
}
return false
}
function can_block_use_road(from, to) {
if (game.active === game.guide) {
switch (road_type(from, to)) {
case 'iron-bridge':
// https://boardgamegeek.com/thread/744750/20-rules-iron-bridge-question
// fallthrough
case 'major':
return road_limit(from, to) < 8
case 'minor':
return road_limit(from, to) < 4
}
} else {
switch (road_type(from, to)) {
case 'iron-bridge':
if (game.iron_bridge)
return road_limit(from, to) < 3
else
return road_limit(from, to) < 4
case 'major':
return road_limit(from, to) < 4
case 'minor':
return road_limit(from, to) < 2
}
}
return false
}
function can_block_land_move_to(who, from, to) {
if (can_block_use_road(from, to)) {
if (count_pinning(from) > 0)
if (road_was_last_used_by_enemy(from, to))
return false
// cannot start or reinforce battles in winter
if (is_winter() && is_enemy_occupied_town(to)) {
// but can move through friendly sieges
if (!is_friendly_field(to))
return false
if (game.distance + 1 >= block_move(who))
return false
}
return true
}
return false
}
function can_germans_move(who) {
let from = game.location[who]
if (from === GERMANIA) {
if (can_activate(who)) {
for (let to of GERMAN_ROADS)
if (can_germans_move_to(who, to))
return true
}
}
return false
}
function can_germans_move_to(who, to) {
if (are_crusaders_not_in_pool(GERMAN_CRUSADERS)) {
if (is_winter() && is_enemy_occupied_town(to))
return false
if (to === ALEPPO)
return true
if (to === ANTIOCH)
return true
if (to === ST_SIMEON)
return road_limit(GERMANIA, ST_SIMEON) < 2
}
return false
}
function can_block_land_move(who) {
if (can_activate(who)) {
let from = game.location[who]
if (from) {
if (is_pinned(who, from))
return false
for (let to of TOWNS[from].exits)
if (can_block_land_move_to(who, from, to))
return true
}
}
return false
}
function can_use_richards_sea_legs(who, to) {
// English Crusaders may attack by sea.
// If combined with another attack, the English must be the Main Attacker.
if (is_english_crusader(who)) {
if (is_enemy_or_contested_field(to)) {
if (!game.attacker[to])
return true
if (game.attacker[to] === FRANKS)
return (get_main_road(to) === ENGLAND)
}
}
return false
}
function can_enter_besieged_port(where) {
// Tripoli and Tyre are friendly to besieged defender!
if (where === TRIPOLI || where === TYRE)
if (besieged_player(where) === game.active)
return count_blocks_in_castle(where) < castle_limit(where)
return false
}
function can_leave_besieged_port(where) {
// Tripoli and Tyre are friendly to besieged defender!
if (where === TRIPOLI || where === TYRE)
if (besieged_player(where) === game.active)
return true
return false
}
function can_block_sea_move_to(who, to) {
if (is_port(to)) {
// cannot start or reinforce battles in winter
if (!is_winter()) {
if (can_use_richards_sea_legs(who, to))
return true
if (can_enter_besieged_port(to))
return true
}
return is_friendly_port(to)
}
return false
}
function can_block_sea_move_from(who, from) {
if (from === TYRE || from === TRIPOLI) {
// besieged player controls port!
if (is_under_siege(from) && besieged_player(from) !== game.active)
return false
}
if (is_friendly_port(from))
return true
if (can_leave_besieged_port(from))
return true
if (from === ENGLAND)
return are_crusaders_not_in_pool(ENGLISH_CRUSADERS)
if (from === FRANCE)
return are_crusaders_not_in_pool(FRENCH_CRUSADERS)
return false
}
function can_block_sea_move(who) {
if (can_activate_for_sea_move(who)) {
let from = game.location[who]
if (can_block_sea_move_from(who, from)) {
for (let to of PORTS)
if (to !== from && can_block_sea_move_to(who, to))
return true
}
}
return false
}
function can_block_continue(who, from, to) {
if (is_contested_field(to))
return false
if (game.distance >= block_move(who))
return false
return true
}
function can_block_retreat_to(who, to) {
let from = game.location[who]
if (block_owner(who) === game.attacker[from]) {
if (!road_was_last_used_by_friendly(from, to))
return false
}
if (is_friendly_field(to) || is_vacant_town(to)) {
if (can_block_use_road(from, to)) {
if (road_was_last_used_by_enemy(from, to))
return false
return true
}
}
return false
}
function can_block_retreat(who) {
if (block_owner(who) === game.active) {
let from = game.location[who]
for (let to of TOWNS[from].exits)
if (can_block_retreat_to(who, to))
return true
}
return false
}
function can_block_regroup_to(who, to) {
// regroup during winter campaign
if (is_winter() && is_enemy_occupied_town(to))
return false
if (is_friendly_field(to) || is_vacant_town(to)) {
let from = game.location[who]
if (can_block_use_road(from, to))
return true
}
return false
}
function can_block_regroup(who) {
if (block_owner(who) === game.active) {
let from = game.location[who]
for (let to of TOWNS[from].exits)
if (can_block_regroup_to(who, to))
return true
}
return false
}
function can_block_use_road_to_muster(from, to) {
return can_block_use_road(from, to) && is_friendly_or_vacant_field(to)
}
function can_block_muster_with_3_moves(n0, muster) {
for (let n1 of TOWNS[n0].exits) {
if (can_block_use_road_to_muster(n0, n1)) {
if (n1 === muster)
return true
for (let n2 of TOWNS[n1].exits) {
if (n2 === n0) continue // don't backtrack!
if (can_block_use_road_to_muster(n1, n2)) {
if (n2 === muster)
return true
if (set_has(TOWNS[n2].exits, muster))
if (can_block_use_road_to_muster(n2, muster))
return true
}
}
}
}
return false
}
function can_block_muster_with_2_moves(n0, muster, avoid) {
for (let n1 of TOWNS[n0].exits) {
if (n1 === avoid)
continue
if (can_block_use_road_to_muster(n0, n1)) {
if (n1 === muster)
return true
if (set_has(TOWNS[n1].exits, muster))
if (can_block_use_road_to_muster(n1, muster))
return true
}
}
return false
}
function can_block_muster_with_1_move(n0, muster) {
if (set_has(TOWNS[n0].exits, muster))
return can_block_use_road_to_muster(n0, muster)
return false
}
function can_block_muster(who, muster) {
let from = game.location[who]
if (from === muster)
return false
if (can_activate(who)) {
if (is_pinned(who, from))
return false
if (block_move(who) === 3)
return can_block_muster_with_3_moves(from, muster)
else
return can_block_muster_with_2_moves(from, muster, NOWHERE)
}
return false
}
function can_muster_to(muster) {
for (let b = 0; b <= last_block; ++b)
if (can_block_muster(b, muster))
return true
return false
}
function can_muster_anywhere() {
for (let where = first_town; where <= last_town; ++where)
if (is_friendly_field(where))
if (can_muster_to(where))
return true
return false
}
function lift_siege(where) {
if (is_under_siege(where) && !is_contested_town(where)) {
log("Siege lifted at #" + where + ".")
for (let b = 0; b <= last_block; ++b)
if (is_block_in_castle_in(b, where))
set_delete(game.castle, b)
}
}
function lift_all_sieges() {
for (let town = first_town; town <= last_town; ++town)
lift_siege(town)
}
function reset_blocks() {
for (let b = 0; b <= last_block; ++b) {
game.location[b] = NOWHERE
game.steps[b] = block_max_steps(b)
}
}
function deploy(who, where) {
game.location[who] = where
game.steps[who] = block_max_steps(who)
}
function disband(who) {
game.summary.push([game.location[who]])
if (is_saladin_family(who) || block_type(who) === 'crusaders' || block_type(who) === 'military_orders')
game.location[who] = NOWHERE // permanently eliminated
else
game.location[who] = DEAD // into to the pool next year
game.steps[who] = block_max_steps(who)
}
function eliminate_block(who) {
set_delete(game.castle, who)
if (game.sallying) set_delete(game.sallying, who)
if (game.storming) set_delete(game.storming, who)
log(block_name(who) + " was eliminated.")
if (is_saladin_family(who) || block_type(who) === 'crusaders' || block_type(who) === 'military_orders')
game.location[who] = NOWHERE // permanently eliminated
else
game.location[who] = DEAD // into to the pool next year
game.steps[who] = block_max_steps(who)
}
function reduce_block(who) {
if (game.steps[who] === 1) {
eliminate_block(who)
} else {
--game.steps[who]
}
}
// DEPLOYMENT
function is_valid_frank_deployment() {
let errors = []
for (let town = first_town; town <= last_town; ++town)
if (!is_within_castle_limit(town))
errors.push(TOWNS[town].name)
return errors
}
function goto_frank_deployment() {
game.active = FRANKS
game.state = 'frank_deployment'
}
states.frank_deployment = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Deployment: Waiting for " + game.active + "."
gen_action_undo(view)
let errors = is_valid_frank_deployment()
if (errors.length === 0)
gen_action(view, 'next')
for (let b = 0; b <= last_block; ++b) {
if (block_owner(b) === game.active && is_block_on_land(b))
if (block_seats[b].length > 1)
gen_action(view, 'block', b)
}
if (errors.length > 0)
view.prompt = "Deployment: Too many blocks in " + join(errors, "and") + "."
else
view.prompt = "Deployment: You may make seat adjustments."
