"use strict" // TODO: final score summary at game end (FWC rules) const R_FREDERICK = "Frederick" const R_ELISABETH = "Elisabeth" const R_MARIA_THERESA = "Maria Theresa" const R_POMPADOUR = "Pompadour" const SCENARIO_INDEX = { "4P": 4, "3P": 3, "The War in the West": 1, "The Austrian Theatre": 2, "TEST": 4 } const ROLE_NAME_1 = [ R_FREDERICK, R_POMPADOUR, ] const ROLE_NAME_2 = [ R_FREDERICK, R_MARIA_THERESA, ] const ROLE_NAME_3 = [ R_FREDERICK, R_ELISABETH, R_MARIA_THERESA, ] const ROLE_NAME_4 = [ R_FREDERICK, R_ELISABETH, R_MARIA_THERESA, R_POMPADOUR, ] exports.roles = function (scenario, _options) { let n = SCENARIO_INDEX[scenario] switch (n) { case 1: return ROLE_NAME_1 case 2: return ROLE_NAME_2 case 3: return ROLE_NAME_3 case 4: return ROLE_NAME_4 } return [ "Nobody" ] } exports.scenarios = Object.keys(SCENARIO_INDEX) /* DATA */ var game var view var states = {} const data = require("./data") function find_city(city) { let n = data.cities.name.length let x = -1 for (let c = 0; c < n; ++c) { if (data.cities.name[c] === city) { if (x < 0) x = c else throw "TWO CITIES: " + city } } if (x < 0) throw "CITY NOT FOUND: " + city return x } function find_city_list(names) { let list = [] for (let n of names) set_add(list, find_city(n)) return list } const deck_name = [ "brown", "blue", "green", "red", "gray" ] const suit_name = [ "\u2660", "\u2663", "\u2665", "\u2666", "R" ] const P_PRUSSIA = 0 const P_HANOVER = 1 const P_RUSSIA = 2 const P_SWEDEN = 3 const P_AUSTRIA = 4 const P_IMPERIAL = 5 const P_FRANCE = 6 const POWER_NAME = [ "Prussia", "Hanover", "Russia", "Sweden", "Austria", "Imperial Army", "France" ] const SPADES = 0 const CLUBS = 1 const HEARTS = 2 const DIAMONDS = 3 const RESERVE = 4 // Strokes of Fate cards const FC_POEMS = 13 const FC_LORD_BUTE = 14 const FC_ELISABETH = 15 const FC_SWEDEN = 16 const FC_INDIA = 17 const FC_AMERICA = 18 const ELIMINATED = data.cities.name.length const REMOVED = ELIMINATED + 1 const max_power_troops_4 = [ 32, 12, 16, 4, 30, 6, 20 ] function max_power_troops(pow) { if (game.scenario === 1 && pow === P_PRUSSIA) return 3 if (game.scenario === 2 && pow === P_PRUSSIA) return 24 let max = max_power_troops_4[pow] let n = 0 for (let p of all_power_generals[pow]) if (game.pos[p] < REMOVED) n += 8 return Math.min(n, max) } const all_powers = [ 0, 1, 2, 3, 4, 5, 6 ] const all_home_or_depot_cities = [ data.country.Prussia, data.country.Hanover, find_city_list([ "Sierpc", "Warszawa" ]), data.country.Sweden, data.country.Austria, set_union(data.country.Empire, data.country.Saxony), find_city_list([ "Hildburghausen" ]), find_city_list([ "Koblenz", "Gemünden" ]), ] const all_power_depots = [ find_city_list([ "Berlin" ]), find_city_list([ "Stade" ]), find_city_list([ "Sierpc", "Warszawa" ]), find_city_list([ "Stralsund" ]), find_city_list([ "Tabor", "Brünn" ]), find_city_list([ "Hildburghausen" ]), find_city_list([ "Koblenz", "Gemünden" ]), ] const COORDINATE_LINE_5 = 935 const MUNSTER_Y = data.cities.y[find_city("Munster")] const HALLE = find_city("Halle") const KUSTRIN = find_city("Küstrin") const all_power_re_entry_cities = [ data.sectors.spades_berlin, data.sectors.diamonds_stade.filter(s => data.cities.y[s] < MUNSTER_Y), data.sectors.spades_warszawa, data.country.Sweden, set_intersect(data.sectors.diamonds_brunn, data.country.Austria), data.sectors.spades_south_of_hildburghausen, data.sectors.hearts_south_of_koblenz, ] const all_power_generals = [ /* P */ [ 0, 1, 2, 3, 4, 5, 6, 7 ], /* H */ [ 8, 9 ], /* R */ [ 10, 11, 12, 13 ], /* S */ [ 14 ], /* A */ [ 15, 16, 17, 18, 19 ], /* I */ [ 20 ], /* F */ [ 21, 22, 23 ], ] const piece_name = [ "Friedrich", "Winterfeldt", "Heinrich", "Schwerin", "Keith", "Seydlitz", "Dohna", "Lehwaldt", "Ferdinand", "Cumberland", "Saltikov", "Fermor", "Apraxin", "Tottleben", "Ehrensvärd", "Daun", "Browne", "Karl", "Laudon", "Lacy", "Hildburghausen", "Richelieu", "Soubise", "Chevert", "supply train", "supply train", "supply train", "supply train", "supply train", "supply train", "supply train", "supply train", "supply train", "supply train", "supply train", ] const GEN_FRIEDRICH = 0 const GEN_WINTERFELDT = 1 const GEN_HEINRICH = 2 const GEN_SCHWERIN = 3 const GEN_KEITH = 4 const GEN_SEYDLITZ = 5 const GEN_DOHNA = 6 const GEN_LEHWALDT = 7 const GEN_FERDINAND = 8 const GEN_CUMBERLAND = 9 const GEN_SALTIKOV = 10 const GEN_FERMOR = 11 const GEN_APRAXIN = 12 const GEN_TOTTLEBEN = 13 const GEN_EHRENSVAERD = 14 const GEN_DAUN = 15 const GEN_BROWNE = 16 const GEN_KARL = 17 const GEN_LAUDON = 18 const GEN_LACY = 19 const GEN_HILDBURGHAUSEN = 20 const GEN_RICHELIEU = 21 const GEN_SOUBISE = 22 const GEN_CHEVERT = 23 const all_power_generals_rev = all_power_generals.map(list => list.slice().reverse()) const all_power_trains = [ /* P */ [ 24, 25 ], /* H */ [ 26 ], /* R */ [ 27, 28 ], /* S */ [ 29 ], /* A */ [ 30, 31 ], /* I */ [ 32 ], /* F */ [ 33, 34 ], ] const TRAIN_IA = 32 function is_general(p) { return p < 24 } const all_pieces = [ ...all_power_generals.flat(), ...all_power_trains.flat() ] const all_generals = [ ...all_power_generals.flat() ] const all_prussia_trains = [ ...all_power_trains[P_PRUSSIA], ...all_power_trains[P_HANOVER], ] const all_anti_prussia_trains = [ ...all_power_trains[P_RUSSIA], ...all_power_trains[P_SWEDEN], ...all_power_trains[P_AUSTRIA], ...all_power_trains[P_IMPERIAL], ...all_power_trains[P_FRANCE], ] const all_friendly_trains = [ all_prussia_trains, all_prussia_trains, all_anti_prussia_trains, all_anti_prussia_trains, all_anti_prussia_trains, all_anti_prussia_trains, all_anti_prussia_trains, ] const all_enemy_trains = [ all_anti_prussia_trains, all_anti_prussia_trains, all_prussia_trains, all_prussia_trains, all_prussia_trains, all_prussia_trains, all_prussia_trains, ] const all_prussia_generals = [ ...all_power_generals[P_PRUSSIA], ...all_power_generals[P_HANOVER], ] const all_anti_prussia_generals = [ ...all_power_generals[P_RUSSIA], ...all_power_generals[P_SWEDEN], ...all_power_generals[P_AUSTRIA], ...all_power_generals[P_IMPERIAL], ...all_power_generals[P_FRANCE], ] const all_enemy_generals = [ all_anti_prussia_generals, all_anti_prussia_generals, all_prussia_generals, all_prussia_generals, all_prussia_generals, all_prussia_generals, all_prussia_generals, ] function is_supply_train(p) { return p >= 24 } function to_deck(c) { return c >> 7 } function to_suit(c) { return (c >> 4) & 7 } function to_value(c) { if (to_suit(c) === RESERVE) return 10 return c & 15 } function format_card(c) { if (is_reserve(c)) return "10R" return to_value(c) + suit_name[to_suit(c)] } function is_reserve(c) { return to_suit(c) === RESERVE } function is_south_of_line_5(s) { return data.cities.y[s] > COORDINATE_LINE_5 } function is_west_of(here, there) { let dx = data.cities.x[there] - data.cities.x[here] let dy = data.cities.y[there] - data.cities.y[here] // more west than north/south return dx < 0 && Math.abs(dx) >= Math.abs(dy) } function format_cards(list) { if (list.length > 0) return list.map(format_card).join(", ") return "nothing" } function format_selected() { if (game.selected.length === 0) return "nobody" return game.selected.map(p => piece_name[p]).join(" and ") } function log_selected() { log(game.selected.map(p => "P" + p).join(" and ")) } /* OBJECTIVES */ const all_objectives = [] set_add_all(all_objectives, data.type.objective1_austria) set_add_all(all_objectives, data.type.objective2_austria) set_add_all(all_objectives, data.type.objective1_imperial) set_add_all(all_objectives, data.type.objective2_imperial) set_add_all(all_objectives, data.type.objective1_sweden) set_add_all(all_objectives, data.type.objective2_sweden) set_add_all(all_objectives, data.type.objective_france) set_add_all(all_objectives, data.type.objective_prussia) set_add_all(all_objectives, data.type.objective_russia) const protect_range = [] const protect_range_4 = [] for (let s of all_objectives) { make_protect_range(protect_range[s] = [], s, s, 3) make_protect_range(protect_range_4[s] = [], s, s, 4) } function make_protect_range(result, start, here, range) { for (let next of data.cities.adjacent[here]) { if (next !== start) set_add(result, next) if (range > 1) make_protect_range(result, start, next, range - 1) } } const primary_objective = [ [], [], [], [], [], [], [] ] const secondary_objective = [ [], [], [], [], [], [], [] ] const protect = [ [], [], [], [], [], [], [] ] for (let s of data.type.objective_prussia) set_add(primary_objective[P_PRUSSIA], s) for (let s of data.type.objective_russia) set_add(primary_objective[P_RUSSIA], s) for (let s of data.type.objective1_sweden) set_add(primary_objective[P_SWEDEN], s) for (let s of data.type.objective2_sweden) set_add(secondary_objective[P_SWEDEN], s) for (let s of data.type.objective1_austria) set_add(primary_objective[P_AUSTRIA], s) for (let s of data.type.objective2_austria) set_add(secondary_objective[P_AUSTRIA], s) for (let s of data.type.objective1_imperial) set_add(primary_objective[P_IMPERIAL], s) for (let s of data.type.objective2_imperial) set_add(secondary_objective[P_IMPERIAL], s) for (let s of data.type.objective_france) set_add(primary_objective[P_FRANCE], s) const full_objective = [ set_union(primary_objective[0], secondary_objective[0]), set_union(primary_objective[1], secondary_objective[1]), set_union(primary_objective[2], secondary_objective[2]), set_union(primary_objective[3], secondary_objective[3]), set_union(primary_objective[4], secondary_objective[4]), set_union(primary_objective[5], secondary_objective[5]), set_union(primary_objective[6], secondary_objective[6]), ] function make_protect(power, country) { for (let s of all_objectives) if (set_has(country, s)) set_add(protect[power], s) } make_protect(P_PRUSSIA, data.country.Prussia) make_protect(P_PRUSSIA, data.country.Saxony) make_protect(P_HANOVER, data.country.Hanover) make_protect(P_AUSTRIA, data.country.Austria) function is_conquest_space(pow, s) { if (pow === P_PRUSSIA && game.scenario >= 3) { if (is_offensive_option() || game.turn < 3) return set_has(primary_objective[pow], s) return false } if (has_eased_victory(pow)) return set_has(primary_objective[pow], s) return set_has(full_objective[pow], s) } function is_reconquest_space(pow, s) { return set_has(protect[pow], s) } function is_space_protected_by_piece(s, p) { if (game.fx === NEXT_TURN_PRINZ_HEINRICH_PROTECTS_OBJECTIVES_UP_TO_4_CITIES_DISTANT) if (p === GEN_HEINRICH) return set_has(protect_range_4[s], game.pos[p]) return