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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 } = require('./data');
const FRANKS = "Franks";
const SARACENS = "Saracens";
const ASSASSINS = "Assassins";
const OBSERVER = "Observer";
const BOTH = "Both";
const DEAD = "Dead";
const F_POOL = "FP";
const S_POOL = "SP";
const SEA = "Sea";
const ENGLAND = "England";
const FRANCE = "France";
const GERMANIA = "Germania";
const TYRE = "Tyre";
const TRIPOLI = "Tripoli";
const ALEPPO = "Aleppo";
const ANTIOCH = "Antioch";
const ST_SIMEON = "St. Simeon";
const DAMASCUS = "Damascus";
const MASYAF = "Masyaf";
const SALADIN = "Saladin";
const INTRIGUE = 3;
const WINTER_CAMPAIGN = 6;
const ENGLISH_CRUSADERS = [ "Richard", "Robert", "Crossbows" ];
const GERMAN_CRUSADERS = [ "Barbarossa", "Frederik", "Leopold" ];
const FRENCH_CRUSADERS = [ "Philippe", "Hugues", "Fileps" ];
const SALADIN_FAMILY = [ "Saladin", "Al Adil", "Al Aziz", "Al Afdal", "Al Zahir" ];
const GERMAN_ROADS = [ ST_SIMEON, ANTIOCH, ALEPPO ];
const KINGDOMS = {
Syria: SARACENS,
Antioch: FRANKS,
Tripoli: FRANKS,
Jerusalem: FRANKS,
Egypt: SARACENS,
};
const VICTORY_TOWNS = [
"Aleppo", "Damascus", "Egypt",
"Antioch", "Tripoli", "Acre", "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";
// Only used by UI layer for layout. remove from game logic.
delete TOWNS[DEAD];
delete TOWNS[F_POOL];
delete TOWNS[S_POOL];
delete TOWNS[SEA];
let states = {};
let game = null;
function random(n) {
return Math.floor(((game.seed = game.seed * 48271 % 0x7fffffff) / 0x7fffffff) * n);
}
function log(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) {
let n = 0;
function print_move(last) {
return "\n" + n + " " + last.join(" \u2192 ");
}
if (!skip_if_empty || game.summary.length > 0) {
game.summary.sort();
let last = game.summary[0];
for (let entry of game.summary) {
if (entry.toString() !== last.toString()) {
text += print_move(last);
n = 0;
}
++n;
last = entry;
}
if (n > 0)
text += print_move(last);
else
text += "\nnothing.";
log(text);
}
delete game.summary;
}
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 clear_undo() {
game.undo = [];
}
function push_undo() {
game.undo.push(JSON.stringify(game, (k,v) => {
if (k === 'undo') return 0;
if (k === 'log') return v.length;
return v;
}));
}
function pop_undo() {
let undo = game.undo;
let save_log = game.log;
game = JSON.parse(undo.pop());
game.undo = undo;
save_log.length = game.log;
game.log = save_log;
}
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] = true;
}
}
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 in BLOCKS)
if (game.location[b] === where)
list.push(b);
if (list.length === 0)
return null;
return list[random(list.length)];
}
function select_random_enemy_block(where) {
let list = [];
for (let b in BLOCKS)
if (game.location[b] === where && block_owner(b) === enemy(game.active))
list.push(b);
if (list.length === 0)
return null;
return list[random(list.length)];
}
function block_name(who) {
if (BLOCKS[who].type === 'nomads')
return BLOCKS[who].name;
return who;
}
function block_type(who) {
return BLOCKS[who].type;
}
function block_home(who) {
let home = BLOCKS[who].home;
if (home === "Normandy") return "England";
if (home === "Aquitaine") return "England";
if (home === "Bourgogne") return "France";
if (home === "Flanders") return "France";
return home;
}
function list_seats(who) {
switch (block_type(who)) {
case 'nomads':
return [ block_home(who) ];
case 'turcopoles':
who = "Turcopoles";
break;
case 'military_orders':
who = BLOCKS[who].name;
break;
}
if (is_saladin_family(who))
who = SALADIN;
if (who === "Raymond (Tiberias)" || who === "Raymond (Tripoli)")
who = "Raymond";
let list = [];
for (let town in SHIELDS)
if (SHIELDS[town].includes(who))
list.push(town);
return list;
}
function is_home_seat(where, who) {
if (is_saladin_family(who))
who = SALADIN;
switch (block_type(who)) {
case 'nomads':
return where === block_home(who);
case 'turcopoles':
who = "Turcopoles";
break;
case 'military_orders':
who = BLOCKS[who].name;
break;
}
if (who === "Raymond (Tiberias)" || who === "Raymond (Tripoli)")
who = "Raymond";
if (SHIELDS[where] && SHIELDS[where].includes(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].combat[0];
}
function block_fire_power(who) {
return BLOCKS[who].combat[1] | 0;
}
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 + "/" + b : b + "/" + a;
}
function road_was_last_used_by_enemy(from, to) {
return game.last_used[road_id(from, to)] === enemy(game.active);
}
function road_was_last_used_by_friendly(from, to) {
return game.last_used[road_id(from, to)] === game.active;
}
function road_type(a, b) {
return ROADS[road_id(a,b)];
}
function road_limit(a, b) {
return game.road_limit[road_id(a,b)] || 0;
}
function reset_road_limits() {
game.road_limit = {};
}
function count_player(p, where) {
let count = 0;
for (let b in BLOCKS)
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 in BLOCKS)