},
block: function (who) {
push_undo()
game.who = who
game.state = 'frank_deployment_to'
},
next: function () {
clear_undo()
goto_saracen_deployment()
},
undo: pop_undo
}
states.frank_deployment_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Deployment: Waiting for " + game.active + "."
view.prompt = "Deployment: Move " + block_name(game.who) + " to " + block_seat_names_or[game.who] + "."
gen_action_undo(view)
gen_action(view, 'block', game.who)
let from = game.location[game.who]
for (let town of block_seats[game.who])
if (town !== from)
gen_action(view, 'town', town)
},
town: function (where) {
game.location[game.who] = where
game.who = NOBODY
game.state = 'frank_deployment'
},
block: pop_undo,
undo: pop_undo
}
function goto_saracen_deployment() {
for (let i = 0; i < 4; ++i) {
let nomad = select_random_block(S_POOL)
log(BLOCKS[nomad].name + " arrived in #" + block_home(nomad) + ".")
deploy(nomad, block_home(nomad))
}
game.active = SARACENS
game.state = 'saracen_deployment'
game.who = SALADIN
}
states.saracen_deployment = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Deployment: Waiting for " + game.active + "."
view.prompt = "Deployment: You may swap places with Saladin and any other block of his family."
gen_action(view, 'next')
gen_action_undo(view)
if (game.location[SALADIN] === DAMASCUS) {
for (let b of SALADIN_FAMILY)
if (b !== SALADIN && game.location[b] !== game.location[SALADIN])
gen_action(view, 'block', b)
}
},
block: function (who) {
push_undo()
let saladin = game.location[SALADIN]
game.location[SALADIN] = game.location[who]
game.location[who] = saladin
game.who = NOBODY
},
next: function () {
clear_undo()
game.who = NOBODY
start_year()
},
undo: pop_undo
}
// GAME TURN
function is_friendly_town_for_player(p, where) {
return (count_player(enemy(p), where) === 0) && (count_player(p, where) > 0 || is_player_kingdom(p, where))
}
function is_friendly_town_for_vp(p, town) {
if (is_friendly_town_for_player(p, town))
return true
if (is_under_siege(town))
return besieged_player(town) === p
return false
}
function count_victory_points(p) {
let vp = 0
for (let town of VICTORY_TOWNS)
if (is_friendly_town_for_vp(p, town))
++ vp
return vp
}
function check_sudden_death() {
if (count_victory_points(FRANKS) === 7) {
game.state = 'game_over'
game.result = FRANKS
game.victory = "Franks controlled all seven victory cities."
log("")
log(game.victory)
return true
}
if (count_victory_points(SARACENS) === 7) {
game.state = 'game_over'
game.result = SARACENS
game.victory = "Saracens controlled all seven victory cities."
log("")
log(game.victory)
return true
}
}
function start_year() {
log("")
log(".h1 Year " + game.year)
game.turn = 1
let deck = shuffle_deck()
game.f_hand = deal_cards(deck, 6)
game.s_hand = deal_cards(deck, 6)
game.prior_f_card = 0
game.prior_s_card = 0
start_game_turn()
}
function start_game_turn() {
log("")
log(".h1 Turn " + game.turn + " of Year " + game.year)
game.guide = null
game.jihad = null
// Reset movement and attack tracking state
reset_road_limits()
game.last_used = []
game.attacker = {}
set_clear(game.reserves1)
set_clear(game.reserves2)
set_clear(game.moved)
goto_card_phase()
}
// CARD PHASE
function goto_card_phase() {
game.f_card = 0
game.s_card = 0
game.show_cards = false
game.state = 'play_card'
game.active = BOTH
}
function resume_play_card() {
if (game.s_card && game.f_card)
reveal_cards()
else if (game.f_card)
game.active = SARACENS
else if (game.s_card)
game.active = FRANKS
else
game.active = BOTH
}
states.play_card = {
prompt: function (view, current) {
if (current === OBSERVER) {
view.prior_s_card = game.prior_s_card
view.prior_f_card = game.prior_f_card
return view.prompt = "Card Phase: Waiting for players to play a card."
}
if (current === FRANKS) {
view.prior_s_card = game.prior_s_card
if (game.f_card) {
view.prompt = "Card Phase: Waiting for Saracens to play a card."
} else {
view.prior_f_card = game.prior_f_card
view.prompt = "Card Phase: Play a card."
for (let c of game.f_hand)
if (game.turn > 1 || c !== INTRIGUE)
gen_action(view, 'play', c)
}
}
if (current === SARACENS) {
view.prior_f_card = game.prior_f_card
if (game.s_card) {
view.prompt = "Card Phase: Waiting for Franks to play a card."
} else {
view.prior_s_card = game.prior_s_card
view.prompt = "Card Phase: Play a card."
for (let c of game.s_hand)
if (game.turn > 1 || c !== INTRIGUE)
gen_action(view, 'play', c)
}
}
},
play: function (card, current) {
if (current === FRANKS) {
remove_from_array(game.f_hand, card)
game.f_card = card
}
if (current === SARACENS) {
remove_from_array(game.s_hand, card)
game.s_card = card
}
resume_play_card()
},
undo: function (_, current) {
if (current === FRANKS) {
game.f_hand.push(game.f_card)
game.f_card = 0
}
if (current === SARACENS) {
game.s_hand.push(game.s_card)
game.s_card = 0
}
resume_play_card()
}
}
function reveal_cards() {
log("")
log("Franks played " + CARDS[game.f_card].name + ".")
log("Saracens played " + CARDS[game.s_card].name + ".")
game.show_cards = true
if (CARDS[game.f_card].event && CARDS[game.s_card].event) {
log("Game Turn cancelled.")
game.prior_f_card = game.f_card
game.prior_s_card = game.s_card
end_game_turn()
return
}
if (game.f_card === INTRIGUE) {
game.f_card = game.prior_s_card
log("Intrigue copied " + CARDS[game.f_card].name + ".")
}
if (game.s_card === INTRIGUE) {
game.s_card = game.prior_f_card
log("Intrigue copied " + CARDS[game.s_card].name + ".")
}
delete game.winter_campaign
if (is_winter()) {
if (game.f_card === WINTER_CAMPAIGN)
game.winter_campaign = FRANKS
if (game.s_card === WINTER_CAMPAIGN)
game.winter_campaign = SARACENS
}
game.prior_f_card = game.f_card
game.prior_s_card = game.s_card
let fp = CARDS[game.f_card].event ? 10 : CARDS[game.f_card].moves
let sp = CARDS[game.s_card].event ? 10 : CARDS[game.s_card].moves
if (fp === sp) {
let die = roll_d6()
log("Random first player.")
if (die > 3)
++fp
else
++sp
}
if (fp > sp) {
game.p1 = FRANKS
game.p2 = SARACENS
} else {
game.p1 = SARACENS
game.p2 = FRANKS
}
game.active = game.p1
start_player_turn()
}
function start_player_turn() {
log("")
log(".h2 " + game.active)
reset_road_limits()
game.main_road = []
let card = CARDS[game.active === FRANKS ? game.f_card : game.s_card]
if (card.event)
goto_event_card(card.event)
else
goto_move_phase(card.moves)
}
function end_player_turn() {
game.moves = 0
game.main_road = null
if (game.active === game.p2) {
goto_combat_phase()
} else {
game.active = game.p2
start_player_turn()
}
}
// EVENTS
function goto_event_card(event) {
switch (event) {
case 'assassins': goto_assassins(); break
case 'guide': goto_guide(); break
case 'jihad': goto_jihad(); break
case 'manna': goto_manna(); break
}
}
function goto_assassins() {
game.state = 'assassins'
game.who = ASSASSINS
game.assassins = 1
}
states.assassins = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Assassins: Waiting for " + game.active + "."
view.prompt = "Assassins: Choose one enemy block."
for (let b = 0; b <= last_block; ++b) {
if (is_block_on_land(b) && block_owner(b) === enemy(game.active))
gen_action(view, 'block', b)
}
},
block: function (who) {
game.where = game.location[who]
game.who = select_random_enemy_block(game.where)
game.location[ASSASSINS] = game.where
game.state = 'assassins_show_1'
},
}
states.assassins_show_1 = {
prompt: function (view, current) {
view.assassinate = game.who
view.who = ASSASSINS
if (is_inactive_player(current))
return view.prompt = "Assassins: Waiting for " + game.active + "."
view.prompt = "Assassins: The assassins target " + block_name(game.who) + " in " + town_name(game.where) + "."
gen_action(view, 'next')
gen_action(view, 'block', game.who)
gen_action(view, 'block', ASSASSINS)
},
next: assassins_next_1,
block: assassins_next_1,
}
function assassins_next_1() {
assassinate(game.who, game.where)
game.state = 'assassins_show_2'
}
states.assassins_show_2 = {
prompt: function (view, current) {
view.assassinate = game.who
view.who = ASSASSINS
if (is_inactive_player(current))
return view.prompt = "Assassins: Waiting for " + game.active + "."
view.prompt = "Assassins: The assassins hit " + block_name(game.who) + " in " + town_name(game.where) + "."
gen_action(view, 'next')
gen_action(view, 'block', ASSASSINS)
gen_action(view, 'town', MASYAF)
},
next: assassins_next_2,
block: assassins_next_2,
town: assassins_next_2,
}
function assassins_next_2() {
game.location[ASSASSINS] = MASYAF
game.who = NOBODY
if (count_friendly(game.where) > 0 && count_enemy(game.where) === 0) {
goto_regroup()
} else {
delete game.assassins
game.where = NOWHERE
end_player_turn()
}
}
function assassinate(who, where) {
let hits = 0
let rolls = []
for (let i = 0; i < 3; ++i) {
let die = roll_d6()
if (die <= 3) {
rolls.push(DIE_HIT[die])
++hits
} else {
rolls.push(DIE_MISS[die])
}
}
hits = Math.min(hits, game.steps[who])
log("Assassins hit " + block_name(who) + " at #" + where + ": " + rolls.join("") + ".")
for (let i = 0; i < hits; ++i)
reduce_block(who)
}
function goto_guide() {
game.guide = game.active
game.state = 'move_phase_event'
game.summary = []
}
function goto_jihad() {
game.jihad = game.active
game.state = 'move_phase_event'
game.summary = []
}
function goto_select_jihad() {
game.jihad_list = []
for (let where = first_town; where <= last_town; ++where)
if (is_contested_field(where) || besieging_player(where) === game.active)
game.jihad_list.push(where)
if (game.jihad_list.length === 0) {
delete game.jihad_list
return end_player_turn()
}
if (game.jihad_list.length === 1) {
game.jihad = game.jihad_list[0]
log("Jihad in #" + game.jihad + ".")
delete game.jihad_list
return end_player_turn()
}
game.state = 'select_jihad'
}
states.select_jihad = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Jihad: Waiting for " + game.active + "."
view.prompt = "Jihad: Select battle for Jihad."
for (let town of game.jihad_list)
gen_action(view, 'town', town)
},
town: function (where) {
game.jihad = where
log("Jihad in #" + game.jihad + ".")
delete game.jihad_list
end_player_turn()
},
}
function goto_manna() {
game.state = 'manna'
game.moves = 3
set_clear(game.moved)
game.summary = []
}
states.manna = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Manna: Waiting for " + game.active + "."