set_has(protect_range[s], game.pos[p]) } function is_protected_from_conquest(s) { for (let pow of all_powers) { if (set_has(protect[pow], s)) { for (let p of all_power_generals[pow]) if (is_space_protected_by_piece(s, p)) return true if (pow === P_IMPERIAL && is_space_protected_by_piece(s, TRAIN_IA)) return true } } return false } function is_protected_from_reconquest(s) { for (let pow of all_powers) { if (set_has(full_objective[pow], s)) { for (let p of all_power_generals[pow]) if (is_space_protected_by_piece(s, p)) return true if (pow === P_IMPERIAL && is_space_protected_by_piece(s, TRAIN_IA)) return true } } return false } function remove_secondary_objectives(power) { for (let s of secondary_objective[power]) set_delete(game.conquest, s) } function remove_offensive_option_objectives() { for (let s of primary_objective[P_PRUSSIA]) set_delete(game.conquest, s) } /* STATE */ function tc_per_turn() { let n = 0 if (game.scenario === 1 && game.power === P_PRUSSIA) { if (set_has(game.fate, FC_LORD_BUTE) || set_has(game.fate, FC_POEMS)) return 1 return 2 } if (game.scenario === 2 && game.power === P_PRUSSIA) { n = 5 if (set_has(game.fate, FC_LORD_BUTE)) n -= 1 if (set_has(game.fate, FC_POEMS)) n -= 1 return n } switch (game.power) { case P_PRUSSIA: n = 7 if (set_has(game.fate, FC_LORD_BUTE)) n = Math.max(4, n - 2) if (set_has(game.fate, FC_POEMS)) n = Math.max(4, n - 2) break case P_HANOVER: n = 2 if (set_has(game.fate, FC_INDIA) && set_has(game.fate, FC_AMERICA)) n = 1 break case P_RUSSIA: n = 4 break case P_SWEDEN: n = 1 break case P_AUSTRIA: n = 5 if (set_has(game.fate, FC_INDIA) || set_has(game.fate, FC_AMERICA)) n = 4 break case P_IMPERIAL: n = 1 break case P_FRANCE: n = 4 if (set_has(game.fate, FC_INDIA) || set_has(game.fate, FC_AMERICA)) n = 3 break } return n } function is_offensive_option() { return !!game.oo } function has_offensive_option_failed() { // if Austria has picked up the card AND subsidy reduction event has triggered return game.oo < 0 && (set_has(game.fate, FC_POEMS) || set_has(game.fate, FC_LORD_BUTE)) } function has_power_dropped_out(pow) { if (game.scenario === 1) return pow !== P_PRUSSIA && pow !== P_HANOVER && pow !== P_FRANCE if (game.scenario === 2) return pow !== P_PRUSSIA && pow !== P_AUSTRIA && pow !== P_IMPERIAL switch (pow) { case P_RUSSIA: return has_russia_dropped_out() case P_SWEDEN: return has_sweden_dropped_out() case P_FRANCE: return has_france_dropped_out() } return false } function has_russia_dropped_out() { return set_has(game.fate, FC_ELISABETH) } function has_sweden_dropped_out() { return set_has(game.fate, FC_SWEDEN) } function has_france_dropped_out() { return set_has(game.fate, FC_INDIA) && set_has(game.fate, FC_AMERICA) } function has_imperial_army_switched_players() { return (has_russia_dropped_out() && has_sweden_dropped_out()) || has_france_dropped_out() } function did_imperial_army_switch_players_now(fc) { if (fc === FC_SWEDEN && set_has(game.fate, FC_ELISABETH)) return true if (fc === FC_ELISABETH && set_has(game.fate, FC_SWEDEN)) return true if (fc === FC_AMERICA && set_has(game.fate, FC_INDIA)) return true if (fc === FC_INDIA && set_has(game.fate, FC_AMERICA)) return true return false } function has_removed_all_pieces(pow) { for (let p of all_power_generals[pow]) if (game.pos[p] !== REMOVED) return false for (let p of all_power_trains[pow]) if (game.pos[p] !== REMOVED) return false return true } function player_from_power(pow) { let role = null if (game.scenario === 2 && pow === P_IMPERIAL) return R_MARIA_THERESA switch (pow) { case P_PRUSSIA: case P_HANOVER: role = R_FREDERICK break case P_RUSSIA: case P_SWEDEN: role = R_ELISABETH break case P_AUSTRIA: role = R_MARIA_THERESA break case P_IMPERIAL: if (has_russia_dropped_out() && has_sweden_dropped_out()) role = R_ELISABETH else if (has_france_dropped_out()) role = R_POMPADOUR else role = R_MARIA_THERESA break case P_FRANCE: role = R_POMPADOUR break } if (game.scenario === 3 && role === R_POMPADOUR) role = R_ELISABETH return role } function set_active_to_power(power) { game.power = power game.active = current_player() } function current_player() { return player_from_power(game.power) } function get_top_piece(s) { for (let p of all_pieces) if (game.pos[p] === s) return p return -1 } function get_supreme_commander(s) { for (let p of all_generals) if (game.pos[p] === s) return p return -1 } function get_stack_power(s) { for (let pow of all_powers) for (let p of all_power_generals[pow]) if (game.pos[p] === s) return pow throw "IMPOSSIBLE" } function is_space_suit(s, ranges) { for (let [a, b] of ranges) if (s >= a && s <= b) return true return false } function get_space_suit(s) { if (s >= ELIMINATED) return SPADES if (is_space_suit(s, data.suit.spades)) return SPADES if (is_space_suit(s, data.suit.clubs)) return CLUBS if (is_space_suit(s, data.suit.hearts)) return HEARTS if (is_space_suit(s, data.suit.diamonds)) return DIAMONDS throw "IMPOSSIBLE" } function count_eliminated_trains() { let n = 0 for (let p of all_power_trains[game.power]) if (game.pos[p] === ELIMINATED) ++n return n } function count_eliminated_generals() { let n = 0 for (let p of all_power_generals[game.power]) if (game.pos[p] === ELIMINATED) ++n return n } function count_used_troops() { let current = 0 for (let p of all_power_generals[game.power]) current += game.troops[p] return current } function count_unused_troops_on_map() { let n = 0 for (let p of all_power_generals[game.power]) if (game.pos[p] < ELIMINATED) n += 8 - game.troops[p] return n } function count_unused_generals() { let n = 0 for (let p of all_power_generals[game.power]) if (game.pos[p] !== REMOVED && game.troops[p] === 0) ++n return n } function has_any_piece(to) { for (let s of game.pos) if (s === to) return true return false } function has_friendly_supply_train(to) { for (let p of all_friendly_trains[game.power]) if (game.pos[p] === to) return true return false } function has_enemy_supply_train(to) { for (let p of all_enemy_trains[game.power]) if (game.pos[p] === to) return true return false } function has_enemy_general(to) { for (let p of all_enemy_generals[game.power]) if (game.pos[p] === to) return true return false } function has_enemy_piece(to) { for (let p of all_enemy_generals[game.power]) if (game.pos[p] === to) return true for (let p of all_enemy_trains[game.power]) if (game.pos[p] === to) return true return false } function has_any_other_general(to) { for (let other of all_powers) if (other !== game.power) for (let p of all_power_generals[other]) if (game.pos[p] === to) return true return false } function has_own_general(to) { for (let p of all_power_generals[game.power]) if (game.pos[p] === to) return true return false } function count_generals(to) { let n = 0 for (let p of all_generals) if (game.pos[p] === to) ++n return n } function select_stack(s) { let list = [] for (let p of all_generals) if (game.pos[p] === s) list.push(p) return list } function add_one_troop(p) { for (let x of all_power_generals[game.power]) { if (game.pos[x] === game.pos[p] && game.troops[x] < 8) { game.troops[x] ++ break } } } function remove_one_troop(p) { for (let x of all_power_generals_rev[game.power]) { if (game.pos[x] === game.pos[p] && game.troops[x] > 1) { game.troops[x] -- break } } } function retire_general(p) { // save troops if possible let s = game.pos[p] let n = game.troops[p] game.pos[p] = REMOVED game.troops[p] = 0 set_in_supply(p) if (s < ELIMINATED) { for (let p of all_power_generals[game.power]) { if (game.pos[p] === s) { let x = Math.min(n, 8 - game.troops[p]) game.troops[p] += x n -= x } } if (n > 1) log("P" + p + " retired with " + n + " troops.") else if (n === 1) log("P" + p + " retired with 1 troop.") else log("P" + p + " retired.") } else { log("P" + p + " retired.") } } function eliminate_general(p) { log(">P" + p + " eliminated") game.pos[p] = ELIMINATED game.troops[p] = 0 set_in_supply(p) } function eliminate_train(p) { log("P" + p + " eliminated.") game.pos[p] = ELIMINATED } /* SEQUENCE OF PLAY */ const POWER_FROM_ACTION_STEP = [ P_PRUSSIA, P_HANOVER, P_RUSSIA, P_SWEDEN, P_AUSTRIA, P_IMPERIAL, P_FRANCE, ] function set_active_to_current_action_step() { set_active_to_power(POWER_FROM_ACTION_STEP[game.step]) } function goto_start_turn() { game.turn += 1 game.step = 0 game.selected = null delete game.ia_lost // MARIA: politics // MARIA: hussars goto_action_stage() } function goto_action_stage() { set_active_to_current_action_step() clear_undo() if (has_power_dropped_out(game.power)) { end_action_stage() return } log("=" + game.power) goto_tactical_cards() } function end_action_stage() { clear_undo() if (check_offensive_option_victory()) return if (++game.step === 7) goto_clock_of_fate() else goto_action_stage() } /* VICTORY */ function has_conquered_all_of(list) { for (let s of list) if (!set_has(game.conquest, s)) return false return true } function has_conquered_one_of(list) { for (let s of list) if (set_has(game.conquest, s)) return true return false } function check_offensive_option_victory() { if (game.power === P_PRUSSIA && !has_offensive_option_failed()) { if (has_conquered_all_of(primary_objective[P_PRUSSIA])) { goto_game_over(R_FREDERICK, "Prussia won with offensive option.") return true } } return false } function check_power_victory(victory, city_list, power) { if (power === P_AUSTRIA && is_offensive_option()) { let n = count_captured_objectives(power) if (n >= city_list[power].length - 4 && has_conquered_one_of(data.country.Saxony)) set_add(victory, power) return } if (has_conquered_all_of(city_list[power])) set_add(victory, power) } function check_victory_list(victory) { if (victory.length > 0) { goto_game_over( victory.map(player_from_power).join(", "), victory.map(p => POWER_NAME[p]).join(" and ") + " won." ) return true } else { return false } } function check_victory() { if (game.scenario === 1) return check_victory_the_war_in_the_west() if (game.scenario === 2) return check_victory_the_austrian_theatre() return check_victory_4() } function check_victory_the_war_in_the_west() { if (has_france_dropped_out()) { goto_game_over(R_FREDERICK, "Prussia won.") return true } if (has_conquered_all_of(full_objective[P_FRANCE])) { goto_game_over(R_POMPADOUR, "France won.") return true } return false } function check_victory_the_austrian_theatre() { if (has_russia_dropped_out() && has_sweden_dropped_out() && has_france_dropped_out()) { goto_game_over(R_FREDERICK, "Prussia