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 in BLOCKS)
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 in BLOCKS)
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 in BLOCKS)
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 in BLOCKS)
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 in BLOCKS)
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 in BLOCKS)
if (game.location[b] === where && game.castle.includes(b))
++n;
return n;
}
function count_enemy_in_field_and_reserve(where) {
let n = 0;
for (let b in BLOCKS)
if (block_owner(b) !== game.active)
if (game.location[b] === where && !game.castle.includes(b))
++n;
return n;
}
function count_reserves(where) {
let n = 0;
for (let b in BLOCKS)
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 game.reserves1.includes(who) || game.reserves2.includes(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 game.storming.includes(who);
}
function is_siege_defender(who) {
return is_block_in_castle_in(who, game.where);
}
function is_siege_combatant(who) {
return game.storming.includes(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 game.castle.includes(b);
}
function is_block_in_castle_in(b, town) {
return game.location[b] === town && game.castle.includes(b);
}
function besieged_player(where) {
for (let b in BLOCKS)
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) &&
!game.moved[who];
}
function can_activate_for_sea_move(who) {
return block_owner(who) === game.active &&
is_block_on_map(who) &&
!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 in BLOCKS)
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
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 (game.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 (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 (TOWNS[n2].exits.includes(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 (TOWNS[n1].exits.includes(muster))
if (can_block_use_road_to_muster(n1, muster))
return true;
}
}
return false;
}
function can_block_muster_with_1_move(n0, muster) {
if (TOWNS[n0].exits.includes(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, null);
}
return false;
}
function can_muster_to(muster) {
for (let b in BLOCKS)
if (can_block_muster(b, muster))
return true;
return false;
}
function can_muster_anywhere() {
for (let where in TOWNS)
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 in " + where + ".");
for (let b in BLOCKS)
if (is_block_in_castle_in(b, where))
remove_from_array(game.castle, b);
}
}
function lift_all_sieges() {
for (let t in TOWNS)
lift_siege(t);
}
function reset_blocks() {
for (let b in BLOCKS) {
game.location[b] = null;
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] = null; // permanently eliminated
else
game.location[who] = DEAD; // into to the pool next year
game.steps[who] = block_max_steps(who);
}
function eliminate_block(who) {
remove_from_array(game.castle, who);
if (game.sallying) remove_from_array(game.sallying, who);
if (game.storming) remove_from_array(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] = null; // 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 in TOWNS)
if (!is_within_castle_limit(town))
errors.push(town);
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 in BLOCKS) {
if (block_owner(b) === game.active && is_block_on_land(b))
if (list_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 " + game.who + " to " + join(list_seats(game.who), "or") + ".";
gen_action_undo(view);
gen_action(view, 'block', game.who);
let from = game.location[game.who];
for (let town of list_seats(game.who))
if (town !== from)
gen_action(view, 'town', town);
},
town: function (where) {
game.location[game.who] = where;
game.who = null;
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 = null;
},
next: function () {
clear_undo();
game.who = null;
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("Start 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("Start 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 = {};
game.reserves1 = [];
game.reserves2 = [];
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.";
gen_action(view, 'undo');
} 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.";
gen_action(view, 'undo');
} 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("Start " + 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;
}
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 in BLOCKS) {
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 " + 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 " + 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 = null;
game.where = null;
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) + " in " + 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 in TOWNS)
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;
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 in BLOCKS) {