view.prompt = "Manna: Add one step to three different friendly blocks \u2014 " + game.moves + " left."
gen_action_undo(view)
gen_action(view, 'next')
if (game.moves > 0) {
for (let b = 0; b <= last_block; ++b) {
if (is_block_on_land(b) && block_owner(b) === game.active && !set_has(game.moved, b))
if (game.steps[b] < block_max_steps(b))
gen_action(view, 'block', b)
}
}
},
block: function (who) {
push_undo()
game.summary.push([game.location[who]])
++game.steps[who]
--game.moves
set_add(game.moved, who)
},
next: function () {
clear_undo()
print_summary(game.active + " used Manna:")
set_clear(game.moved)
end_player_turn()
},
undo: pop_undo
}
// MOVE PHASE
function queue_attack(who, round) {
if (round === 1)
return ATTACK_MARK
if (round === 2) {
set_add(game.reserves1, who)
return RESERVE_MARK_1
}
if (round === 3) {
set_add(game.reserves2, who)
return RESERVE_MARK_2
}
}
function get_main_road(to) {
return map_get(game.main_road, to, NOWHERE)
}
function set_main_road(to, x) {
map_set(game.main_road, to, x)
}
function move_block(who, from, to) {
game.location[who] = to
set_road_limit(from, to, road_limit(from, to) + 1)
game.distance ++
if (is_contested_field(to)) {
map_set(game.last_used, road_id(from, to), player_id(game.active))
// 6.56 Main Attack relief force by Player 2 arrives one round later than normal
let relief_delay = 0
if (game.active === game.p2 && besieged_player(to) === game.p2) {
relief_delay = 1
}
if (!game.attacker[to]) {
game.attacker[to] = game.active
set_main_road(to, from)
return queue_attack(who, 1 + relief_delay)
} else {
// Attacker main attack or reinforcements
if (game.attacker[to] === game.active) {
if (get_main_road(to) !== from)
return queue_attack(who, 2 + relief_delay)
return queue_attack(who, 1 + relief_delay)
}
// Defender reinforcements
if (!get_main_road(to))
set_main_road(to, from)
if (get_main_road(to) === from) {
return queue_attack(who, 2)
} else {
return queue_attack(who, 3)
}
}
}
return false
}
function goto_move_phase(moves) {
game.state = 'move_phase'
game.moves = moves
}
function end_move_phase() {
if (game.moves > 0) {
push_undo()
game.state = 'confirm_end_move_phase'
return
}
clear_undo()
game.who = NOBODY
game.where = NOWHERE
game.moves = 0
// declined to use winter campaign
if (game.winter_campaign === game.active)
delete game.winter_campaign
if (game.active === game.jihad)
goto_select_jihad()
else
end_player_turn()
}
states.confirm_end_move_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
if (game.moves > 1)
view.prompt = "Move Phase: You have " + game.moves + " moves left"
else
view.prompt = "Move Phase: You have 1 move left"
view.prompt += " \u2014 are you sure you want to end the move phase?"
gen_action_undo(view)
gen_action(view, 'end_move_phase')
},
end_move_phase: function () {
if (game.moves === 1)
log(game.active + " did nothing with " + game.moves + " move.")
else
log(game.active + " did nothing with " + game.moves + " moves.")
game.moves = 0
end_move_phase()
},
undo: pop_undo
}
states.move_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
if (game.moves === 0)
view.prompt = "Move Phase: No moves left."
else if (game.moves === 1)
view.prompt = "Move Phase: 1 move left."
else
view.prompt = "Move Phase: " + game.moves + " moves left."
gen_action_undo(view)
gen_action(view, 'end_move_phase')
if (game.moves > 0) {
for (let b = 0; b <= last_block; ++b) {
if (can_block_land_move(b))
gen_action(view, 'block', b)
if (can_block_sea_move(b))
gen_action(view, 'block', b)
if (can_germans_move(b))
gen_action(view, 'block', b)
}
if (can_muster_anywhere())
gen_action(view, 'muster')
if (game.winter_campaign === game.active)
gen_action(view, 'winter_campaign')
}
},
winter_campaign: function () {
push_undo()
--game.moves
game.state = 'winter_campaign'
},
muster: function () {
push_undo()
--game.moves
game.state = 'muster'
},
block: function (who) {
push_undo()
game.summary = []
game.who = who
game.where = game.location[who]
if (game.where === GERMANIA) {
game.state = 'german_move_to'
} else if (game.where === FRANCE || game.where === ENGLAND) {
game.state = 'sea_move_to'
} else {
game.state = 'move_phase_to'
}
},
end_move_phase: end_move_phase,
undo: pop_undo
}
states.move_phase_event = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = group_move_name(1) + "Waiting for " + game.active + "."
view.prompt = group_move_name(0) + "Choose a block to group move."
gen_action_undo(view)
gen_action(view, 'end_move_phase')
// TODO: can_germans_move!
for (let b = 0; b <= last_block; ++b)
if (can_block_land_move(b))
gen_action(view, 'block', b)
},
block: function (who) {
push_undo()
game.where = game.location[who]
game.who = who
game.distance = 0
game.last_from = NOWHERE
game.state = 'group_move_to'
},
end_move_phase: end_move_phase,
undo: pop_undo
}
// Start new group move or sea move.
states.move_phase_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
view.prompt = "Move Phase: Move " + block_name(game.who)
gen_action_undo(view)
gen_action(view, 'block', game.who)
let from = game.location[game.who]
let can_group_move = false
let can_sea_move = false
if (can_block_land_move(game.who)) {
for (let to of TOWNS[from].exits) {
if (can_block_land_move_to(game.who, from, to)) {
gen_action(view, 'town', to)
can_group_move = true
}
}
}
if (can_block_sea_move(game.who)) {
gen_action(view, 'town', SEA)
can_sea_move = true
}
if (can_group_move && can_sea_move)
view.prompt += " by road or by sea."
else if (can_sea_move)
view.prompt += " by sea."
else
view.prompt += " by road."
},
town: function (to) {
set_add(game.moved, game.who)
let from = game.location[game.who]
if (to === SEA) {
log_move_start(from)
log_move_continue(to)
game.location[game.who] = SEA
game.state = 'sea_move_to'
return
}
-- game.moves
game.distance = 0
log_move_start(from)
let mark = move_block(game.who, from, to)
if (mark)
log_move_continue(to, mark)
else
log_move_continue(to)
lift_siege(from)
game.last_from = from
if (!can_block_continue(game.who, from, to))
end_move()
else {
game.state = 'group_move_to'
}
},
block: pop_undo,
undo: pop_undo
}
// GROUP MOVE
function group_move_name() {
if (game.active === game.jihad) return "Jihad: "
if (game.active === game.guide) return "Guide: "
return "Group Move: "
}
function can_group_move_more() {
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === game.where)
if (can_block_land_move(b))
return true
return false
}
states.group_move_who = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = group_move_name(1) + "Waiting for " + game.active + "."
view.prompt = group_move_name(0) + "Move blocks from " + town_name(game.where) + "."
gen_action_undo(view)
if (game.active === game.guide || game.active === game.jihad)
gen_action(view, 'end_move_phase')
else
gen_action(view, 'end_group_move')
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === game.where)
if (can_block_land_move(b))
gen_action(view, 'block', b)
},
block: function (who) {
push_undo()
game.who = who
game.distance = 0
game.last_from = NOWHERE
game.state = 'group_move_to'
},
end_move_phase: function () {
end_group_move()
end_move_phase()
},
end_group_move: end_group_move,
undo: pop_undo
}
states.group_move_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = group_move_name(1) + "Waiting for " + game.active + "."
view.prompt = group_move_name(0) + "Move " + block_name(game.who) + "."
gen_action_undo(view)
if (game.distance === 0)
gen_action(view, 'block', game.who)
let from = game.location[game.who]
if (game.distance > 0) {
// cannot start or reinforce battles in winter
if (!(is_winter() && is_enemy_occupied_town(from)))
gen_action(view, 'town', from)
}
for (let to of TOWNS[from].exits) {
if (to !== game.last_from && can_block_land_move_to(game.who, from, to)) {
gen_action(view, 'town', to)
}
}
},
town: function (to) {
set_add(game.moved, game.who)
let from = game.location[game.who]
if (to === from) {
end_move()
return
}
if (game.distance === 0)
log_move_start(from)
let mark = move_block(game.who, from, to)
if (mark)
log_move_continue(to, mark)
else
log_move_continue(to)
lift_siege(from)
game.last_from = from
if (!can_block_continue(game.who, from, to))
end_move()
},
block: pop_undo,
undo: pop_undo
}
function end_move() {
log_move_end()
game.who = NOBODY
game.distance = 0
if (can_group_move_more())
game.state = 'group_move_who'
else
end_group_move()
}
function end_group_move() {
print_summary(game.active + " activated #" + game.where + ":")
game.state = 'move_phase'
}
// SEA MOVE
states.german_move_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
view.prompt = "Move Phase: Move " + block_name(game.who) + " to Aleppo, Antioch, or St. Simeon."
gen_action_undo(view)
gen_action(view, 'block', game.who)
for (let to of GERMAN_ROADS)
if (can_germans_move_to(game.who, to))
gen_action(view, 'town', to)
},
town: function (to) {
--game.moves
let from = GERMANIA
game.location[game.who] = to
set_add(game.moved, game.who)
game.distance = 0
let mark = move_block(game.who, from, to)
if (mark)
log(game.active + " moved:\n Germania \u2192 #" + to + mark + ".")
else
log(game.active + " moved:\n Germania \u2192 #" + to + ".")
game.who = NOBODY
game.state = 'move_phase'
},
block: pop_undo,
undo: pop_undo,
}
states.sea_move_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
if (is_english_crusader(game.who))
view.prompt = "Sea Move: Move " + block_name(game.who) + " to a port."
else
view.prompt = "Sea Move: Move " + block_name(game.who) + " to a friendly port."
gen_action_undo(view)
gen_action(view, 'block', game.who)
let from = game.location[game.who]
if (from === GERMANIA) {
for (let to of GERMAN_ROADS)
if (can_germans_move_to(game.who, to))
gen_action(view, 'town', to)
} else {
for (let to of PORTS)
if (to !== game.where && can_block_sea_move_to(game.who, to))
gen_action(view, 'town', to)
}
},
town: function (to) {
--game.moves
let from = game.where
game.location[game.who] = to
set_add(game.moved, game.who)
lift_siege(from)
set_delete(game.castle, game.who)
if ((to === TYRE || to === TRIPOLI) && besieged_player(to) === game.active && is_more_room_in_castle(to)) {
// Move into besieged fortified port
set_add(game.castle, game.who)
log(game.active + " sea moved:")
logi("#" + from + " \u2192 #" + to + " castle.")