won.") return true } let victory = [] check_power_victory(victory, full_objective, P_AUSTRIA) check_power_victory(victory, full_objective, P_IMPERIAL) check_power_victory(victory, full_objective, P_PRUSSIA) return check_victory_list(victory) } function has_eased_victory(power) { if (power === P_SWEDEN) return has_russia_dropped_out() if (power === P_AUSTRIA) return has_imperial_army_switched_players() if (power === P_IMPERIAL) return has_imperial_army_switched_players() return false } function count_captured_objectives(pow) { let n = 0 for (let s of full_objective[pow]) if (set_has(game.conquest, s)) ++n return n } function check_victory_4() { // Prussian victory if (has_russia_dropped_out() && has_sweden_dropped_out() && has_france_dropped_out()) { goto_game_over(R_FREDERICK, "Prussia won.") return true } let victory = [] check_power_victory(victory, full_objective, P_RUSSIA) check_power_victory(victory, full_objective, P_FRANCE) if (has_russia_dropped_out()) { check_power_victory(victory, primary_objective, P_SWEDEN) } else { check_power_victory(victory, full_objective, P_SWEDEN) } if (has_imperial_army_switched_players()) { check_power_victory(victory, primary_objective, P_AUSTRIA) check_power_victory(victory, primary_objective, P_IMPERIAL) } else { check_power_victory(victory, full_objective, P_AUSTRIA) check_power_victory(victory, full_objective, P_IMPERIAL) } return check_victory_list(victory) } /* TACTICAL CARDS */ function find_largest_discard(u) { for (let i = 0; i < 5; ++i) if (u[i] <= u[0] && u[i] <= u[1] && u[i] <= u[2] && u[i] <= u[3] && u[i] <= u[4]) return i throw "OUT OF CARDS" } function next_tactics_deck() { let held = [ 0, 0, 0, 0, 0 ] // count cards in hands for (let pow of all_powers) { for (let c of game.hand[pow]) held[to_deck(c)]++ } if (game.draw) for (let c of game.draw) held[to_deck(c)]++ if (game.oo > 0) held[to_deck(game.oo)]++ // find next unused deck for (let i = 1; i < 5; ++i) { if (held[i] === 0) { game.deck = make_tactics_deck(i) shuffle_bigint(game.deck) log("Shuffled " + deck_name[i] + ".") return } } // find two largest discard piles let a = find_largest_discard(held) if (held[a] === 50) return held[a] = 100 let b = find_largest_discard(held) if (held[b] === 50) return log("Shuffled " + deck_name[a] + " and " + deck_name[b] + ".") game.deck = [ make_tactics_discard(a), make_tactics_discard(b) ].flat() shuffle_bigint(game.deck) } function draw_tc(n) { game.draw = [] let k = 0 while (n > 0) { if (game.deck.length === 0) { if (k > 0) log("Drew " + k + " TC.") k = 0 next_tactics_deck() if (game.deck.length === 0) { log("The cards ran out!") break } } set_add(game.draw, game.deck.pop()) ++k --n } if (k > 0) log("Drew " + k + " TC.") } function goto_tactical_cards() { draw_tc(tc_per_turn()) if (should_power_discard_tc() && game.draw.length > 0) game.state = "tactical_cards_discard" else game.state = "tactical_cards_show" } function should_power_discard_tc() { if (game.power === P_FRANCE && !set_has(FC_AMERICA) && !set_has(FC_INDIA)) return game.draw.length === 4 if (game.scenario === 1 && game.power === P_PRUSSIA) return game.draw.length === 2 return false } states.tactical_cards_discard = { inactive: "draw tactical cards", prompt() { view.draw = game.draw prompt("Draw " + format_cards(game.draw) + ". Discard one of them.") for (let c of game.draw) gen_action_card(c) }, card(c) { push_undo() log("Discarded 1 TC.") set_delete(game.draw, c) game.state = "tactical_cards_discard_done" }, } states.tactical_cards_discard_done = { inactive: "draw tactical cards", prompt() { view.draw = game.draw prompt("Draw " + format_cards(game.draw) + ".") view.actions.end_cards = 1 }, end_cards() { end_tactical_cards() }, } states.tactical_cards_show = { inactive: "draw tactical cards", prompt() { view.draw = game.draw prompt("Draw " + format_cards(game.draw) + ".") view.actions.end_cards = 1 }, end_cards() { end_tactical_cards() }, } function end_tactical_cards() { for (let c of game.draw) set_add(game.hand[game.power], c) delete game.draw if (game.scenario >= 3 && game.turn === 3 && game.power === P_PRUSSIA) { goto_declare_offensive_option() return } // MARIA: supply is before movement goto_movement() } /* TRANSFER TROOPS */ function count_stacked_take() { let n = 0 for (let p of game.selected) n += 8 - game.troops[p] return n } function count_unstacked_take() { let here = game.pos[game.selected[0]] let n = 0 for (let p of all_power_generals[game.power]) if (game.pos[p] === here && !set_has(game.selected, p)) n += 8 - game.troops[p] return n } function count_stacked_give() { let n = 0 for (let p of game.selected) n += game.troops[p] - 1 return n } function count_unstacked_give() { let here = game.pos[game.selected[0]] let n = 0 for (let p of all_power_generals[game.power]) if (game.pos[p] === here && !set_has(game.selected, p)) n += game.troops[p] - 1 return n } function take_troops(total) { let here = game.pos[game.selected[0]] let n = total for (let p of game.selected) { let x = Math.max(0, Math.min(n, 8 - game.troops[p])) game.troops[p] += x n -= x } n = total for (let p of all_power_generals_rev[game.power]) { if (game.pos[p] === here && !set_has(game.selected, p)) { let x = Math.max(0, Math.min(n, game.troops[p] - 1)) game.troops[p] -= x n -= x } } } function give_troops(total) { let here = game.pos[game.selected[0]] let n = total for (let p of all_power_generals[game.power]) { if (game.pos[p] === here && !set_has(game.selected, p)) { let x = Math.max(0, Math.min(n, 8 - game.troops[p])) game.troops[p] += x n -= x } } n = total for (let p of game.selected) { let x = Math.max(0, Math.min(n, game.troops[p] - 1)) game.troops[p] -= x n -= x } } /* MOVEMENT */ function movement_range() { if (game.fx === NEXT_TURN_SALTIKOV_MAY_MOVE_ONLY_2_CITIES && set_has(game.selected, GEN_SALTIKOV)) return 2 if (game.fx === NEXT_TURN_DAUN_MAY_MOVE_ONLY_2_CITIES && set_has(game.selected, GEN_DAUN)) return 2 if (game.fx === NEXT_TURN_RICHELIEU_MAY_MOVE_2_CITIES_ONLY && set_has(game.selected, GEN_RICHELIEU)) return 2 if (game.fx === NEXT_TURN_FRIEDRICH_MAY_MOVE_4_CITIES_EVEN_AS_A_STACK && set_has(game.selected, GEN_FRIEDRICH)) return 4 return 3 } function goto_movement() { game.state = "movement" set_clear(game.moved) log_br() game.move_conq = [] game.move_reconq = [] if (game.fx === NEXT_TURN_IF_FERMOR_STARTS_HIS_MOVE_IN_KUSTRIN_OR_IN_AN_ADJACENT_CITY_HE_MAY_NOT_MOVE) { if (game.power === P_RUSSIA && set_has(data.cities.adjacent[KUSTRIN], game.pos[GEN_FERMOR])) { set_add(game.moved, GEN_FERMOR) } } } function is_supreme_commander(p) { let s = game.pos[p] for (let other of all_generals) if (game.pos[other] === s) return other === p return false } function can_train_move_anywhere(p) { let from = game.pos[p] for (let to of data.cities.adjacent[from]) if (can_move_train_to(to)) return true return false } function can_general_move_anywhere(p) { let from = game.pos[p] for (let to of data.cities.adjacent[from]) if (can_move_general_in_theory(p, to)) return true return false } states.movement = { inactive: "move", prompt() { let done_generals = true let done_trains = true for (let p of all_power_generals[game.power]) { if (!set_has(game.moved, p) && game.pos[p] < ELIMINATED) { if (can_general_move_anywhere(p)) { gen_action_supreme_commander(game.pos[p]) done_generals = false } } } for (let p of all_power_trains[game.power]) { if (!set_has(game.moved, p) && game.pos[p] < ELIMINATED) { if (can_train_move_anywhere(p)) { gen_action_piece(p) done_trains = false } } } if (done_trains && done_generals) prompt("Movement done.") else if (done_generals && !done_trains) prompt("Move your supply trains.") else if (!done_generals && done_trains) prompt("Move your generals.") else prompt("Move your generals and supply trains.") if (done_trains && done_generals) view.actions.end_movement = 1 else // TODO view.actions.confirm_end_movement = 1 view.actions.end_movement = 1 }, piece(p) { push_undo() let here = game.pos[p] if (is_general(p)) { game.selected = [] for (let other of all_power_generals[game.power]) if (other >= p && game.pos[other] === here && !set_has(game.moved, other)) game.selected.push(other) } else { game.selected = [ p ] } game.count = 0 if (data.cities.major_roads[here].length > 0) game.major = 1 else game.major = 0 if (is_supply_train(p)) game.state = "move_supply_train" else game.state = "move_general" }, confirm_end_movement() { this.end_movement() }, end_movement() { push_undo() if (game.moved.length === 0) log("Nothing moved.") set_clear(game.moved) log_conquest(game.move_conq, game.move_reconq) delete game.move_conq delete game.move_reconq goto_recruit() }, } function format_move(max) { let n = max - game.count if (game.major) return ` up to ${n} cities (${n+1} on main roads).` return ` up to ${n} cities.` } function forbid_stopping_at(from) { switch (game.fx) { case NEXT_TURN_SOUBISE_AND_HILDBURGHAUSEN_MAY_NOT_ATTACK_WITH_THE_SAME_TC_SYMBOL: return set_has(game.selected, GEN_SOUBISE) && game.ia_attack === get_space_suit(from) && is_attack_position(from) case NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE: return set_has(data.cities.adjacent[HALLE], from) && has_enemy_general(HALLE) case NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return set_has(game.selected, GEN_CUMBERLAND) && is_attack_position(from) case NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return set_has(game.selected, GEN_SOUBISE) && is_attack_position(from) case NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return set_has(game.selected, GEN_FRIEDRICH) && is_attack_position(from) } return false } function forbid_capture(s) { switch (game.fx) { case NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return set_has(game.selected, GEN_CUMBERLAND) case NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return set_has(game.selected, GEN_SOUBISE) case NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return set_has(game.selected, GEN_FRIEDRICH) case NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE: return s === HALLE } return false } function forbid_capture_by(p, s) { switch (game.fx) { case NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return p === GEN_CUMBERLAND case NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return p === GEN_SOUBISE case NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION: return p === GEN_FRIEDRICH case NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE: return s === HALLE } return false } function can_move_train_to(to) { return !has_any_piece(to) } function can_move_general_in_theory(p, to) { if (has_friendly_supply_train(to)) return false if (has_any_other_general(to)) return false if (has_enemy_supply_train(to) && forbid_capture_by(p, to)) return false if (count_generals(to) >= 3) return false return true } function can_move_general_to(to) { if (has_friendly_supply_train(to)) return false if (has_any_other_general(to)) return false if (has_enemy_supply_train(to) && forbid_capture(to)) return false if (game.selected.length + count_generals(to) > 3) return false if (forbid_stopping_at(to)) { let from = game.pos[game.selected[0]] if (!can_continue_general_from(to)) return false if (game.major && set_has(data.cities.major_roads[from], to)) return game.count < movement_range() return game.count < movement_range() - 1 } return true } function can_continue_general_from(from) { if (has_enemy_supply_train(from)) return false if (has_own_general(from)) return false return true } function move_general_to(to) { let pow = game.power let who = game.selected[0] let from = game.pos[who] let stop = false for (let p of game.selected) { set_add(game.moved, p) game.pos[p] = to } // uniting stacks (turn all oos if one is oos) let oos = false for (let p of all_power_generals[game.power]) if (game.pos[p] === to && is_out_of_supply(p)) oos = true if (oos) for (let p of all_power_generals[game.power]) if (game.pos[p] === to) set_out_of_supply(p) // conquer space if (is_conquest_space(pow, from) && !set_has(game.conquest, from)) { if (is_protected_from_conquest(from)) { set_add(game.retro, from) } else { game.move_conq.push(from) set_add(game.conquest, from) } } // re-conquer space if (is_reconquest_space(pow, from) && set_has(game.conquest, from)) { if (is_protected_from_reconquest(from)) { set_add(game.retro, from) } else { game.move_reconq.push(from) set_delete(game.conquest, from) } } // eliminate supply train for (let p of all_enemy_trains[pow]) { if (game.pos[p] === to) { eliminate_train(p) stop = true } } // uniting stacks: flag all as moved and stop moving for (let p of all_power_generals[pow]) { if (game.pos[p] === to && !set_has(game.selected, p)) { set_add(game.moved, p) stop = true } } return stop } function move_general_immediately(to) { for (let p of game.selected) game.pos[p] = to // uniting stacks (turn all oos if one is oos) let oos = false for (let p of all_power_generals[game.power]) if (game.pos[p] === to && is_out_of_supply(p)) oos = true if (oos) for (let p of all_power_generals[game.power]) if (game.pos[p] === to) set_out_of_supply(p) // eliminate supply train for (let p of all_enemy_trains[game.power]) { if (game.pos[p] === to) { eliminate_train(p) } } } states.move_supply_train = { inactive: "move", prompt() { prompt("Move supply train" + format_move(2)) view.selected = game.selected let who = game.selected[0] let here = game.pos[who] if (game.count < 2 + game.major) for (let next of data.cities.major_roads[here]) if (!has_any_piece(next)) gen_action_space(next) if (game.count < 2) for (let next of data.cities.roads[here]) if (!has_any_piece(next)) gen_action_space(next) if (game.count > 0) gen_action_piece(who) view.actions.stop = 1 }, piece(_) { this.stop() }, stop() { end_move_piece() }, space(to) { let who = game.selected[0] let from = game.pos[who] if (game.count === 0) { log_selected() log(">from S" + from) } log(">to S" + to) if (!set_has(data.cities.major_roads[from], to)) game.major = 0 set_add(game.moved, who) game.pos[who] = to if (++game.count === 2 + game.major) end_move_piece() }, } states.move_general = { inactive: "move", prompt() { prompt("Move " + format_selected() + format_move(movement_range())) view.selected = game.selected let who = game.selected[0] let here = game.pos[who] if (game.count === 0) { if (game.fx === NEXT_TURN_CHEVERT_MAY_NOT_UNSTACK && game.pos[GEN_CHEVERT] === here) { view.prompt += " Chevert may not unstack." if (count_generals(here) === 3) { // two options: leave alone, or leave with chevert // to leave with chevert, detach non-chevert // to leave alone, detach non-chevert, then detach chevert if (game.selected.length === 3) { for (let p of game.selected) { if (p !== GEN_CHEVERT) { gen_action_piece(p) gen_action_detach(p) } } } if (game.selected.length === 2) { gen_action_piece(GEN_CHEVERT) gen_action_detach(GEN_CHEVERT) } } } else { if (game.selected.length > 1) { for (let p of game.selected) { gen_action_piece(p) gen_action_detach(p) } } } let s_take = count_stacked_take() let s_give = count_stacked_give() let u_take = count_unstacked_take() let u_give = count_unstacked_give() if (s_take > 0 && u_give > 0) view.actions.take = 1 if (s_give > 0 && u_take > 0) view.actions.give = 1 if (forbid_stopping_at(here)) { view.actions.stop = 0 } else { view.actions.stop = 1 } } else { if (forbid_stopping_at(here)) { view.actions.stop = 0 } else { gen_action_piece(who) view.actions.stop = 1 } } if (game.count < movement_range() + game.major) for (let next of data.cities.major_roads[here]) if (can_move_general_to(next)) gen_action_space_or_piece(next) if (game.count < movement_range()) for (let next of data.cities.roads[here]) if (can_move_general_to(next)) gen_action_space_or_piece(next) }, take() { game.state = "move_take" }, give() { game.state = "move_give" }, detach(p) { set_delete(game.selected, p) }, piece(p) { if (game.count === 0) { if (set_has(game.selected, p)) set_delete(game.selected, p) else this.space(game.pos[p]) } else { if (p === game.selected[0]) this.stop() else this.space(game.pos[p]) } }, stop() { for (let p of game.selected) set_add(game.moved, p) end_move_piece() }, space(to) { let who = game.selected[0] let from = game.pos[who] if (game.count === 0) { log_selected() log(">from S" + from) } log(">to S" + to) if (!set_has(data.cities.major_roads[from], to)) game.major = 0 if (move_general_to(to) || ++game.count === movement_range() + game.major) end_move_piece() }, } states.move_take = { inactive: "move", prompt() { prompt("Transfer troops to " + format_selected() + ".") view.selected = game.selected let take = count_stacked_take() let give = count_unstacked_give() let n = Math.min(take, give) view.actions.value = [] for (let i = 1; i <= n; ++i) view.actions.value.push(i) }, value(v) { take_troops(v) if (game.state === "laudon_take") game.state = "austria_may_move_laudon_by_one_city_immediately" else game.state = "move_general" }, } states.move_give = { inactive: "move", prompt() { prompt("Transfer troops from " + format_selected() + ".") view.selected = game.selected let take = count_unstacked_take() let give = count_stacked_give() let n = Math.min(take, give) view.actions.value = [] for (let i = 1; i <= n; ++i) view.actions.value.push(i) }, value(v) { give_troops(v) if (game.state === "laudon_give") game.state = "austria_may_move_laudon_by_one_city_immediately" else game.state = "move_general" }, } function end_move_piece() { game.selected = null game.state = "movement" } /* RECRUITMENT */ function troop_cost() { if (game.recruit.re_enter < ELIMINATED) return 8 return 6 } function sum_card_values(list) { let n = 0 for (let c of list) n += to_value(c) return n } function find_largest_card(list) { for (let v = 13; v >= 2; --v) { for (let c of list) if (to_value(c) === v) return c } throw "NO CARDS FOUND IN LIST" } function spend_recruit_cost() { let spend = troop_cost() if (game.count > 0) { if (spend < game.count) { game.count -= spend spend = 0 } else { spend -= game.count game.count = 0 } } while (spend > 0) { let c = find_largest_card(game.recruit.pool) let v = to_value(c) set_delete(game.recruit.pool, c) set_add(game.recruit.used, c) if (v > spend) { game.count = v - spend spend = 0 } else { spend -= v } } } function has_available_depot() { for (let s of all_power_depots[game.power]) // TODO: also allied other player's pieces? if (!has_enemy_piece(s)) return true return false } function can_re_enter_general(to) { if (has_friendly_supply_train(to)) return false if (has_any_other_general(to)) return false if (1 + count_generals(to) > 3) return false return true } function can_re_enter_supply_train(s) { return !has_any_piece(s) } function goto_recruit() { game.count = 0 if (!can_recruit_anything_in_theory()) { end_recruit() return } game.recruit = { pool: [], used: [], pieces: [], re_enter: ELIMINATED, troops: 0, } // if all depots have enemy pieces, choose ONE city in given sector and COST is 8 if (has_available_depot()) game.state = "recruit" else game.state = "re_enter_choose_city" } states.re_enter_choose_city = { inactive: "recruit", prompt() { prompt("Choose city to re-enter troops.") for (let s of all_power_re_entry_cities[game.power]) if (!has_enemy_piece(s)) gen_action_space(s) }, space(s) { push_undo() game.recruit.re_enter = s game.state = "recruit" }, } function has_re_entry_space(p) { let can_re_enter_at = is_general(p) ? can_re_enter_general : can_re_enter_supply_train if (game.recruit.re_enter < ELIMINATED) return can_re_enter_at(game.recruit.re_enter) for (let s of all_power_depots[game.power]) if (can_re_enter_at(s)) return true return false } function is_attack_position(s) { for (let p of all_enemy_generals[game.power]) if (set_has(data.cities.adjacent[s], game.pos[p])) return true return false } function can_recruit_anything_in_theory() { let unused_everywhere = max_power_troops(game.power) - count_used_troops() return unused_everywhere > 0 || count_eliminated_trains() > 0 } function can_recruit_anything() { let unused_everywhere = max_power_troops(game.power) - count_used_troops() let elim_trains = count_eliminated_trains() let elim_generals = count_eliminated_generals() let unused_on_map = count_unused_troops_on_map() // can reinforce on-map generals if (unused_everywhere > 0 && unused_on_map > 0) return true // can re-enter eliminated generals if (unused_everywhere > 0 && elim_generals > 0 && has_re_entry_space()) return true // can re-enter eliminated supply trains if (elim_trains > 0 && has_re_entry_space()) return true return false } states.recruit = { inactive: "recruit", prompt() { let cost = troop_cost() let n_troops = count_used_troops() let av_troops = max_power_troops(game.power) - n_troops let av_trains = count_eliminated_trains() let possible = can_recruit_anything() let str if (av_trains > 0 && av_troops > 0) str = `Recruit supply trains and up to ${av_troops} troops for ${cost} each` else