if (is_block_on_land(b) && block_owner(b) === game.active && !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;
game.moved[who] = 1;
},
next: function () {
clear_undo();
print_summary(game.active + " used Manna:");
game.moved = {};
end_player_turn();
},
undo: pop_undo
}
// MOVE PHASE
function queue_attack(who, round) {
if (round === 1)
return ATTACK_MARK;
if (round === 2) {
game.reserves1.push(who);
return RESERVE_MARK_1;
}
if (round === 3) {
game.reserves2.push(who);
return RESERVE_MARK_2;
}
}
function move_block(who, from, to) {
game.location[who] = to;
game.road_limit[road_id(from, to)] = road_limit(from, to) + 1;
game.distance ++;
if (is_contested_field(to)) {
game.last_used[road_id(from, to)] = 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;
game.main_road[to] = from;
return queue_attack(who, 1 + relief_delay);
} else {
// Attacker main attack or reinforcements
if (game.attacker[to] === game.active) {
if (game.main_road[to] !== from)
return queue_attack(who, 2 + relief_delay);
return queue_attack(who, 1 + relief_delay);
}
// Defender reinforcements
if (!game.main_road[to])
game.main_road[to] = from;
if (game.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 = null;
game.where = null;
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 in BLOCKS) {
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');
for (let b in BLOCKS)
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 = null;
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) {
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 in BLOCKS)
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 " + 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 in BLOCKS)
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 = null;
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) {
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() {
if (game.distance > 0)
game.moved[game.who] = 1;
log_move_end();
game.who = null;
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;
game.moved[game.who] = 1;
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 = null;
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;
game.moved[game.who] = 1;
lift_siege(from);
remove_from_array(game.castle, game.who);
if (besieged_player(to) === game.active && is_more_room_in_castle(to)) {
// Move into besieged fortified port
game.castle.push(game.who);
log(game.active + " sea moved:\n" + from + " \u2192 " + to + " castle.");
} else if (!is_friendly_port(to)) {
// English Crusaders attack!
game.attacker[to] = FRANKS;
game.main_road[to] = "England";
log(game.active + " sea moved:\n" + from + " \u2192 " + to + ATTACK_MARK + ".");
} else {
// Normal move.
log(game.active + " sea moved:\n" + from + " \u2192 " + to + ".");
}
game.who = null;
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 in TOWNS) {
// 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 " + game.where + ".";
view.muster = game.where;
gen_action_undo(view);
gen_action(view, 'end_muster');
for (let b in BLOCKS)
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 = null;
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 " + 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];
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 " + 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 " + 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.moved[game.who] = 1;
game.who = null;
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 in TOWNS)
if (is_friendly_field(town) && is_under_siege(town))
gen_action(view, 'town', town);
},
town: function (where) {
log(game.active + " winter campaigned in " + where + ".");
game.winter_campaign = where;
game.state = 'move_phase';
},
undo: pop_undo
}
// COMBAT PHASE
function goto_combat_phase() {
if (is_winter()) {
game.moved = {};
return end_game_turn();
}
game.combat_list = [];
for (let where in TOWNS)
if (is_contested_town(where))
game.combat_list.push(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) {
remove_from_array(game.combat_list, where);
game.where = where;
start_combat();
},
}
function start_combat() {
game.flash = "";
log("");
log("Battle in " + game.where);
game.combat_round = 0;
game.halfhit = null;
game.storming = [];
game.sallying = [];
game.show_castle = 0;
game.show_field = 0;
if (is_castle_town(game.where)) {
if (!is_under_siege(game.where)) {
log("~ 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 = null;
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 in BLOCKS) {
if (block_owner(b) === game.active && !is_reserve(b)) {
if (game.location[b] === game.where && !game.castle.includes(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();
game.castle.push(who);
},
block: function (who) {
push_undo();
game.castle.push(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 in BLOCKS) {
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();
print_summary(game.active + " regrouped:", true);
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...