} else if (!is_friendly_port(to)) {
// English Crusaders attack!
game.attacker[to] = FRANKS
set_main_road(to, ENGLAND)
log(game.active + " sea moved:")
logi("#" + from + " \u2192 #" + to + ATTACK_MARK + ".")
} else {
// Normal move.
log(game.active + " sea moved:")
logi("#" + from + " \u2192 #" + to + ".")
}
game.who = NOBODY
game.state = 'move_phase'
},
block: pop_undo,
undo: pop_undo,
}
// MUSTER
states.muster = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
view.prompt = "Muster: Choose a friendly muster town."
gen_action_undo(view)
for (let where = first_town; where <= last_town; ++where) {
// cannot start or reinforce battles in winter
if (is_winter()) {
if (is_friendly_town(where))
if (can_muster_to(where))
gen_action(view, 'town', where)
} else {
if (is_friendly_field(where))
if (can_muster_to(where))
gen_action(view, 'town', where)
}
}
},
town: function (where) {
push_undo()
game.where = where
game.state = 'muster_who'
game.summary = []
},
undo: pop_undo,
}
states.muster_who = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
view.prompt = "Muster: Move blocks to " + town_name(game.where) + "."
view.muster = game.where
gen_action_undo(view)
gen_action(view, 'end_muster')
for (let b = 0; b <= last_block; ++b)
if (can_block_muster(b, game.where))
gen_action(view, 'block', b)
},
block: function (who) {
push_undo()
game.who = who
game.state = 'muster_move_1'
},
end_muster: function () {
print_summary(game.active + " mustered to #" + game.where + ":")
game.where = NOWHERE
game.state = 'move_phase'
},
undo: pop_undo,
}
states.muster_move_1 = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
view.prompt = "Muster: Move " + block_name(game.who) + " to " + town_name(game.where) + "."
view.muster = game.where
gen_action_undo(view)
gen_action(view, 'block', game.who)
let from = game.location[game.who]
let muster = game.where
if (block_move(game.who) === 3) {
for (let to of TOWNS[from].exits) {
if (can_block_use_road_to_muster(from, to)) {
if (to === muster || can_block_muster_with_2_moves(to, muster, from))
gen_action(view, 'town', to)
}
}
} else {
for (let to of TOWNS[from].exits) {
if (can_block_use_road_to_muster(from, to)) {
if (to === muster || can_block_muster_with_1_move(to, muster))
gen_action(view, 'town', to)
}
}
}
},
town: function (to) {
let from = game.location[game.who]
set_add(game.moved, game.who)
log_move_start(from)
log_move_continue(to)
move_block(game.who, from, to)
lift_siege(from)
if (to === game.where) {
end_muster_move()
} else {
game.state = 'muster_move_2'
}
},
block: pop_undo,
undo: pop_undo,
}
states.muster_move_2 = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
view.prompt = "Muster: Move " + block_name(game.who) + " to " + town_name(game.where) + "."
view.muster = game.where
gen_action_undo(view)
let from = game.location[game.who]
let muster = game.where
if (block_move(game.who) === 3) {
for (let to of TOWNS[from].exits) {
if (can_block_use_road_to_muster(from, to)) {
if (to === muster || can_block_muster_with_1_move(to, muster))
gen_action(view, 'town', to)
}
}
} else {
for (let to of TOWNS[from].exits) {
if (can_block_use_road_to_muster(from, to)) {
if (to === muster)
gen_action(view, 'town', to)
}
}
}
},
town: function (to) {
let from = game.location[game.who]
log_move_continue(to)
move_block(game.who, from, to)
if (to === game.where) {
end_muster_move()
} else {
game.state = 'muster_move_3'
}
},
undo: pop_undo,
}
states.muster_move_3 = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
view.prompt = "Muster: Move " + block_name(game.who) + " to " + town_name(game.where) + "."
view.muster = game.where
gen_action_undo(view)
let from = game.location[game.who]
let muster = game.where
for (let to of TOWNS[from].exits) {
if (can_block_use_road_to_muster(from, to)) {
if (to === muster)
gen_action(view, 'town', to)
}
}
},
town: function (to) {
let from = game.location[game.who]
log_move_continue(to)
move_block(game.who, from, to)
end_muster_move()
},
undo: pop_undo,
}
function end_muster_move() {
log_move_end()
game.who = NOBODY
game.state = 'muster_who'
}
// WINTER CAMPAIGN
states.winter_campaign = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Move Phase: Waiting for " + game.active + "."
view.prompt = "Winter Campaign: Select a siege to maintain over the winter."
gen_action_undo(view)
for (let town = first_town; town <= last_town; ++town)
if (is_friendly_field(town) && is_under_siege(town))
gen_action(view, 'town', town)
},
town: function (where) {
log(game.active + " winter campaigned at #" + where + ".")
game.winter_campaign = where
game.state = 'move_phase'
},
undo: pop_undo
}
// COMBAT PHASE
function goto_combat_phase() {
if (is_winter()) {
set_clear(game.moved)
return end_game_turn()
}
game.combat_list = []
for (let where = first_town; where <= last_town; ++where)
if (is_contested_town(where))
set_add(game.combat_list, where)
resume_combat_phase()
}
function resume_combat_phase() {
reset_road_limits()
reset_moved_for_combat()
if (game.combat_list.length > 0) {
game.active = game.p1
game.state = 'combat_phase'
} else {
goto_draw_phase()
}
}
states.combat_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Battle Phase: Waiting for " + game.active + "."
view.prompt = "Battle Phase: Choose the next battle or siege!"
for (let where of game.combat_list)
gen_action(view, 'town', where)
},
town: function (where) {
set_delete(game.combat_list, where)
game.where = where
start_combat()
},
}
function start_combat() {
game.flash = ""
log("")
log(".h3 Battle at #" + game.where)
game.combat_round = 0
game.halfhit = NOBODY
game.storming = []
game.sallying = []
game.hits = 0
game.show_castle = 0
game.show_field = 0
if (is_castle_town(game.where)) {
if (!is_under_siege(game.where)) {
log(".h4 Combat Deployment")
game.castle_owner = enemy(game.attacker[game.where])
game.active = game.castle_owner
game.state = 'combat_deployment'
game.is_existing_siege = 0
} else {
game.castle_owner = besieged_player(game.where)
if (!game.attacker[game.where])
game.attacker[game.where] = enemy(game.castle_owner)
log("Existing siege continued.")
game.is_existing_siege = 1
next_combat_round()
}
} else {
game.castle_owner = null
next_combat_round()
}
}
function end_combat() {
lift_siege(game.where)
if (game.jihad === game.where)
game.jihad = null
delete game.is_existing_siege
delete game.castle_owner
delete game.storming
delete game.sallying
delete game.show_castle
delete game.show_field
game.where = NOWHERE
game.flash = ""
game.combat_round = 0
resume_combat_phase()
}
// COMBAT DEPLOYMENT
states.combat_deployment = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Battle: Waiting for " + game.active + "."
view.prompt = "Battle: Deploy blocks on the field and in the castle."
let max = castle_limit(game.where)
let n = count_blocks_in_castle(game.where)
let have_options = false
if (n < max) {
for (let b = 0; b <= last_block; ++b) {
if (block_owner(b) === game.active && !is_reserve(b)) {
if (game.location[b] === game.where && !set_has(game.castle, b)) {
gen_action(view, 'withdraw', b)
gen_action(view, 'block', b)
have_options = true
}
}
}
}
if (!have_options)
view.flash_next = "Click Next when you're done."
gen_action_undo(view)
gen_action(view, 'next')
},
withdraw: function (who) {
push_undo()
set_add(game.castle, who)
},
block: function (who) {
push_undo()
set_add(game.castle, who)
},
next: function () {
clear_undo()
let n = count_blocks_in_castle(game.where)
if (n === 1)
log(game.active + " withdrew 1 block.")
else
log(game.active + " withdrew " + n + " blocks.")
game.active = game.attacker[game.where]
if (count_enemy_in_field_and_reserve(game.where) === 0) {
return goto_regroup()
}
next_combat_round()
},
undo: pop_undo
}
// REGROUP AFTER FIELD BATTLE/SIEGE VICTORY
function print_retreat_summary() {
if (game.summary && game.summary.length > 0)
print_summary("Retreated from #" + game.where + ":")
}
function goto_regroup() {
lift_siege(game.where)
if (!is_under_siege(game.where))
clear_reserves() // no siege battle, reserves arrive before regroup
reset_road_limits()
reset_moved_for_combat()
game.state = 'regroup'
game.summary = []
}
states.regroup = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Regroup: Waiting for " + game.active + "."
view.prompt = "Regroup: Choose a block to move."
gen_action_undo(view)
gen_action(view, 'end_regroup')
for (let b = 0; b <= last_block; ++b) {
if (game.location[b] === game.where) {
if (can_block_regroup(b))
gen_action(view, 'block', b)
}
}
},
block: function (who) {
push_undo()
game.who = who
game.state = 'regroup_to'
},
end_regroup: function () {
clear_undo()
reset_road_limits()
print_summary(game.active + " regrouped:", true)
if (game.assassins) {
delete game.assassins
game.where = NOWHERE
end_player_turn()
}
else if (is_winter())
goto_winter_2()
else if (is_contested_town(game.where))
next_combat_round()
else
end_combat()
},
undo: pop_undo
}
states.regroup_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Regroup: Waiting for " + game.active + "."
view.prompt = "Regroup: Move the block to a friendly or vacant town."
gen_action_undo(view)
gen_action(view, 'block', game.who)
for (let to of TOWNS[game.where].exits)
if (can_block_regroup_to(game.who, to))
gen_action(view, 'town', to)
},
town: function (to) {
// We can regroup while reserves are still on the way...
set_delete(game.reserves1, game.who)
set_delete(game.reserves2, game.who)
let from = game.where
game.summary.push([from, to])
move_block(game.who, game.where, to)
game.who = NOBODY
game.state = 'regroup'
},
block: pop_undo,
undo: pop_undo
}
// COMBAT ROUND
function next_combat_round() {
print_retreat_summary()
if (game.jihad === game.where && game.combat_round === 1)
game.jihad = null
switch (game.combat_round) {
case 0: return goto_combat_round(1)
case 1: return goto_combat_round(2)
case 2: return goto_combat_round(3)
case 3: return goto_retreat_after_combat()
}
}
function bring_on_reserves(reserves) {
let f = 0
let s = 0
for (let b = 0; b <= last_block; ++b) {
if (game.location[b] === game.where) {
if (set_has(reserves, b)) {
if (block_owner(b) === FRANKS)
++f
else
++s
set_delete(reserves, b)
}
}
}
if (f > 0)
log(f + " Frank " + (f === 1 ? "reserve arrived." : "reserves arrived."))
if (s > 0)
log(s + " Saracen " + (s === 1 ? "reserve arrived." : "reserves arrived."))
}
function clear_reserves(where) {
for (let b = 0; b <= last_block; ++b) {
if (game.location[b] === where) {
set_delete(game.reserves1, b)
set_delete(game.reserves2, b)
}
}
}
function reset_moved_for_combat() {
set_clear(game.moved)
for (let b of game.reserves1) set_add(game.moved, b)
for (let b of game.reserves2) set_add(game.moved, b)
}
function goto_combat_round(new_combat_round) {
game.combat_round = new_combat_round
game.summary = []
let was_contested = is_contested_battle_field()
// If a relief force attacks besieging forces outside a castle,
// but the besieged forces sail away and abandon the castle,
// skip the first combat round to let the battle proceed from
// when the reserves arrive.
if (game.combat_round === 1 && !is_under_siege(game.where)) {
if (!was_contested && is_contested_town(game.where)) {
if (count_friendly_in_field_excluding_reserves(game.where) === 0) {
log("Combat round skipped because main attack sailed away.")
game.combat_round = 2
}
}
}
// If the main attack regroups away from a new siege while reinforcements
// are on the way, we need to skip the first combat round.
if (game.combat_round === 1 && is_under_siege(game.where)) {
game.active = besieging_player(game.where)
if (count_friendly_in_field_excluding_reserves(game.where) === 0) {
log("Combat round skipped because main attack regrouped away.")
game.combat_round = 2
}
}
log(".h4 Combat Round " + game.combat_round)
if (game.combat_round === 2)
bring_on_reserves(game.reserves1)
if (game.combat_round === 3)
bring_on_reserves(game.reserves2)
reset_moved_for_combat()
if (is_contested_battle_field()) {
if (is_under_siege(game.where)) {
if (!was_contested) {
log("Relief forces arrived!")
if (game.storming.length > 0) {
log("Storming canceled by arriving relief force.")
game.halfhit = NOBODY
game.storming.length = 0
}
let old_attacker = game.attacker[game.where]
game.attacker[game.where] = besieged_player(game.where)
if (old_attacker !== game.attacker[game.where]) {
log(game.attacker[game.where] + " are now the attacker.")
}
}
// No sally first round after combat deployment.
if (game.combat_round > 1 || game.is_existing_siege)
return goto_declare_sally()
}
return goto_field_battle()
}
goto_declare_storm()
}
// DECLARE STORM
function goto_declare_storm() {
game.active = besieging_player(game.where)
// Castle is full.
if (game.storming.length === castle_limit(game.where))
return goto_siege_battle()
// Field is empty.
if (count_friendly(game.where) - game.storming.length === 0)
return goto_siege_battle()
game.state = 'declare_storm'
}
states.declare_storm = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Siege Declaration: Waiting for " + game.active + " to declare storm."
view.prompt = "Siege Declaration: Declare which blocks should storm the castle."
let have_options = false
if (game.storming.length < castle_limit(game.where)) {
for (let b = 0; b <= last_block; ++b) {
if (block_owner(b) === game.active && !is_reserve(b)) {
if (game.location[b] === game.where && !set_has(game.storming, b)) {
gen_action(view, 'storm', b)
gen_action(view, 'block', b)
have_options = true
}
}
}
}
if (!have_options)
view.flash_next = "Click Next when you're done."
gen_action_undo(view)
gen_action(view, 'next')
},
storm: storm_with_block,
block: storm_with_block,
next: function () {
clear_undo()
let n = game.storming.length
if (n === 0) {
game.flash = game.active + " declined to storm."
if (game.jihad === game.where)
game.jihad = null
log(game.active + " declined to storm.")
goto_declare_sally()
} else {
goto_siege_battle()
}
},
undo: pop_undo
}
function storm_with_block(who) {
push_undo()
set_add(game.storming, who)
if (game.storming.length > 1)
game.flash = game.active + " stormed with " + game.storming.length + " blocks."
else
game.flash = game.active + " stormed with 1 block."
log(game.active[0] + ": " + block_name(who) + " stormed.")
}
// DECLARE SALLY
function goto_declare_sally() {
game.active = besieged_player(game.where)
game.state = 'declare_sally'
game.was_contested = is_contested_battle_field()
}
states.declare_sally = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Siege Declaration: Waiting for " + game.active + " to declare sally."
view.prompt = "Siege Declaration: Declare which blocks should sally onto the field."
let have_options = false
for (let b = 0; b <= last_block; ++b) {
if (block_owner(b) === game.active && !is_reserve(b) && is_block_in_castle(b)) {
if (game.location[b] === game.where && !set_has(game.sallying, b)) {
gen_action(view, 'sally', b)
gen_action(view, 'block', b)
have_options = true
}
}
}
if (!have_options)
view.flash_next = "Click Next when you're done."
gen_action_undo(view)
gen_action(view, 'next')
},
sally: sally_with_block,
block: sally_with_block,
next: function () {
clear_undo()
let n = game.sallying.length
if (n === 0) {
game.flash = game.active + " declined to sally."
log(game.active + " declined to sally.")
}
if (is_contested_battle_field()) {
if (!game.was_contested) {
log(game.active + " are now the attacker.")
game.attacker[game.where] = game.active
}
goto_field_battle()
} else if (count_reserves(game.where) > 0) {
next_combat_round()
} else {
goto_siege_attrition()
}
},
undo: pop_undo
}
function sally_with_block(who) {
push_undo()
set_delete(game.castle, who)
set_add(game.sallying, who)
if (game.sallying.length > 1)
game.flash = game.active + " sallied with " + game.sallying.length + " blocks."
else
game.flash = game.active + " sallied with 1 block."
log(game.active[0] + ": " + block_name(who) + " sallied.")
}
// RETREAT AFTER COMBAT
function goto_retreat_after_combat() {
reset_moved_for_combat()
// withdraw all sallying blocks to castle.
for (let b of game.sallying)
set_add(game.castle, b)
game.sallying.length = 0
// TODO: 6.2 - In Sieges, the attacker /may/ retreat or stay on siege.
// withdraw all storming blocks to the field.
game.halfhit = NOBODY
game.storming.length = 0
if (is_contested_field(game.where)) {
log(".h4 Retreat")
game.active = game.attacker[game.where]
game.state = 'retreat'
game.summary = []
} else if (is_under_siege(game.where)) {
goto_siege_attrition()
} else {
end_combat()
}
}
states.retreat = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Retreat: Waiting for " + game.active + "."
view.prompt = "Retreat: Choose a block to move."
gen_action_undo(view)
let can_retreat = false
for (let b = 0; b <= last_block; ++b) {
if (game.location[b] === game.where && !is_block_in_castle(b) && can_block_retreat(b)) {
gen_action(view, 'block', b)
can_retreat = true
}
}
if (!is_contested_field(game.where) || !can_retreat)
gen_action(view, 'end_retreat')
},
end_retreat: function () {
clear_undo()
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === game.where && !is_block_in_castle(b) && block_owner(b) === game.active)
eliminate_block(b)
print_summary(game.active + " retreated:")
game.active = enemy(game.active)
goto_regroup()
},
block: function (who) {
push_undo()
game.who = who
game.state = 'retreat_to'
},
undo: pop_undo
}
states.retreat_to = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Retreat: Waiting for " + game.active + "."
view.prompt = "Retreat: Move the block to a friendly or neutral town."
gen_action_undo(view)
gen_action(view, 'block', game.who)
let can_retreat = false
for (let to of TOWNS[game.where].exits) {
if (can_block_retreat_to(game.who, to)) {
gen_action(view, 'town', to)
can_retreat = true
}
}
if (!can_retreat)
gen_action(view, 'eliminate')
},
town: function (to) {
let from = game.where
game.summary.push([from, to])
move_block(game.who, game.where, to)
game.who = NOBODY
game.state = 'retreat'
},
eliminate: function () {
eliminate_block(game.who)
game.who = NOBODY
game.state = 'retreat'
},
block: pop_undo,
undo: pop_undo
}
// SIEGE ATTRITION
function goto_siege_attrition() {
log(".h4 Siege Attrition")
game.active = besieged_player(game.where)
game.state = 'siege_attrition'
game.attrition_list = []
for (let b = 0; b <= last_block; ++b)
if (is_block_in_castle_in(b, game.where))
set_add(game.attrition_list, b)
}
function resume_siege_attrition() {
if (game.attrition_list.length === 0) {
delete game.attrition_list
if (!is_under_siege(game.where)) {
game.active = enemy(game.active)
log("#" + game.where + " fell to siege attrition.")
goto_regroup()
} else {
log("Siege continued.")
end_combat()
}
}
}
states.siege_attrition = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Siege Attrition: Waiting for " + game.active + "."
view.prompt = "Siege Attrition: Roll for siege attrition in " + town_name(game.where) + "."
for (let b of game.attrition_list)
gen_action(view, 'block', b)
},
block: function (who) {
let target = (game.where === TYRE || game.where === TRIPOLI) ? 1 : 3
let die = roll_d6()
if (die <= target) {
log("Attrition roll " + DIE_HIT[die] + ".")
reduce_block(who)
} else {
log("Attrition roll " + DIE_MISS[die] + ".")