remove_from_array(game.reserves1, game.who);
remove_from_array(game.reserves2, game.who);
let from = game.where;
game.summary.push([from, to]);
move_block(game.who, game.where, to);
game.who = null;
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 in BLOCKS) {
if (game.location[b] === game.where) {
if (reserves.includes(b)) {
if (block_owner(b) === FRANKS)
++f;
else
++s;
remove_from_array(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 in BLOCKS) {
if (game.location[b] === where) {
remove_from_array(game.reserves1, b);
remove_from_array(game.reserves2, b);
}
}
}
function reset_moved_for_combat() {
for (let b in game.moved) game.moved[b] = 0;
for (let b of game.reserves1) game.moved[b] = 1;
for (let b of game.reserves2) game.moved[b] = 1;
}
function goto_combat_round(new_combat_round) {
game.combat_round = new_combat_round;
game.summary = [];
let was_contested = is_contested_battle_field();
// 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("~ 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 = null;
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 in BLOCKS) {
if (block_owner(b) === game.active && !is_reserve(b)) {
if (game.location[b] === game.where && !game.storming.includes(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();
game.storming.push(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 in BLOCKS) {
if (block_owner(b) === game.active && !is_reserve(b) && is_block_in_castle(b)) {
if (game.location[b] === game.where && !game.sallying.includes(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();
remove_from_array(game.castle, who);
game.sallying.push(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)
game.castle.push(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 = null;
game.storming.length = 0;
if (is_contested_field(game.where)) {
log("~ 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 in BLOCKS) {
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 in BLOCKS)
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 = null;
game.state = 'retreat';
},
eliminate: function () {
eliminate_block(game.who);
game.who = null;
game.state = 'retreat';
},
block: pop_undo,
undo: pop_undo
}
// SIEGE ATTRITION
function goto_siege_attrition() {
log("~ Siege Attrition ~");
game.active = besieged_player(game.where);
game.state = 'siege_attrition';
game.attrition_list = [];
for (let b in BLOCKS)
if (is_block_in_castle_in(b, game.where))
game.attrition_list.push(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 " + 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] + ".");
}
remove_from_array(game.attrition_list, who);
resume_siege_attrition();
}
}
// FIELD AND SIEGE BATTLE HELPERS
function filter_battle_blocks(ci, is_candidate) {
let output = null;
for (let b in BLOCKS) {
if (is_candidate(b) && !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) {
game.active = active;
return true;
}
return false;
}
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;
}
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;
}
game.active = game.attacker[game.where];
if (is_friendly_field(game.where)) {
print_retreat_summary();
log("Field battle won by " + game.active + ".");
game.show_field = 0;
return goto_regroup();
}
if (is_enemy_field(game.where)) {
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()) {
print_retreat_summary();
log("Attacking main force was eliminated.");
return next_combat_round();
}
if (is_friendly_battle_field()) {
print_retreat_summary();
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
if (!is_under_siege(game.where))
game.castle_owner = game.active;
return next_combat_round();
}
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 (game.sallying.includes(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);
}
},
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() {
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 = null;
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 = null;
log("Storming repulsed.");
return next_combat_round();
}
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 (game.storming.includes(b))
gen_action(view, 'retreat', b);
}
},
block: siege_fire_with_block,
fire: siege_fire_with_block,
retreat: siege_withdraw_with_block,
}
// FIELD BATTLE HITS
function goto_field_battle_hits() {
game.active = enemy(game.active);
game.battle_list = list_field_victims();
if (game.battle_list.length === 0)
resume_field_battle();
else
game.state = 'field_battle_hits';
}
function list_field_victims() {
let max = 0;
for (let b in BLOCKS)
if (block_owner(b) === game.active && is_field_combatant(b) && game.steps[b] > max)
max = game.steps[b];
let list = [];
for (let b in BLOCKS)
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)
resume_field_battle();
else
game.flash += " " + game.hits + (game.hits === 1 ? " hit left." : " hits left.");
}
}
// SIEGE BATTLE HITS
function goto_siege_battle_hits() {
game.active = enemy(game.active);
game.battle_list = list_siege_victims();
if (game.battle_list.length === 0)
resume_siege_battle();
else
game.state = 'siege_battle_hits';
}
function list_siege_victims() {
if (game.halfhit && block_owner(game.halfhit) === game.active)
return [ game.halfhit ];
let max = 0;
for (let b in BLOCKS)
if (block_owner(b) === game.active && is_siege_combatant(b) && game.steps[b] > max)
max = game.steps[b];
let list = [];
for (let b in BLOCKS)
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 = null;
} 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) {
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) {
game.hits = 0;
let fire = block_fire_power(b, game.where) + is_charge;
let rolls = [];
let steps = game.steps[b];
let name = block_name(b) + " " + BLOCKS[b].combat;
let self = 0;
for (let i = 0; i < steps; ++i) {
let die = roll_d6();
if (die <= fire) {
rolls.push(DIE_HIT[die]);
++game.hits;
} else {
if (is_charge && die === 6) {
rolls.push(DIE_SELF);
++self;
} else {
rolls.push(DIE_MISS[die]);