}
set_delete(game.attrition_list, who)
resume_siege_attrition()
}
}
// FIELD AND SIEGE BATTLE HELPERS
function count_enemy_hp_in_field() {
let hp = 0
for (let b = 0; b <= last_block; ++b)
if (block_owner(b) !== game.active && is_field_combatant(b))
hp += game.steps[b]
return hp
}
function count_enemy_hp_in_siege() {
let hp = 0
for (let b = 0; b <= last_block; ++b)
if (block_owner(b) !== game.active && is_siege_combatant(b))
if (is_block_in_castle(b))
hp += game.steps[b] * 2
else
hp += game.steps[b]
if (game.halfhit !== NOBODY && block_owner(game.halfhit) !== game.active)
hp -= 1
return hp
}
function must_apply_field_hits() {
if (game.immediate)
return game.hits > 0
return game.hits >= count_enemy_hp_in_field()
}
function must_apply_siege_hits() {
if (game.immediate)
return game.hits > 0
return game.hits >= count_enemy_hp_in_siege()
}
function filter_battle_blocks(ci, is_candidate) {
let output = null
for (let b = 0; b <= last_block; ++b) {
if (is_candidate(b) && !set_has(game.moved, b)) {
if (block_initiative(b) === ci) {
if (!output)
output = []
output.push(b)
}
}
}
return output
}
function battle_step(active, initiative, candidate) {
game.battle_list = filter_battle_blocks(initiative, candidate)
if (game.battle_list) {
if (game.active !== active) {
game.active = active
if (game.hits > 0) {
goto_battle_hits()
}
}
return true
}
return false
}
function goto_battle_hits() {
if (game.state === 'field_battle')
goto_field_battle_hits()
else if (game.state === 'siege_battle')
goto_siege_battle_hits()
else
throw new Error("invalid battle state")
}
function pump_battle_step(is_candidate_attacker, is_candidate_defender) {
let attacker = game.attacker[game.where]
let defender = enemy(attacker)
if (game.jihad === game.where && game.combat_round === 1) {
if (battle_step(attacker, 'A', is_candidate_attacker)) return
if (battle_step(attacker, 'B', is_candidate_attacker)) return
if (battle_step(attacker, 'C', is_candidate_attacker)) return
if (battle_step(defender, 'A', is_candidate_defender)) return
if (battle_step(defender, 'B', is_candidate_defender)) return
if (battle_step(defender, 'C', is_candidate_defender)) return
} else {
if (battle_step(defender, 'A', is_candidate_defender)) return
if (battle_step(attacker, 'A', is_candidate_attacker)) return
if (battle_step(defender, 'B', is_candidate_defender)) return
if (battle_step(attacker, 'B', is_candidate_attacker)) return
if (battle_step(defender, 'C', is_candidate_defender)) return
if (battle_step(attacker, 'C', is_candidate_attacker)) return
}
if (game.hits > 0) {
game.active = enemy(game.active)
return goto_battle_hits()
}
next_combat_round()
}
// FIELD BATTLE
function goto_field_battle() {
resume_field_battle()
}
function resume_field_battle() {
// we have a queued up harry action
if (game.harry) {
game.active = game.harry
game.state = 'harry'
delete game.harry
return
}
let save_active = game.active
game.active = game.attacker[game.where]
if (is_friendly_field(game.where)) {
if (game.hits > 0) {
game.active = enemy(save_active)
return goto_field_battle_hits()
}
print_retreat_summary()
log("Field battle won by " + game.active + ".")
game.show_field = 0
return goto_regroup()
}
if (is_enemy_field(game.where)) {
if (game.hits > 0) {
game.active = enemy(save_active)
return goto_field_battle_hits()
}
game.active = enemy(game.active)
print_retreat_summary()
log("Field battle won by " + game.active + ".")
game.show_field = 0
return goto_regroup()
}
if (is_enemy_battle_field()) {
if (game.hits > 0) {
game.active = enemy(save_active)
return goto_field_battle_hits()
}
print_retreat_summary()
log("Attacking main force was eliminated.")
return next_combat_round()
}
if (is_friendly_battle_field()) {
if (game.hits > 0) {
game.active = enemy(save_active)
return goto_field_battle_hits()
}
print_retreat_summary()
log("Defending main force was eliminated.")
log("Battlefield control changed.")
game.attacker[game.where] = enemy(game.active)
// The new defender takes control of the empty castle
if (!is_under_siege(game.where))
game.castle_owner = game.active
return next_combat_round()
}
game.active = save_active
game.state = 'field_battle'
game.show_field = 1
pump_battle_step(is_field_attacker, is_field_defender)
}
states.field_battle = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Field Battle: Waiting for " + game.active + "."
view.prompt = "Field Battle: Choose a combat action."
for (let b of game.battle_list) {
gen_action(view, 'block', b) // take default action
gen_action(view, 'fire', b)
if (set_has(game.sallying, b)) {
// Only sallying forces may withdraw into the castle
gen_action(view, 'withdraw', b)
} else {
if (can_block_retreat(b)) {
gen_action(view, 'retreat', b)
// Turcopoles and Nomads can Harry (fire and retreat)
if (block_type(b) === 'turcopoles' || block_type(b) === 'nomads')
gen_action(view, 'harry', b)
}
// Defender can withdraw into castle if friendly and there is room.
if (game.active !== game.attacker[game.where] && game.active === game.castle_owner) {
// TODO: allow swapping place of sallying block, leaving it to die if it cannot withdraw?
if (game.sallying.length + count_blocks_in_castle(game.where) < castle_limit(game.where))
gen_action(view, 'withdraw', b)
}
}
// All Frank B blocks are knights who can Charge
if (block_owner(b) === FRANKS && block_initiative(b) === 'B')
gen_action(view, 'charge', b)
}
if (game.hits > 0)
gen_action(view, 'assign')
},
assign: function () {
game.active = enemy(game.active)
if (game.hits === 1)
game.flash = `Inflicted 1 hit.`
else
game.flash = `Inflicted ${game.hits} hits.`
goto_field_battle_hits()
},
block: field_fire_with_block,
fire: field_fire_with_block,
withdraw: field_withdraw_with_block,
charge: charge_with_block,
harry: harry_with_block,
retreat: retreat_with_block,
}
// SIEGE BATTLE
function goto_siege_battle() {
game.attacker[game.where] = besieging_player(game.where)
game.show_castle = 1
resume_siege_battle()
}
function resume_siege_battle() {
let save_active = game.active
game.active = game.attacker[game.where]
if (is_friendly_town(game.where)) {
log("Siege battle won by " + game.active + ".")
return goto_regroup()
}
if (is_enemy_town(game.where)) {
game.active = enemy(game.active)
game.halfhit = NOBODY
log("Siege battle won by " + game.active + ".")
return goto_regroup()
}
if (count_blocks_in_castle(game.where) === 0) {
log("Defending main force was eliminated.")
log(game.active + " are now the defender.")
game.attacker[game.where] = enemy(game.active)
// The new defender takes control of the empty castle
game.castle_owner = game.active
game.storming.length = 0
return next_combat_round()
}
if (game.storming.length === 0) {
game.halfhit = NOBODY
log("Storming repulsed.")
return next_combat_round()
}
game.active = save_active
game.state = 'siege_battle'
pump_battle_step(is_siege_attacker, is_siege_defender)
}
states.siege_battle = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Siege Battle: Waiting for " + game.active + "."
view.prompt = "Siege Battle: Choose a combat action."
for (let b of game.battle_list) {
gen_action(view, 'block', b) // take default action
gen_action(view, 'fire', b)
if (set_has(game.storming, b))
gen_action(view, 'retreat', b)
}
if (game.hits > 0)
gen_action(view, 'assign')
},
assign: function () {
game.active = enemy(game.active)
if (game.hits === 1)
game.flash = `Inflicted 1 hit.`
else
game.flash = `Inflicted ${game.hits} hits.`
goto_siege_battle_hits()
},
block: siege_fire_with_block,
fire: siege_fire_with_block,
retreat: siege_withdraw_with_block,
}
// FIELD BATTLE HITS
function goto_field_battle_hits() {
game.battle_list = list_field_victims()
if (game.battle_list.length === 0) {
game.hits = 0
resume_field_battle()
} else {
game.state = 'field_battle_hits'
}
}
function list_field_victims() {
let max = 0
for (let b = 0; b <= last_block; ++b)
if (block_owner(b) === game.active && is_field_combatant(b) && game.steps[b] > max)
max = game.steps[b]
let list = []
for (let b = 0; b <= last_block; ++b)
if (block_owner(b) === game.active && is_field_combatant(b) && game.steps[b] === max)
list.push(b)
return list
}
states.field_battle_hits = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Field Battle: Waiting for " + game.active + " to assign hits."
view.prompt = "Field Battle: Assign " + game.hits + (game.hits !== 1 ? " hits" : " hit") + " to your armies."
for (let b of game.battle_list) {
gen_action(view, 'hit', b)
gen_action(view, 'block', b)
}
},
hit: apply_field_battle_hit,
block: apply_field_battle_hit,
}
function apply_field_battle_hit_to(who, flash) {
let msg
msg = block_name(who) + " took a hit."
log(game.active[0] + ": " + msg)
if (flash)
game.flash = msg
reduce_block(who)
game.hits--
}
function apply_field_battle_hit(who) {
apply_field_battle_hit_to(who, true)
if (game.hits === 0)
resume_field_battle()
else {
game.battle_list = list_field_victims()
if (game.battle_list.length === 0) {
game.hits = 0
resume_field_battle()
} else {
game.flash += " " + game.hits + (game.hits === 1 ? " hit left." : " hits left.")
}
}
}
// SIEGE BATTLE HITS
function goto_siege_battle_hits() {
game.battle_list = list_siege_victims()
if (game.battle_list.length === 0) {
game.hits = 0
resume_siege_battle()
} else {
game.state = 'siege_battle_hits'
}
}
function list_siege_victims() {
if (game.halfhit !== NOBODY && block_owner(game.halfhit) === game.active)
return [ game.halfhit ]
let max = 0
for (let b = 0; b <= last_block; ++b)
if (block_owner(b) === game.active && is_siege_combatant(b) && game.steps[b] > max)
max = game.steps[b]
let list = []
for (let b = 0; b <= last_block; ++b)
if (block_owner(b) === game.active && is_siege_combatant(b) && game.steps[b] === max)
list.push(b)
return list
}
states.siege_battle_hits = {
show_battle: true,
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Siege Battle: Waiting for " + game.active + " to assign hits."
view.prompt = "Siege Battle: Assign " + game.hits + (game.hits !== 1 ? " hits" : " hit") + " to your armies."
for (let b of game.battle_list) {
gen_action(view, 'hit', b)
gen_action(view, 'block', b)
}
},
hit: apply_siege_battle_hit,
block: apply_siege_battle_hit,
}
function apply_siege_battle_hit_to(who, flash) {
let msg = block_name(who) + " took a "
if (game.halfhit === who) {
msg += "hit."
log(game.active[0] + ": " + msg)
reduce_block(who)
game.halfhit = NOBODY
} else {
if (is_block_in_castle(who)) {
msg += "half-hit."
log(game.active[0] + ": " + msg)
game.halfhit = who
} else {
msg += "hit."
log(game.active[0] + ": " + msg)
reduce_block(who)
}
}
if (flash)
game.flash = msg
game.hits--
}
function apply_siege_battle_hit(who) {
apply_siege_battle_hit_to(who, true)
if (game.hits === 0) {
resume_siege_battle()
} else {
game.battle_list = list_siege_victims()
if (game.battle_list.length === 0) {
game.hits = 0
resume_siege_battle()
} else {
game.flash += " " + game.hits + (game.hits === 1 ? " hit left." : " hits left.")
}
}
}
// BATTLE ACTIONS
function roll_attack(active, b, verb, is_charge) {
let fire = block_fire_power(b, game.where) + is_charge
let steps = game.steps[b]
let name = block_name(b) + " " + BLOCKS[b].initiative + BLOCKS[b].fire_power
let rolls = []
let hits = 0
let self = 0
for (let i = 0; i < steps; ++i) {
let die = roll_d6()
if (die <= fire) {
rolls.push(DIE_HIT[die])
++hits
} else {
if (is_charge && die === 6) {
rolls.push(DIE_SELF)
++self
} else {
rolls.push(DIE_MISS[die])
}
}
}
game.hits += hits
log(active[0] + ": " + name + " " + verb + " " + rolls.join("") + ".")
if (game.immediate) {
game.flash = name + " " + verb + " " + rolls.join(" ") + " "
if (game.hits === 0)
game.flash += "and missed."
else if (game.hits === 1)
game.flash += "and scored 1 hit."
else
game.flash += "and scored " + game.hits + " hits."
} else {
game.flash = name + " " + verb + " " + rolls.join(" ")
if (game.hits === 0)
game.flash += "."
else if (game.hits === 1)
game.flash += " for a total of 1 hit."
else
game.flash += " for a total of " + game.hits + " hits."
}
if (self > 0) {
if (self === 1)
game.flash += " " + self + " self hit."
else
game.flash += " " + self + " self hits."
self = Math.min(self, game.steps[b])
while (self-- > 0)
reduce_block(b)
}
}
function field_fire_with_block(b) {
set_add(game.moved, b)
roll_attack(game.active, b, "fired", 0)
if (must_apply_field_hits()) {
game.active = enemy(game.active)
goto_field_battle_hits()
} else {
resume_field_battle()
}
}
function siege_fire_with_block(b) {
set_add(game.moved, b)
roll_attack(game.active, b, "fired", 0)
if (must_apply_siege_hits()) {
game.active = enemy(game.active)
goto_siege_battle_hits()
} else {
resume_siege_battle()
}
}
function charge_with_block(b) {
set_add(game.moved, b)
roll_attack(game.active, b, "charged", 1)
if (must_apply_field_hits()) {
game.active = enemy(game.active)
goto_field_battle_hits()
} else {
resume_field_battle()
}
}
function field_withdraw_with_block(b) {
game.flash = block_name(b) + " withdrew."
log(game.active[0] + ": " + game.flash)
set_add(game.moved, b)
set_delete(game.sallying, b)
set_add(game.castle, b)
resume_field_battle()
}
function siege_withdraw_with_block(b) {
game.flash = block_name(b) + " withdrew."
log(game.active[0] + ": " + game.flash)
set_add(game.moved, b)
set_delete(game.storming, b)
resume_siege_battle()
}
function harry_with_block(b) {
game.harry = game.active // remember to retreat after hits have been applied
game.who = b
roll_attack(game.active, b, "harried", 0)
if (must_apply_field_hits()) {
game.active = enemy(game.active)
goto_field_battle_hits()
} else {
resume_field_battle()
}
}
states.harry = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Field Battle: Waiting for " + game.active + " to retreat the harrying block."
view.prompt = "Field Battle: Retreat the harrying block to a friendly or vacant town."
for (let to of TOWNS[game.where].exits)
if (can_block_retreat_to(game.who, to))
gen_action(view, 'town', to)
},
town: function (to) {
game.flash += " " + block_name(game.who) + " retreated."
game.summary.push([game.active, to])
game.location[game.who] = to
move_block(game.who, game.where, to)
game.who = NOBODY
resume_field_battle()
},
}
function retreat_with_block(b) {
game.who = b
game.state = 'retreat_in_battle'
}
states.retreat_in_battle = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Field Battle: Waiting for " + game.active + " to retreat."
gen_action(view, 'undo')
gen_action(view, 'block', game.who)
view.prompt = "Field Battle: Retreat the block to a friendly or vacant town."
for (let to of TOWNS[game.where].exits)
if (can_block_retreat_to(game.who, to))
gen_action(view, 'town', to)
},
town: function (to) {
game.flash = block_name(game.who) + " retreated."
log(game.active[0] + ": " + game.flash)
game.summary.push([game.active, to])
game.location[game.who] = to
move_block(game.who, game.where, to)
game.who = NOBODY
resume_field_battle()
},
block: function () {
game.who = NOBODY
resume_field_battle()
},
undo: function () {
game.who = NOBODY
resume_field_battle()
}
}
// DRAW PHASE
function goto_draw_phase() {
delete game.combat_list
if (game.year > 1187 && !is_winter()) {
game.active = game.p1
log("")
start_draw_phase()
} else {
end_game_turn()
}
}
function start_draw_phase() {
game.state = 'draw_phase'
if (game.active === FRANKS) {
game.who = select_random_block(F_POOL)
if (game.who === NOBODY)
end_draw_phase()
} else {
game.who = select_random_block(S_POOL)
if (game.who === NOBODY)
end_draw_phase()
}
}
states.draw_phase = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Draw Phase: Waiting for " + game.active + "."
let can_place = false
switch (block_type(game.who)) {
case 'crusaders':
view.prompt = "Draw Phase: Place " + block_name(game.who) + " in the staging area."
gen_action(view, 'town', block_home(game.who))
can_place = true
break
case 'pilgrims':
view.prompt = "Draw Phase: Place " + block_name(game.who) + " in a friendly port."
for (let town = first_town; town <= last_town; ++town) {
if (is_friendly_port(town) || can_enter_besieged_port(town)) {
gen_action(view, 'town', town)
can_place = true
}
}
break
case 'turcopoles':
case 'outremers':
case 'emirs':
case 'nomads':
view.prompt = "Draw Phase: Place " + block_name(game.who) + " at full strength in "
+ block_seat_names[game.who] + " or at strength 1 in any friendly town."
for (let town = first_town; town <= last_town; ++town) {
if (town === ENGLAND || town === FRANCE || town === GERMANIA)
continue
if (is_friendly_town(town)) {
if (set_has(block_seats[game.who], town))
gen_action(view, 'town', town)
else
gen_action(view, 'townb', town)
can_place = true
}
}
break
}
if (!can_place)
gen_action(view, 'next')
},
townb: function (where) {
this.town(where)
},
town: function (where) {
let type = block_type(game.who)
log(game.active + " deployed at #" + where + ".")
game.location[game.who] = where
if (type === 'turcopoles' || type === 'outremers' || type === 'emirs' || type === 'nomads') {
if (is_home_seat(where, game.who))
game.steps[game.who] = block_max_steps(game.who)
else
game.steps[game.who] = 1
} else {
game.steps[game.who] = block_max_steps(game.who)
if (can_enter_besieged_port(where))
set_add(game.castle, game.who)
}
game.who = NOBODY
end_draw_phase()
},
next: function () {
end_draw_phase()
},
}
function end_draw_phase() {
if (game.active === game.p1) {
game.active = game.p2
start_draw_phase()
} else {
end_game_turn()
}
}
function end_game_turn() {
if (is_winter()) {
goto_winter_1()
} else {
if (check_sudden_death())
return
game.turn ++
start_game_turn()
}
}
// WINTER CAMPAIGN & SUPPLY
function goto_winter_1() {
log("")
log(".h1 Winter of " + game.year)
log("")
if (game.winter_campaign)
goto_winter_siege_attrition()
else
goto_winter_2()
}
function goto_winter_siege_attrition() {
log(game.active + " winter campaigned at #" + game.winter_campaign + ".")
game.where = game.winter_campaign
game.active = besieged_player(game.where)
game.state = 'winter_siege_attrition'
game.attrition_list = []
for (let b = 0; b <= last_block; ++b)
if (is_block_in_castle_in(b, game.where))
set_add(game.attrition_list, b)
}
function resume_winter_siege_attrition() {
if (game.attrition_list.length === 0) {
delete game.attrition_list
if (!is_under_siege(game.where)) {
game.active = enemy(game.active)
log("#" + game.where + " fell to siege attrition.")
goto_regroup()
} else {
log("Siege continued.")
goto_winter_2()
}
}
}
states.winter_siege_attrition = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Winter Siege Attrition: Waiting for " + game.active + "."
view.prompt = "Winter Siege Attrition: Roll for siege attrition in " + town_name(game.where) + "."
for (let b of game.attrition_list)
gen_action(view, 'block', b)
},
block: function (who) {
let target = (game.where === TYRE || game.where === TRIPOLI) ? 2 : 4
let die = roll_d6()
if (die <= target) {
log("Attrition roll " + DIE_HIT[die] + ".")
reduce_block(who)
} else {
log("Attrition roll " + DIE_MISS[die] + ".")