}
}
}
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.";
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);
}
log(active[0] + ": " + name + " " + verb + " " + rolls.join("") + ".");
}
function field_fire_with_block(b) {
game.moved[b] = 1;
roll_attack(game.active, b, "fired", 0);
if (game.hits > 0) {
goto_field_battle_hits();
} else {
resume_field_battle();
}
}
function siege_fire_with_block(b) {
game.moved[b] = 1;
roll_attack(game.active, b, "fired", 0);
if (game.hits > 0) {
goto_siege_battle_hits();
} else {
resume_siege_battle();
}
}
function charge_with_block(b) {
game.moved[b] = 1;
roll_attack(game.active, b, "charged", 1);
if (game.hits > 0) {
goto_field_battle_hits();
} else {
resume_field_battle();
}
}
function field_withdraw_with_block(b) {
game.flash = b + " withdrew.";
log(game.active[0] + ": " + game.flash);
game.moved[b] = 1;
remove_from_array(game.sallying, b);
game.castle.push(b);
resume_field_battle();
}
function siege_withdraw_with_block(b) {
game.flash = b + " withdrew.";
log(game.active[0] + ": " + game.flash);
game.moved[b] = 1;
remove_from_array(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 (game.hits > 0) {
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 = null;
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 = null;
resume_field_battle();
},
block: function () {
game.who = null;
resume_field_battle();
},
undo: function () {
game.who = null;
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)
end_draw_phase();
} else {
game.who = select_random_block(S_POOL);
if (!game.who)
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 in TOWNS) {
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 " + BLOCKS[game.who].name + " at full strength in "
+ list_seats(game.who).join(", ") + " or at strength 1 in any friendly town.";
for (let town in TOWNS) {
if (town === ENGLAND || town === FRANCE || town === GERMANIA)
continue;
// FAQ claims besieger controls town for draw purposes
if (is_friendly_field(town)) {
gen_action(view, 'town', town);
can_place = true;
}
}
break;
}
if (!can_place)
gen_action(view, 'next');
},
town: function (where) {
let type = block_type(game.who);
log(game.active + " placed drawn block in " + 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))
game.castle.push(game.who);
}
game.who = null;
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("Start 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 in " + 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 in BLOCKS)
if (is_block_in_castle_in(b, game.where))
game.attrition_list.push(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 " + 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] + ".");
}
remove_from_array(game.attrition_list, who);
resume_winter_siege_attrition();
}
}
function goto_winter_2() {
game.where = null;
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 in BLOCKS) {
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 in TOWNS) {
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 in BLOCKS) {
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 in TOWNS)
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 in BLOCKS) {
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 = null;
}
log("");
log(game.victory);
return;
}
// Return eliminated blocks to pool.
for (let b in BLOCKS)
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 in BLOCKS) {
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));
}
if (block_owner(b) === ASSASSINS) {
deploy(b, block_home(b));
}
}
goto_frank_deployment();
}
// VIEW
function make_battle_view() {
let is_storming = game.storming.length > 0 && game.state !== 'declare_storm';
let is_sallying = game.sallying.length > 0 && game.state !== 'declare_sally';
let is_field_battle = game.is_field_battle;
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 " + game.where;
else
battle.title = game.attacker[game.where] + " attack " + 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 in BLOCKS)
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) && !game.storming.includes(b));
fill_cell(battle.FF, SARACENS, b => is_block_in_field(b) && game.storming.includes(b));
fill_cell(battle.SF, FRANKS, b => is_block_in_field(b) && game.storming.includes(b));
fill_cell(battle.SF, SARACENS, b => is_block_in_field(b) && !game.storming.includes(b));
fill_cell(battle.SC, SARACENS, b => is_block_in_castle(b));
fill_cell(battle.SR, SARACENS, b => is_reserve(b));
return battle;
}
exports.ready = function (scenario, options, players) {
return players.length === 2;
}
exports.setup = function (seed, scenario, options) {
game = {
seed: seed,
s_hand: [],
f_hand: [],
s_card: 0,
f_card: 0,
attacker: {},
road_limit: {},
last_used: {},
location: {},
castle: [],
log: [],
main_road: {},
moved: {},
moves: 0,
prompt: null,
reserves1: [],
reserves2: [],
show_cards: false,
steps: {},
who: null,
where: null,
undo: [],
}
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("");
}
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;
}
exports.resign = function (state, current) {
game = state;
if (game.state !== 'game_over') {
log("");
log(current + " resigned.");
game.active = "None";
game.state = 'game_over';
game.victory = current + " resigned.";
game.result = enemy(current);
}
return game;
}
function make_siege_view() {
let list = {};
for (let t in TOWNS)
if (is_under_siege(t))
list[t] = besieging_player(t);
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.is_checkpoint = (a, b) => a.turn !== b.turn;
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 : null,
location: game.location,
castle: game.castle,
steps: game.steps,
moved: game.moved,
sieges: make_siege_view(),
battle: null,
prompt: null,
actions: 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;
states[game.state].prompt(view, current);
if (states[game.state].show_battle)
view.battle = make_battle_view();
return view;
}
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