}
set_delete(game.attrition_list, who)
resume_winter_siege_attrition()
}
}
function goto_winter_2() {
game.where = NOWHERE
eliminate_besieging_blocks(FRANKS)
eliminate_besieging_blocks(SARACENS)
lift_all_sieges()
if (check_sudden_death())
return
if (game.year === 1192)
return goto_year_end()
goto_winter_supply()
}
function eliminate_besieging_blocks(owner) {
game.summary = []
for (let b = 0; b <= last_block; ++b) {
if (block_owner(b) === owner) {
let where = game.location[b]
if (where === game.winter_campaign)
continue
if (is_block_on_land(b) && is_under_siege(where))
if (block_owner(b) === besieging_player(where))
disband(b)
}
}
if (game.summary.length > 0)
print_summary(owner + " disbanded sieges:")
else
game.summary = null
}
function need_winter_supply_check() {
for (let town = first_town; town <= last_town; ++town) {
if (town === game.winter_campaign)
continue
if (is_friendly_town(town) && !is_within_castle_limit(town))
return true
}
return false
}
function goto_winter_supply() {
game.active = FRANKS
if (need_winter_supply_check()) {
game.state = 'winter_supply'
game.summary = []
} else {
game.active = SARACENS
if (need_winter_supply_check()) {
game.state = 'winter_supply'
game.summary = []
} else {
game.active = FRANKS
goto_winter_replacements()
}
}
}
states.winter_supply = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Winter Supply: Waiting for " + game.active + "."
gen_action_undo(view)
let okay_to_end = true
for (let b = 0; b <= last_block; ++b) {
if (block_owner(b) === game.active) {
if (is_block_on_land(b)) {
let where = game.location[b]
if (where === game.winter_campaign)
continue
if (!is_within_castle_limit(where)) {
gen_action(view, 'block', b)
okay_to_end = false
}
}
}
}
if (okay_to_end) {
view.prompt = "Winter Supply: Disband excess blocks \u2014 done."
gen_action(view, 'next')
} else {
view.prompt = "Winter Supply: Disband excess blocks."
}
},
block: function (who) {
push_undo()
disband(who)
},
next: function () {
clear_undo()
if (game.summary.length > 0)
print_summary(game.active + " disbanded:")
if (game.active === FRANKS) {
game.active = SARACENS
game.summary = []
} else {
game.active = FRANKS
goto_winter_replacements()
}
},
undo: pop_undo
}
// WINTER REPLACEMENTS
function goto_winter_replacements() {
game.rp = {}
for (let town = first_town; town <= last_town; ++town)
if (is_under_siege(town))
game.rp[town] = 0
else
game.rp[town] = castle_limit(town)
game.summary = []
game.state = 'winter_replacements'
}
function replacement_cost(where) {
let region = TOWNS[where].region
if (KINGDOMS[region] === game.active)
return 1
return 2
}
states.winter_replacements = {
prompt: function (view, current) {
if (is_inactive_player(current))
return view.prompt = "Winter Replacements: Waiting for " + game.active + "."
view.prompt = "Winter Replacements: Distribute replacement points."
gen_action_undo(view)
let okay_to_end = true
for (let b = 0; b <= last_block; ++b) {
if (block_owner(b) === game.active && is_block_on_land(b)) {
let where = game.location[b]
let cost = replacement_cost(where)
if (is_friendly_town(where) && game.rp[where] >= cost) {
if (game.steps[b] < block_max_steps(b)) {
gen_action(view, 'block', b)
okay_to_end = false
}
}
}
}
if (okay_to_end) {
view.prompt = "Winter Replacements: Distribute replacement points \u2014 done."
gen_action(view, 'next')
} else {
view.prompt = "Winter Replacements: Distribute replacement points."
}
},
block: function (who) {
push_undo()
let where = game.location[who]
let cost = replacement_cost(where)
game.summary.push([where])
game.steps[who] ++
game.rp[where] -= cost
},
next: function () {
clear_undo()
end_winter_replacements()
},
undo: pop_undo
}
function end_winter_replacements() {
print_summary(active_adjective() + " replacements:")
if (game.active === FRANKS) {
game.active = SARACENS
game.summary = []
} else {
goto_year_end()
}
}
function goto_year_end() {
if (game.year === 1192) {
game.state = 'game_over'
let f_vp = count_victory_points(FRANKS)
let s_vp = count_victory_points(SARACENS)
if (f_vp > s_vp) {
game.result = FRANKS
game.victory = "Franks won!"
} else if (f_vp < s_vp) {
game.victory = "Saracens won!"
game.result = SARACENS
} else {
game.victory = "The game ended in a draw."
game.result = "Draw"
}
log("")
log(game.victory)
return
}
// Return eliminated blocks to pool.
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === DEAD)
game.location[b] = block_pool(b)
game.year ++
start_year()
}
// GAME OVER
states.game_over = {
prompt: function (view) {
view.prompt = game.victory
}
}
// SETUP
function setup_game() {
reset_blocks()
game.year = 1187
game.turn = 0
for (let b = 0; b <= last_block; ++b) {
if (block_owner(b) === FRANKS) {
switch (block_type(b)) {
case 'pilgrims':
deploy(b, block_pool(b))
break
case 'crusaders':
deploy(b, block_pool(b))
break
default:
deploy(b, block_home(b))
break
}
}
if (block_owner(b) === SARACENS) {
if (block_type(b) === 'emirs')
deploy(b, block_home(b))
if (block_type(b) === 'nomads')
deploy(b, block_pool(b))
}
}
deploy(ASSASSINS, MASYAF)
goto_frank_deployment()
}
// VIEW
function make_battle_view() {
let battle = {
FR: [], FC: [], FF: [],
SR: [], SC: [], SF: [],
FCS: (game.castle_owner === FRANKS) ? castle_limit(game.where) : 0,
SCS: (game.castle_owner === SARACENS) ? castle_limit(game.where) : 0,
storming: game.storming,
sallying: game.sallying,
halfhit: game.halfhit,
flash: game.flash,
round: game.combat_round,
show_castle: game.show_castle,
show_field: game.show_field,
town: game.where,
}
if (is_under_siege(game.where) && !is_contested_battle_field(game.where))
battle.title = enemy(game.castle_owner) + " besiege " + town_name(game.where)
else
battle.title = game.attacker[game.where] + " attack " + town_name(game.where)
if (game.combat_round === 0)
battle.title += " \u2014 Combat Deployment"
else
battle.title += " \u2014 Round " + game.combat_round + " of 3"
if (game.where === game.jihad)
battle.title += " \u2014 Jihad!"
function fill_cell(cell, owner, fn) {
for (let b = 0; b <= last_block; ++b)
if (game.location[b] === game.where & block_owner(b) === owner && fn(b))
cell.push(b)
}
fill_cell(battle.FR, FRANKS, b => is_reserve(b))
fill_cell(battle.FC, FRANKS, b => is_block_in_castle(b))
fill_cell(battle.FF, FRANKS, b => is_block_in_field(b) && !set_has(game.storming, b))
fill_cell(battle.FF, SARACENS, b => is_block_in_field(b) && set_has(game.storming, b))
fill_cell(battle.SF, FRANKS, b => is_block_in_field(b) && set_has(game.storming, b))
fill_cell(battle.SF, SARACENS, b => is_block_in_field(b) && !set_has(game.storming, b))
fill_cell(battle.SC, SARACENS, b => is_block_in_castle(b))
fill_cell(battle.SR, SARACENS, b => is_reserve(b))
return battle
}
exports.setup = function (seed, scenario, options) {
game = {
seed: seed,
log: [],
undo: [],
active: null,
moves: 0,
who: NOBODY,
where: NOWHERE,
show_cards: false,
s_hand: [],
f_hand: [],
s_card: 0,
f_card: 0,
location: [],
steps: [],
attacker: {},
road_limit: [],
last_used: [],
castle: [],
main_road: [],
moved: [],
reserves1: [],
reserves2: [],
}
// Old RNG for ancient replays
if (options.rng)
game.rng = options.rng
log(".h1 Crusader Rex")
log("")
if (options && options.iron_bridge) {
game.iron_bridge = 1
log("Iron Bridge:\nThe road between Antioch and Harim has a move limit of 3.")
log("")
}
if (options && options.immediate)
game.immediate = 1
setup_game()
return game
}
exports.action = function (state, current, action, arg) {
game = state
let S = states[game.state]
if (action in S)
S[action](arg, current)
else
throw new Error("Invalid action: " + action)
return game
}
function make_siege_view() {
let list = {}
for (let town = first_town; town <= last_town; ++town)
if (is_under_siege(town))
list[town] = besieging_player(town)
return list
}
function observer_hand() {
let hand = []
hand.length = Math.max(game.s_hand.length, game.f_hand.length)
hand.fill(0)
return hand
}
exports.dont_snap = function(state) {
if (state.state === "play_card" && state.active !== BOTH)
return true
return false
}
exports.view = function(state, current) {
game = state
let view = {
log: game.log,
year: game.year,
turn: game.turn,
active: game.active,
p1: game.p1,
f_vp: count_victory_points(FRANKS),
s_vp: count_victory_points(SARACENS),
f_card: (game.show_cards || current === FRANKS) ? game.f_card : 0,
s_card: (game.show_cards || current === SARACENS) ? game.s_card : 0,
hand: (current === FRANKS) ? game.f_hand : (current === SARACENS) ? game.s_hand : observer_hand(),
who: (game.active === current) ? game.who : NOBODY,
location: game.location,
castle: game.castle,
steps: game.steps,
moved: game.moved,
sieges: make_siege_view(),
last_used: game.last_used,
road_limit: game.road_limit,
battle: null,
prompt: null,
}
if (game.jihad && game.jihad !== game.p1)
view.jihad = game.jihad
if (game.winter_campaign && game.winter_campaign !== game.p1 && game.winter_campaign !== game.p2)
view.winter_campaign = game.winter_campaign
if (game.main_road && game.main_road.length > 0) {
view.main_road = []
for (let i = 0; i < game.main_road.length; i += 2)
if (game.main_road[i+1] !== ENGLAND)
set_add(view.main_road, road_id(game.main_road[i+0], game.main_road[i+1]))
}
states[game.state].prompt(view, current)
if (states[game.state].show_battle)
view.battle = make_battle_view()
return view
}
// === COMMON LIBRARY ===
// remove item at index (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
return array
}
// insert item at index (faster than splice)
function array_insert(array, index, item) {
for (let i = array.length; i > index; --i)
array[i] = array[i - 1]
array[index] = item
return array
}
function 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
}
function set_clear(set) {
set.length = 0
}
function set_has(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return true
}
return false
}
function set_add(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return set
}
return array_insert(set, a, item)
}
function set_delete(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return array_remove(set, m)
}
return set
}
function set_toggle(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return array_remove(set, m)
}
return array_insert(set, a, item)
}
function 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)
}
// 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
}
}
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
}
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