if (av_troops > 0) str = `Recruit up to ${av_troops} troops for ${cost} each` else if (av_trains > 0) str = `Recruit supply trains for ${cost} each` else str = "Nothing to recruit" let paid = game.count + sum_card_values(game.recruit.pool) if (paid > 1) str += " \u2014 " + paid + " points." else if (paid === 1) str += " \u2014 1 point." else str += "." prompt(str) view.draw = game.recruit.pool if (possible && paid / cost < av_troops + av_trains) { for (let c of game.hand[game.power]) gen_action_card(c) } if (paid >= cost) { if (av_troops > 0) { for (let p of all_power_generals[game.power]) { if (game.troops[p] > 0 && game.troops[p] < 8) { let s = game.pos[p] if (game.fx === NEXT_TURN_FRIEDRICH_MAY_NOT_RECEIVE_ANY_NEW_TROOPS) if (get_supreme_commander(s) === GEN_FRIEDRICH) continue if (game.fx === NEXT_TURN_EVERY_PRUSSIAN_GENERAL_WHO_RECEIVES_NEW_TROOPS_MAY_NOT_MOVE_INTO_ATTACK_POSITION) if (game.power === P_PRUSSIA && is_attack_position(s)) continue gen_action_supreme_commander(s) } else if (game.pos[p] === ELIMINATED && has_re_entry_space(p)) gen_action_piece(p) } } if (av_trains > 0) { for (let p of all_power_trains[game.power]) { if (game.pos[p] === ELIMINATED && has_re_entry_space(p)) gen_action_piece(p) } } } if (paid < cost || !possible) view.actions.end_recruit = 1 }, card(c) { push_undo() set_delete(game.hand[game.power], c) set_add(game.recruit.pool, c) }, piece(p) { push_undo() spend_recruit_cost() if (game.pos[p] === ELIMINATED) { game.selected = [ p ] game.state = "re_enter" } else { game.recruit.troops += 1 add_one_troop(p) } }, end_recruit() { push_undo() end_recruit() }, } function end_recruit() { if (game.recruit) { if (game.recruit.used.length > 0) { log_br() log("Recruited") log(">" + game.recruit.used.map(format_card).join(", ")) map_for_each(game.recruit.pieces, (p,s) => { log(">P" + p + " at S" + s) }) if (game.recruit.troops) log(">" + game.recruit.troops + " troops") } // put back into hand unused cards for (let c of game.recruit.pool) set_add(game.hand[game.power], c) delete game.recruit } goto_combat() } states.re_enter = { inactive: "recruit", prompt() { prompt("Re-enter " + format_selected() + ".") view.selected = game.selected let p = game.selected[0] let can_re_enter_at = is_general(p) ? can_re_enter_general : can_re_enter_supply_train if (game.recruit.re_enter < ELIMINATED) { if (can_re_enter_at(game.recruit.re_enter)) gen_action_space(game.recruit.re_enter) } else { for (let s of all_power_depots[game.power]) if (can_re_enter_at(s)) gen_action_space(s) } }, space(s) { let p = game.selected[0] game.pos[p] = s map_set(game.recruit.pieces, p, s) if (is_general(p)) { game.recruit.troops += 1 game.troops[p] = 1 } game.selected = null game.state = "recruit" }, } /* COMBAT (CHOOSE TARGETS) */ function goto_combat() { let from = [] let to = [] for (let p of all_power_generals[game.power]) if (game.pos[p] < ELIMINATED) set_add(from, game.pos[p]) for (let p of all_enemy_generals[game.power]) if (game.pos[p] < ELIMINATED) set_add(to, game.pos[p]) game.combat = [] for (let a of from) { for (let b of to) { if (set_has(data.cities.adjacent[a], b)) { game.combat.push(a) game.combat.push(b) } } } if (game.fx === NEXT_TURN_ANY_PRUSSIANS_WHO_ARE_ATTACKED_BY_DAUN_MAY_MOVE_TO_ANY_EMPTY_ADJACENT_CITY) { if (are_prussians_attacked_by_daun()) { set_active_to_power(P_PRUSSIA) game.state = "prussians_who_are_attacked_by_daun_may_move" return } } if (game.combat.length > 0) game.state = "combat" else goto_retroactive_conquest() } function next_combat() { clear_undo() set_active_to_current_action_step() game.count = 0 delete game.attacker delete game.defender if (game.combat.length > 0) game.state = "combat" else // TODO: a bit abrupt, but saves time if // game.state = "combat_done" goto_retroactive_conquest() } states.combat = { inactive: "attack", prompt() { prompt("Resolve your attacks.") for (let i = 0; i < game.combat.length; i += 2) gen_action_supreme_commander(game.combat[i]) }, piece(p) { push_undo() game.attacker = game.pos[p] game.state = "combat_target" }, } // TODO: unused for now states.combat_done = { inactive: "attack", prompt() { prompt("Combat done.") view.actions.end_combat = 1 }, end_combat() { goto_retroactive_conquest() }, } states.combat_target = { inactive: "attack", prompt() { prompt("Choose enemy stack to attack.") for (let i = 0; i < game.combat.length; i += 2) if (game.combat[i] === game.attacker) gen_action_supreme_commander(game.combat[i+1]) }, piece(p) { clear_undo() game.defender = game.pos[p] for (let i = 0; i < game.combat.length; i += 2) { if (game.combat[i] === game.attacker && game.combat[i+1] === game.defender) { array_remove_pair(game.combat, i) break } } goto_resolve_combat() }, } function goto_resolve_combat() { let a_troops = 0 let d_troops = 0 for (let p of all_generals) { if (game.pos[p] === game.attacker) a_troops += game.troops[p] if (game.pos[p] === game.defender) d_troops += game.troops[p] } log_br() game.count = a_troops - d_troops let a = get_supreme_commander(game.attacker) let d = get_supreme_commander(game.defender) //log(`P${a} at S${game.attacker} with ${a_troops} troops attacked P${d} at S${game.defender} with ${d_troops} troops at ${signed_number(game.count)}.`) log("!") log(`>P${a} at S${game.attacker}`) log(`>P${d} at S${game.defender}`) log(`>Troops ${a_troops} - ${d_troops} = ${game.count}`) if (game.count <= 0) { set_active_attacker() game.state = "combat_attack" } else { set_active_defender() game.state = "combat_defend" } } function end_resolve_combat() { if (must_reach_positive_score()) clear_fate_effect() if (game.fx === NEXT_TURN_SOUBISE_AND_HILDBURGHAUSEN_MAY_NOT_ATTACK_WITH_THE_SAME_TC_SYMBOL) if (get_supreme_commander(game.attacker) === GEN_HILDBURGHAUSEN) game.ia_attack = get_space_suit(game.attacker) if (game.count === 0) { log(">Tied") next_combat() } else if (game.count > 0) { if (get_supreme_commander(game.defender) == GEN_HILDBURGHAUSEN) game.ia_lost = 1 game.vg = get_supreme_commander(game.attacker) game.selected = select_stack(game.defender) goto_retreat() } else { if (get_supreme_commander(game.attacker) == GEN_HILDBURGHAUSEN) game.ia_lost = 1 game.vg = get_supreme_commander(game.defender) game.selected = select_stack(game.attacker) goto_retreat() } } /* COMBAT (CARD PLAY) */ function format_combat_stack(s) { let p = get_supreme_commander(s) return suit_name[get_space_suit(s)] + " " + piece_name[p] } function signed_number(v) { if (v > 0) return "+" + v if (v < 0) return "\u2212" + (-v) return "0" } function format_combat(value) { let a = format_combat_stack(game.attacker) let d = format_combat_stack(game.defender) let s = signed_number(value) let p = POWER_NAME[game.power] return `${a} vs ${d}. ${p} is at ${s}` } function inactive_attack() { return "combat " + format_combat(game.count) } function inactive_defend() { return "combat " + format_combat(-game.count) } function prompt_combat(value, extra = null) { let text = "Combat " + format_combat(value) + "." if (extra) text += " " + extra prompt(text) } function set_active_attacker() { set_active_to_power(get_stack_power(game.attacker)) } function set_active_defender() { set_active_to_power(get_stack_power(game.defender)) } function resume_combat_attack() { if (game.count === 0 && !can_and_must_reach_positive_score(game.attacker)) game.state = "combat_attack_swap" else if (game.count > 0) game.state = "combat_attack_swap" else game.state = "combat_attack" } function resume_combat_defend() { if (game.count === 0 && !can_and_must_reach_positive_score(game.defender)) game.state = "combat_defend_swap" else if (game.count < 0) game.state = "combat_defend_swap" else game.state = "combat_defend" } function can_and_must_reach_positive_score(from) { if (must_reach_positive_score()) { let target = Math.abs(game.count) let suit = get_space_suit(from) let n = 0 for (let c of game.hand[game.power]) { let c_suit = to_suit(c) if (c_suit === suit) n += to_value(c) else if (c_suit === RESERVE) n += 10 } return n - target > 0 } return false } function gen_play_card(suit) { let score = Math.abs(game.count) let has_suit = false let has_card = false for (let c of game.hand[game.power]) { let c_suit = to_suit(c) if (c_suit === suit) { let v = to_value(c) if (v >= 10 && forbid_play_value_10_or_more()) continue has_suit = true has_card = true gen_action_card(c) } else if (c_suit === RESERVE) { has_card = true gen_action_card(c) } } // cannot pass if at 0 (and can play) if (score === 0 && has_suit) view.actions.pass = 0 // cannot pass if must reach positive score (and can play) else if (score > 0 && must_reach_positive_score() && has_card) view.actions.pass = 0 else view.actions.pass = 1 } function gen_play_reserve() { view.actions.value = [] if (must_reach_positive_score()) { let n = Math.abs(game.count) for (let i = n + 1; i < 10; ++i) view.actions.value.push(i) view.actions.value.push(10) } else if (fate_card_zero()) { view.actions.value.push(0) } else { let bonus = fate_card_bonus(0, 0) let max = 10 if (forbid_play_value_10_or_more()) max = 9 for (let i = 1; i <= max; ++i) view.actions.value.push(i + bonus) } } function fate_card_zero() { if (game.fx === NEXT_TURN_IF_FRIEDRICH_IS_ATTACKED_THE_FIRST_TC_PLAYED_BY_PRUSSIA_IS_WORTH_NOTHING_0_POINTS) if (game.power === P_PRUSSIA && game.pos[GEN_FRIEDRICH] === game.defender) return true return false } function fate_card_bonus(c) { if (game.fx === NEXT_TURN_THE_FIRST_TC_PLAYED_BY_FRANCE_IS_WORTH_AN_ADDITIONAL_POINT) if (game.power === P_FRANCE) return 1 if (game.fx === NEXT_TURN_IF_FRIEDRICH_ATTACKS_HIS_FIRST_TC_IS_WORTH_5_ADDITIONAL_POINTS) if (game.power === P_PRUSSIA && game.pos[GEN_FRIEDRICH] === game.attacker) return 5 if (game.fx === NEXT_TURN_PRUSSIA_MAY_PLAY_THE_11_OF_SPADES_ONCE_AT_DOUBLE_VALUE) if (game.power === P_PRUSSIA && to_suit(c) === SPADES && to_value(c) === 11) return 11 return 0 } function play_card(c, sign) { if (fate_card_zero()) { let score = signed_number(sign * game.count) log(`>${POWER_NAME[game.power]} ${format_card(c)} for 0 = ${score}`) clear_fate_effect() return } let bonus = fate_card_bonus(c) if (sign < 0) game.count -= to_value(c) + bonus else game.count += to_value(c) + bonus let score = signed_number(sign * game.count) if (bonus > 0) log(`>${POWER_NAME[game.power]} ${format_card(c)} + ${bonus} = ${score}`) else log(`>${POWER_NAME[game.power]} ${format_card(c)} = ${score}`) if (bonus > 0) clear_fate_effect() } function play_reserve(v, sign) { if (fate_card_zero()) { let score = signed_number(sign * game.count) log(`>${POWER_NAME[game.power]} 0R = ${score}`) clear_fate_effect() return } let bonus = fate_card_bonus(0) if (sign < 0) game.count -= v else game.count += v let score = signed_number(sign * game.count) if (bonus > 0) log(`>${POWER_NAME[game.power]} ${v-bonus}R + ${bonus} = ${score}`) else log(`>${POWER_NAME[game.power]} ${v}R = ${score}`) if (bonus > 0) clear_fate_effect() } function play_combat_card(c, sign, resume, next_state) { push_undo() array_remove_item(game.hand[game.power], c) if (is_reserve(c)) { game.state = next_state } else { play_card(c, sign) resume() } } states.combat_attack = { inactive: inactive_attack, prompt() { prompt_combat(game.count) gen_play_card(get_space_suit(game.attacker)) }, card(c) { play_combat_card(c, +1, resume_combat_attack, "combat_attack_reserve") }, pass() { clear_undo() end_resolve_combat() }, } states.combat_defend = { inactive: inactive_defend, prompt() { prompt_combat(-game.count) gen_play_card(get_space_suit(game.defender)) }, card(c) { play_combat_card(c, -1, resume_combat_defend, "combat_defend_reserve") }, pass() { clear_undo() end_resolve_combat() }, } states.combat_attack_reserve = { inactive: inactive_attack, prompt() { prompt_combat(game.count, "Choose value.") gen_play_reserve() }, value(v) { play_reserve(v, +1) resume_combat_attack() }, } states.combat_defend_reserve = { inactive: inactive_defend, prompt() { prompt_combat(-game.count, "Choose value.") gen_play_reserve() }, value(v) { play_reserve(v, -1) resume_combat_defend() }, } states.combat_attack_swap = { inactive: inactive_attack, prompt() { prompt_combat(game.count) view.actions.next = 1 }, next() { clear_undo() set_active_defender() game.state = "combat_defend" }, } states.combat_defend_swap = { inactive: inactive_defend, prompt() { prompt_combat(-game.count) view.actions.next = 1 }, next() { clear_undo() set_active_attacker() game.state = "combat_attack" }, } /* RETREAT */ function get_winner() { return game.count > 0 ? game.attacker : game.defender } function get_loser() { return game.count < 0 ? game.attacker : game.defender } function set_active_winner() { if (game.count > 0) set_active_attacker() else set_active_defender() } function set_active_loser() { if (game.count > 0) set_active_defender() else set_active_attacker() } function remove_stack_from_combat(s) { for (let i = game.combat.length - 2; i >= 0; i -= 2) if (game.combat[i] === s || game.combat[i + 1] === s) array_remove_pair(game.combat, i) } function goto_retreat() { let lost = Math.abs(game.count) let hits = lost let loser = get_loser() let loser_power = get_stack_power(loser) let winner_power = get_stack_power(get_winner()) // no more fighting for the loser remove_stack_from_combat(loser) // apply hits for (let i = game.selected.length - 1; i >= 0 && hits > 0; --i) { let p = game.selected[i] while (game.troops[p] > 1 && hits > 0) { --game.troops[p] --hits } } for (let i = game.selected.length - 1; i >= 0 && hits > 0; --i) { let p = game.selected[i] while (game.troops[p] > 0 && hits > 0) { --game.troops[p] --hits } } log(POWER_NAME[loser_power] + " lost " + (lost-hits) + " troops.") // OO and Prussia loses vs Austria with at least -3 if (game.oo > 0 && loser_power === P_PRUSSIA && winner_power === P_AUSTRIA && lost >= 3) { set_active_to_power(P_AUSTRIA) game.state = "pick_up_oo_card_after_retreat" return } resume_retreat() } function resume_retreat() { // eliminate generals with no more hits for (let p of game.selected) { if (game.troops[p] === 0) { game.state = "retreat_eliminate_hits" return } } // retreat remaining generals if (game.selected.length > 0) { game.retreat = search_retreat(get_loser(), get_winner(), Math.abs(game.count)) if (game.retreat.length > 0) { // victor chooses retreat destination set_active_winner() game.state = "retreat" } else { // eliminate if there are no retreat possibilities delete game.retreat game.state = "retreat_eliminate_trapped" } return } // no retreat if generals wiped out next_combat() } states.retreat_eliminate_hits = { inactive: "retreat loser", prompt() { prompt("Eliminate generals without troops.") // remove eliminated generals for (let p of game.selected) if (game.troops[p] === 0) gen_action_piece(p) }, piece(p) { eliminate_general(p) set_delete(game.selected, p) resume_retreat() }, } states.retreat_eliminate_trapped = { inactive: "retreat loser", prompt() { prompt("Eliminate " + format_selected() + " without a retreat path.") for (let p of game.selected) gen_action_piece(p) }, piece(_) { log("Trapped") for (let p of game.selected) eliminate_general(p) next_combat() }, } // search distances from winner within retreat range function search_retreat_distance(from, range) { let seen = [ from, 0 ] let queue = [ from << 4 ] while (queue.length > 0) { let item = queue.shift() let here = item >> 4 let dist = (item & 15) + 1 for (let next of data.cities.adjacent[here]) { if (map_has(seen, next)) continue if (dist <= range) { map_set(seen, next, dist) queue.push((next << 4) | dist) } } } return seen } // search all possible retreat paths of given length function search_retreat_possible_dfs(result, seen, here, range) { for (let next of data.cities.adjacent[here]) { if (seen.includes(next)) continue if (has_any_piece(next)) continue if (range === 1) { set_add(result, next) } else { seen.push(next) search_retreat_possible_dfs(result, seen, next, range - 1) seen.pop() } } } function search_retreat_possible(from, range) { let result = [] search_retreat_possible_dfs(result, [from], from, range) return result } function search_retreat(loser, winner, range) { let distance = search_retreat_distance(winner, range + 1) let possible = search_retreat_possible(loser, range) let max = 0 for (let s of possible) { let d = map_get(distance, s, -1) if (d > max) max = d } let result = [] for (let s of possible) if (map_get(distance, s, -1) === max) result.push(s) return result } states.retreat = { inactive: "retreat loser", prompt() { prompt("Retreat " + format_selected() + " " + Math.abs(game.count) + " cities.") view.selected = game.selected for (let s of game.retreat) gen_action_space(s) }, space(to) { push_undo() log("Retreated to S" + to + ".") for (let p of game.selected) game.pos[p] = to delete game.retreat game.state = "retreat_done" }, } states.retreat_done = { inactive: "retreat loser", prompt() { prompt("Retreat done.") view.actions.next = 1 }, next() { next_combat() }, } /* RETRO-ACTIVE CONQUEST */ function log_conquest(conq, reconq) { if (conq.length > 0 || reconq.length > 0) { log_br() if (conq.length > 0) { log("Conquered") for (let s of conq) log(">S" + s) } if (reconq.length > 0) { log("Reconquered") for (let s of reconq) log(">S" + s) } } } function goto_retroactive_conquest() { delete game.combat let conq = [] let reconq = [] for (let s of game.retro) { if (is_conquest_space(game.power, s)) { if (!is_protected_from_conquest(s)) { set_add(game.conquest, s) conq.push(s) } } if (is_reconquest_space(game.power, s)) { if (!is_protected_from_reconquest(s)) { set_delete(game.conquest, s) reconq.push(s) } } } log_conquest(conq, reconq) set_clear(game.retro) // MARIA: supply is before movement goto_supply() } /* SUPPLY */ function search_supply_bfs(from, range) { let seen = [ from ] let queue = [ from << 4 ] while (queue.length > 0) { let item = queue.shift() let here = item >> 4 let dist = (item & 15) + 1 for (let next of data.cities.adjacent[here]) { if (set_has(seen, next)) continue if (has_enemy_piece(next)) continue set_add(seen, next) if (dist < range) queue.push((next << 4) | dist) } } return seen } function search_supply(range) { for (let p of all_power_trains[game.power]) { let here = game.pos[p] if (here >= ELIMINATED) continue if (!game.supply) game.supply = search_supply_bfs(here, range) else set_add_all(game.supply, search_supply_bfs(here, range)) } } function is_out_of_supply(p) { return (game.oos & (1 << p)) !== 0 } function set_out_of_supply(p) { return game.oos |= (1 << p) } function set_in_supply(p) { return game.oos &= ~(1 << p) } function has_supply_line(p) { let s = game.pos[p] if (set_has(all_home_or_depot_cities[game.power], s)) return true if (game.supply && set_has(game.supply, s)) return true return false } function should_supply_restore() { for (let p of all_power_generals[game.power]) { if (game.pos[p] >= ELIMINATED) continue if (is_out_of_supply(p) && has_supply_line(p)) return true } return false } function should_supply_eliminate() { for (let p of all_power_generals[game.power]) { if (game.pos[p] >= ELIMINATED) continue if (is_out_of_supply(p) && !has_supply_line(p)) return true } return false } function should_supply_flip() { for (let p of all_power_generals[game.power]) { if (game.pos[p] >= ELIMINATED) continue if (!is_out_of_supply(p) && !has_supply_line(p)) return true } return false } function goto_supply() { set_clear(game.moved) search_supply(6) if (should_supply_restore()) goto_supply_restore() else if (should_supply_eliminate()) goto_supply_eliminate() else if (should_supply_flip()) goto_supply_flip() else end_supply() } function goto_supply_restore() { log_br() log("In supply") resume_supply_restore() } function goto_supply_eliminate() { log_br() log("Out of supply") resume_supply_eliminate() } function goto_supply_flip() { log_br() log("Out of supply") resume_supply_flip() } function resume_supply_restore() { if (should_supply_restore()) game.state = "supply_restore" else if (should_supply_eliminate()) goto_supply_eliminate() else if (should_supply_flip()) goto_supply_flip() else game.state = "supply_done" } function resume_supply_eliminate() { if (should_supply_eliminate()) game.state = "supply_eliminate" else if (should_supply_flip()) goto_supply_flip() else game.state = "supply_done" } function resume_supply_flip() { if (should_supply_flip()) game.state = "supply_flip" else game.state = "supply_done" } states.supply_restore = { inactive: "supply", prompt() { prompt("Restore supply to generals with a supply line.") for (let p of all_power_generals[game.power]) { if (game.pos[p] >= ELIMINATED) continue if (is_out_of_supply(p) && has_supply_line(p)) gen_action_supreme_commander(game.pos[p]) } }, piece(x) { let s = game.pos[x] for (let p of all_power_generals[game.power]) { if (game.pos[p] === s) { set_add(game.moved, p) set_in_supply(p) log(">P" + p + " at S" + s) } } resume_supply_restore() }, } states.supply_eliminate = { inactive: "supply", prompt() { prompt("Eliminate out of supply generals with no supply line.") for (let p of all_power_generals[game.power]) { if (game.pos[p] >= ELIMINATED) continue if (is_out_of_supply(p) && !has_supply_line(p)) gen_action_supreme_commander(game.pos[p]) } }, piece(x) { let s = game.pos[x] if (game.oo > 0 && game.power === P_PRUSSIA && is_south_of_line_5(s)) game.pick_up_oo = 1 for (let p of all_power_generals[game.power]) if (game.pos[p] === s) eliminate_general(p) resume_supply_eliminate() }, } states.supply_flip = { inactive: "supply", prompt() { prompt("Flip generals with no supply line.") for (let p of all_power_generals[game.power]) { if (game.pos[p] >= ELIMINATED) continue if (!is_out_of_supply(p) && !has_supply_line(p)) gen_action_supreme_commander(game.pos[p]) } }, piece(x) { let s = game.pos[x] for (let p of all_power_generals[game.power]) { if (game.pos[p] === s) { log(">P" + p + " at S" + s) set_out_of_supply(p) } } resume_supply_flip() }, } states.supply_done = { inactive: "supply", prompt() { prompt("Supply done.") view.actions.end_supply = 1 }, end_supply() { end_supply() }, } function end_supply() { delete game.supply if (game.pick_up_oo) { set_active_to_power(P_AUSTRIA) game.state = "pick_up_oo_card_after_supply" return } end_action_stage() } /* THE CLOCK OF FATE */ function goto_clock_of_fate() { delete game.ia_attack if (game.scenario === 1 || game.scenario === 2) { log("=7") draw_tc(5) delete game.draw } // Check before drawing a fate card. if (check_victory()) return if (game.turn <= 5) { log("# Fate") log("$" + (game.turn + 48 + 6)) } else { // remove non-stroke of fate card from last turn for (let i = 1; i <= 12; ++i) set_delete(game.fate, i) let fc = game.clock.pop() let fs = SPADES if (game.scenario >= 3) fs = get_space_suit(game.pos[game.vg]) if (fc > 12) { log("# " + strokes_of_fate_name[fc-13]) log("$" + (fc - 13 + 48)) game.fx = 0 } else { game.fx = (fc - 1) * 4 + fs log("# Card of Fate " + fc + suit_name[fs]) log("$" + game.fx) } set_add(game.fate, fc) if (fc === FC_POEMS && !set_has(game.fate, FC_LORD_BUTE)) trigger_offensive_option_failed() if (fc === FC_LORD_BUTE && !set_has(game.fate, FC_POEMS)) trigger_offensive_option_failed() // Check again in case of eased victory conditions. if (check_victory()) return if (fate_effect_immediate[game.fx]) { fate_effect_immediate[game.fx]() return } // dropped out powers are virtual in 2p scenarios if (game.scenario === 1 || game.scenario === 2) { goto_start_turn() return } if (fc === FC_ELISABETH) { let n = count_captured_objectives(P_RUSSIA) log("Russia dropped out with " + n + " objectives.") } if (fc === FC_SWEDEN) { let n = count_captured_objectives(P_SWEDEN) log("Sweden dropped out with " + n + " objectives.") } if ((fc === FC_INDIA && set_has(game.fate, FC_AMERICA)) || (fc === FC_AMERICA && set_has(game.fate, FC_INDIA))) { let n = count_captured_objectives(P_FRANCE) log("France dropped out with " + n + " objectives.") } if (did_imperial_army_switch_players_now(fc)) { let n = count_captured_objectives(P_IMPERIAL) log_br() log("Pompadour took over the Imperial Army with " + n + " objectives.") } // eased victory conditions if (has_russia_dropped_out()) { remove_secondary_objectives(P_SWEDEN) } if (has_imperial_army_switched_players()) { remove_secondary_objectives(P_AUSTRIA) remove_secondary_objectives(P_IMPERIAL) } if (fc === FC_ELISABETH) { set_active_to_power(P_PRUSSIA) game.state = "russia_quits_the_game_1" return } if (fc === FC_SWEDEN) { set_active_to_power(P_PRUSSIA) game.state = "sweden_quits_the_game_1" return } if ((fc === FC_INDIA && set_has(game.fate, FC_AMERICA)) || (fc === FC_AMERICA && set_has(game.fate, FC_INDIA))) { set_active_to_power(P_HANOVER) game.state = "france_quits_the_game_1" return } } goto_start_turn() } /* STROKES OF FATE */ const strokes_of_fate_name = [ "Poems", "Lord Bute", "Elisabeth", "Sweden", "India", "America", ] states.russia_quits_the_game_1 = { inactive: "remove Russia from the game", prompt() { prompt("Russia quits the game. Remove all Russian pieces.") for (let p of all_power_generals[P_RUSSIA]) gen_action_piece(p) for (let p of all_power_trains[P_RUSSIA]) gen_action_piece(p) }, piece(p) { game.pos[p] = REMOVED if (is_general(p)) game.troops[p] = 0 if (has_removed_all_pieces(P_RUSSIA)) game.state = "russia_quits_the_game_2" }, } states.russia_quits_the_game_2 = { inactive: "remove Russia from the game", prompt() { prompt("Russia quits the game. Retire one Prussian general.") for (let p of all_power_generals[game.power]) if (p !== GEN_FRIEDRICH && game.pos[p] < REMOVED) gen_action_piece(p) }, piece(p) { push_undo() retire_general(p) game.state = "russia_quits_the_game_3" }, } states.russia_quits_the_game_3 = { inactive: "remove Russia from the game", prompt() { prompt("Russia quits the game.") view.actions.done = 1 }, done() { remove_power_from_play(P_RUSSIA) goto_start_turn() }, } states.sweden_quits_the_game_1 = { inactive: "remove Sweden from the game", prompt() { prompt("Sweden quits the game. Remove all Swedish pieces.") for (let p of all_power_generals[P_SWEDEN]) gen_action_piece(p) for (let p of all_power_trains[P_SWEDEN]) gen_action_piece(p) }, piece(p) { game.pos[p] = REMOVED if (is_general(p)) game.troops[p] = 0 if (has_removed_all_pieces(P_SWEDEN)) game.state = "sweden_quits_the_game_2" }, } states.sweden_quits_the_game_2 = { inactive: "remove Sweden from the game", prompt() { prompt("Sweden quits the game. Retire one Prussian general.") for (let p of all_power_generals[game.power]) if (p !== GEN_FRIEDRICH && game.pos[p] < REMOVED) gen_action_piece(p) }, piece(p) { push_undo() retire_general(p) game.state = "sweden_quits_the_game_3" }, } states.sweden_quits_the_game_3 = { inactive: "remove Sweden from the game", prompt() { prompt("Sweden quits the game.") view.actions.done = 1 }, done() { remove_power_from_play(P_SWEDEN) goto_start_turn() }, } states.france_quits_the_game_1 = { inactive: "remove France from the game", prompt() { prompt("France quits the game. Remove all French pieces.") for (let p of all_power_generals[P_FRANCE]) gen_action_piece(p) for (let p of all_power_trains[P_FRANCE]) gen_action_piece(p) }, piece(p) { game.pos[p] = REMOVED if (is_general(p)) game.troops[p] = 0 if (has_removed_all_pieces(P_FRANCE)) game.state = "france_quits_the_game_2" }, } states.france_quits_the_game_2 = { inactive: "remove France from the game", prompt() { prompt("France quits the game. Retire Cumberland.") gen_action_piece(GEN_CUMBERLAND) }, piece(p) { retire_general(p) remove_power_from_play(P_FRANCE) goto_start_turn() }, } /* CARDS OF FATE (IMMEDIATE) */ const fate_effect_immediate = [ null, any_one_russian_on_map_general_receives_a_new_troop_for_free, austria_and_russia_may_exchange_one_tc_with_each_other, tottleben_receives_a_new_troop_for_free, null, null, apraxin_immediately_loses_one_troop, null, null, null, null, null, null, null, france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck, null, null, null, null, null, austria_may_move_laudon_by_one_city_immediately, daun_receives_one_new_troop, null, austria_may_flip_any_one_prussian_general_or_stack_in_austria_or_saxony, null, null, null, null, any_one_prussian_on_map_general_receives_a_new_troop_for_free, null, null, null, all_russian_generals_5_or_6_cities_distant_from_their_nearest_supply_train_are_immediately_out_of_supply, null, null, prussia_may_draw_randomly_one_tc_from_austria_after_first_giving_one_tc_of_her_choice_to_austria, null, any_one_prussian_general_with_2_or_more_troops_loses_one_troop_immediately, null, null, null, any_one_hanoverian_on_map_general_receives_a_new_troop, null, null, null, if_ehrensvärd_is_5_or_6_cities_distant_from_his_supply_train_he_is_immediately_out_of_supply, if_hildburghausen_has_lost_a_battle_this_turn_prussia_may_move_him_2_cities_westwards, null, ] function any_one_russian_on_map_general_receives_a_new_troop_for_free() { goto_receive_a_new_troop(P_RUSSIA, all_power_generals[P_RUSSIA]) } function tottleben_receives_a_new_troop_for_free() { goto_receive_a_new_troop(P_RUSSIA, [ GEN_TOTTLEBEN ]) } function daun_receives_one_new_troop() { goto_receive_a_new_troop(P_AUSTRIA, [ GEN_DAUN ]) } function any_one_prussian_on_map_general_receives_a_new_troop_for_free() { goto_receive_a_new_troop(P_PRUSSIA, all_power_generals[P_PRUSSIA]) } function any_one_hanoverian_on_map_general_receives_a_new_troop() { goto_receive_a_new_troop(P_HANOVER, all_power_generals[P_HANOVER]) } function apraxin_immediately_loses_one_troop() { goto_lose_one_troop(P_RUSSIA, [ GEN_APRAXIN ]) } function any_one_prussian_general_with_2_or_more_troops_loses_one_troop_immediately() { goto_lose_one_troop(P_PRUSSIA, all_power_generals[P_PRUSSIA]) } function all_russian_generals_5_or_6_cities_distant_from_their_nearest_supply_train_are_immediately_out_of_supply() { goto_flip_5_or_6_from_nearest_train(P_RUSSIA, all_power_generals[P_RUSSIA]) } function if_ehrensvärd_is_5_or_6_cities_distant_from_his_supply_train_he_is_immediately_out_of_supply() { goto_flip_5_or_6_from_nearest_train(P_SWEDEN, [ GEN_EHRENSVAERD ]) } function austria_may_flip_any_one_prussian_general_or_stack_in_austria_or_saxony() { set_active_to_power(P_AUSTRIA) game.selected = [] for (let p of all_power_generals[P_PRUSSIA]) { let s = game.pos[p] if (!is_out_of_supply(p) && (set_has(data.country.Austria, s) || set_has(data.country.Saxony, s))) game.selected.push(p) } if (game.selected.length > 0) { game.state = "flip_any_one_prussian_general_or_stack_in_austria_or_saxony" } else { goto_start_turn() } } function austria_and_russia_may_exchange_one_tc_with_each_other() { set_active_to_power(P_AUSTRIA) if (!has_power_dropped_out(P_RUSSIA)) game.state = "austria_and_russia_may_exchange_one_tc_with_each_other_1" else goto_start_turn() } function france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck() { set_active_to_power(P_FRANCE) if (!has_power_dropped_out(P_FRANCE)) game.state = "france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck" else goto_start_turn() } function prussia_may_draw_randomly_one_tc_from_austria_after_first_giving_one_tc_of_her_choice_to_austria() { set_active_to_power(P_PRUSSIA) game.state = "prussia_may_draw_randomly_one_tc_from_austria_after_first_giving_one_tc_of_her_choice_to_austria" } function austria_may_move_laudon_by_one_city_immediately() { set_active_to_power(P_AUSTRIA) if (game.pos[GEN_LAUDON] < ELIMINATED) { game.state = "austria_may_move_laudon_by_one_city_immediately" game.selected = [ GEN_LAUDON ] } else { goto_start_turn() } } function if_hildburghausen_has_lost_a_battle_this_turn_prussia_may_move_him_2_cities_westwards() { set_active_to_power(P_PRUSSIA) if (game.ia_lost) game.state = "prussia_may_move_hildburghausen_2_cities_westwards" else goto_start_turn() } function can_add_troop_to_stack(s) { for (let p of all_generals) if (game.pos[p] === s && game.troops[p] < 8) return true return false } function goto_receive_a_new_troop(power, list) { set_active_to_power(power) if (count_used_troops() === max_power_troops(power)) { goto_start_turn() return } game.selected = [] for (let p of list) if (game.pos[p] < ELIMINATED && can_add_troop_to_stack(game.pos[p])) game.selected.push(p) if (game.selected.length > 0) { game.state = "receive_a_new_troop" } else { goto_start_turn() } } states.receive_a_new_troop = { inactive: "receive a new troop for free", prompt() { prompt("Receive a new troop for free.") for (let p of game.selected) gen_action_supreme_commander(game.pos[p]) }, piece(p) { add_one_troop(p) goto_start_turn() } } function can_remove_troop_from_stack(s) { for (let p of all_generals) if (game.pos[p] === s && game.troops[p] > 1) return true return false } function goto_lose_one_troop(power, list) { set_active_to_power(power) game.selected = [] for (let p of list) if (game.pos[p] < ELIMINATED && can_remove_troop_from_stack(game.pos[p])) game.selected.push(p) if (game.selected.length > 0) { game.state = "lose_one_troop" } else { goto_start_turn() } } states.lose_one_troop = { inactive: "lose one troop", prompt() { prompt("Lose one troop.") for (let p of game.selected) gen_action_supreme_commander(game.pos[p]) }, piece(p) { remove_one_troop(p) goto_start_turn() } } function goto_flip_5_or_6_from_nearest_train(power, list) { set_active_to_power(power) search_supply(4) game.selected = [] for (let p of list) if (game.pos[p] < ELIMINATED && !is_out_of_supply(p)) if (!set_has(game.supply, game.pos[p])) game.selected.push(p) delete game.supply if (game.selected.length > 0) { game.state = "flip_5_or_6_from_nearest_train" } else { goto_start_turn() } } states.flip_5_or_6_from_nearest_train = { inactive: "flip generals out of supply", prompt() { prompt("Flip " + format_selected() + " out of supply.") for (let p of game.selected) gen_action_supreme_commander(game.pos[p]) }, piece(p) { flip_stack_out_of_supply(p) if (game.selected.length === 0) goto_start_turn() } } states.flip_any_one_prussian_general_or_stack_in_austria_or_saxony = { inactive: "flip any one Prussian general/stack in Austria or Saxony out of supply", prompt() { prompt("Flip any one Prussian general/stack in Austria or Saxony out of supply.") for (let p of game.selected) gen_action_supreme_commander(game.pos[p]) }, piece(p) { flip_stack_out_of_supply(p) goto_start_turn() } } function flip_stack_out_of_supply(p) { let s = game.pos[p] for (let x of all_generals) { if (game.pos[x] === s) { log("P" + x + " out of supply.") set_out_of_supply(x) set_delete(game.selected, x) } } } states.austria_and_russia_may_exchange_one_tc_with_each_other_1 = { inactive: "exchange TC with Russia", prompt() { prompt("You may exchange one TC with Russia.") for (let c of game.hand[P_AUSTRIA]) gen_action_card(c) view.actions.pass = 1 }, card(c) { set_delete(game.hand[P_AUSTRIA], c) game.exchange_a = c set_active_to_power(P_RUSSIA) game.state = "austria_and_russia_may_exchange_one_tc_with_each_other_2" }, pass() { log("Austria and Russia did not exchange TC.") goto_start_turn() }, } states.austria_and_russia_may_exchange_one_tc_with_each_other_2 = { inactive: "exchange TC with Austria", prompt() { prompt("You may exchange one TC with Austria.") for (let c of game.hand[P_RUSSIA]) gen_action_card(c) view.actions.pass = 1 }, card(c) { set_delete(game.hand[P_RUSSIA], c) game.exchange_r = c game.state = "austria_and_russia_may_exchange_one_tc_with_each_other_3" }, pass() { log("Austria and Russia did not exchange TC.") set_add(game.hand[P_AUSTRIA], game.exchange_a) delete game.exchange_a goto_start_turn() }, } states.austria_and_russia_may_exchange_one_tc_with_each_other_3 = { inactive: "exchange TC with Austria", prompt() { prompt("You received " + format_card(game.exchange_a) + " from Austria.") view.draw = [ game.exchange_a ] view.actions.done = 1 }, done() { log("Austria and Russia exchanged TC.") set_add(game.hand[P_RUSSIA], game.exchange_a) delete game.exchange_a set_active_to_power(P_AUSTRIA) game.state = "austria_and_russia_may_exchange_one_tc_with_each_other_4" }, } states.austria_and_russia_may_exchange_one_tc_with_each_other_4 = { inactive: "exchange TC with Russia", prompt() { prompt("You received " + format_card(game.exchange_r) + " from Russia.") view.draw = [ game.exchange_r ] view.actions.done = 1 }, done() { set_add(game.hand[P_AUSTRIA], game.exchange_r) delete game.exchange_r goto_start_turn() }, } states.france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck = { inactive: "discard a TC for a new one", prompt() { prompt("You may discard one TC to draw a new one.") for (let c of game.hand[P_FRANCE]) gen_action_card(c) view.actions.pass = 1 }, card(c) { log("France discarded one TC.") set_delete(game.hand[P_FRANCE], c) draw_tc(1) game.state = "france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck_2" }, pass() { goto_start_turn() }, } states.france_may_discard_any_one_tc_for_a_new_one_from_the_draw_deck_2 = { inactive: "discard a TC for a new one", prompt() { prompt("You drew " + format_cards(game.draw) + " from the draw deck.") view.draw = game.draw view.actions.done = 1 }, done() { for (let c of game.draw) set_add(game.hand[P_FRANCE], c) delete game.draw goto_start_turn() }, } states.prussia_may_draw_randomly_one_tc_from_austria_after_first_giving_one_tc_of_her_choice_to_austria = { inactive: "give one TC to Austria", prompt() { prompt("You may give Austria one TC to draw a random TC from her.") for (let c of game.hand[P_PRUSSIA]) gen_action_card(c) view.actions.pass = 1 }, card(c) { log("Prussia gave one TC to Austria.") log("Prussia took one random TC from Austria.") set_delete(game.hand[P_PRUSSIA], c) set_add(game.hand[P_AUSTRIA], c) let x = random_bigint(game.hand[P_AUSTRIA].length) c = game.hand[P_AUSTRIA][x] set_delete(game.hand[P_AUSTRIA], c) game.draw = c game.state = "prussia_may_draw_randomly_one_tc_from_austria_after_first_giving_one_tc_of_her_choice_to_austria_2" }, pass() { goto_start_turn() }, } states.prussia_may_draw_randomly_one_tc_from_austria_after_first_giving_one_tc_of_her_choice_to_austria_2 = { inactive: "randomly draw one TC from Austria", prompt() { prompt("You randomly drew " + format_card(game.draw) + " from Austria.") view.draw = [ game.draw ] view.actions.done = 1 }, done() { set_add(game.hand[P_PRUSSIA], game.draw) delete game.draw goto_start_turn() }, } states.austria_may_move_laudon_by_one_city_immediately = { inactive: "move Laudon by one city", prompt() { prompt("You may move Laudon by one city.") view.selected = game.selected let here = game.pos[GEN_LAUDON] for (let next of data.cities.adjacent[here]) if (can_move_general_to(next)) gen_action_space(next) let s_take = count_stacked_take() let s_give = count_stacked_give() let u_take = count_unstacked_take() let u_give = count_unstacked_give() if (s_take > 0 && u_give > 0) view.actions.take = 1 if (s_give > 0 && u_take > 0) view.actions.give = 1 }, take() { push_undo() game.state = "laudon_take" }, give() { push_undo() game.state = "laudon_give" }, space(s) { push_undo() log_selected() log(">from S" + game.pos[game.selected[0]]) log(">to S", to) move_general_immediately(s) game.state = "laudon_done" }, } states.laudon_take = states.move_take states.laudon_give = states.move_give states.laudon_done = { inactive: "move Laudon by one city", prompt() { prompt("You may move Laudon by one city.") view.selected = game.selected view.actions.done = 1 }, done() { clear_undo() goto_start_turn() }, } states.prussia_may_move_hildburghausen_2_cities_westwards = { inactive: "move Hildburghausen two cities westwards", prompt() { prompt("You may move Hildburghausen two cities westwards.") view.selected = game.selected view.actions.pass = 1 let here = game.pos[GEN_HILDBURGHAUSEN] for (let a of data.cities.adjacent[here]) if (!has_any_piece(a)) for (let b of data.cities.adjacent[a]) if (is_west_of(here, b) && !has_any_piece(b)) gen_action_space(b) }, space(s) { log("P" + GEN_HILDBURGHAUSEN) log(">from S" + game.pos[GEN_HILDBURGHAUSEN]) log(">to S" + s) game.pos[GEN_HILDBURGHAUSEN] = s goto_start_turn() }, pass() { goto_start_turn() }, } /* CARDS OF FATE (PASSIVE) */ const NEXT_TURN_IF_FERMOR_STARTS_HIS_MOVE_IN_KUSTRIN_OR_IN_AN_ADJACENT_CITY_HE_MAY_NOT_MOVE = 5 const NEXT_TURN_SALTIKOV_MAY_MOVE_ONLY_2_CITIES = 7 const NEXT_TURN_RICHELIEU_MAY_MOVE_2_CITIES_ONLY = 18 const NEXT_TURN_DAUN_MAY_MOVE_ONLY_2_CITIES = 44 const NEXT_TURN_FRIEDRICH_MAY_MOVE_4_CITIES_EVEN_AS_A_STACK = 33 const NEXT_TURN_CHEVERT_MAY_NOT_UNSTACK = 19 const NEXT_TURN_FRIEDRICH_MAY_NOT_RECEIVE_ANY_NEW_TROOPS = 26 const NEXT_TURN_EVERY_PRUSSIAN_GENERAL_WHO_RECEIVES_NEW_TROOPS_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 36 const NEXT_TURN_SOUBISE_AND_HILDBURGHAUSEN_MAY_NOT_ATTACK_WITH_THE_SAME_TC_SYMBOL = 10 const NEXT_TURN_NO_GENERAL_MAY_BE_ATTACKED_IN_THE_CITY_OF_HALLE = 11 const NEXT_TURN_CUMBERLAND_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 15 const NEXT_TURN_SOUBISE_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 16 const NEXT_TURN_FRIEDRICH_MAY_NOT_MOVE_INTO_ATTACK_POSITION = 24 const NEXT_TURN_PRINZ_HEINRICH_PROTECTS_OBJECTIVES_UP_TO_4_CITIES_DISTANT = 42 const NEXT_TURN_IF_PRUSSIA_AND_FRANCE_FIGHT_EACH_OTHER_THEY_MAY_NOT_USE_TCS_WITH_VALUES_OF_10_OR_MORE = 9 const NEXT_TURN_IF_FRIEDRICH_IS_INVOLVED_IN_COMBAT_PRUSSIA_MUST_REACH_A_POSITIVE_SCORE = 27 const NEXT_TURN_THE_FIRST_TC_PLAYED_BY_FRANCE_IS_WORTH_AN_ADDITIONAL_POINT = 12 const NEXT_TURN_IF_FRIEDRICH_ATTACKS_HIS_FIRST_TC_IS_WORTH_5_ADDITIONAL_POINTS = 31 const NEXT_TURN_IF_FRIEDRICH_IS_ATTACKED_THE_FIRST_TC_PLAYED_BY_PRUSSIA_IS_WORTH_NOTHING_0_POINTS = 38 const NEXT_TURN_PRUSSIA_MAY_PLAY_THE_11_OF_SPADES_ONCE_AT_DOUBLE_VALUE = 40 const NEXT_TURN_ANY_PRUSSIANS_WHO_ARE_ATTACKED_BY_DAUN_MAY_MOVE_TO_ANY_EMPTY_ADJACENT_CITY = 29 function clear_fate_effect() { game.fx = 0 } function forbid_play_value_10_or_more() { if (game.fx === NEXT_TURN_IF_PRUSSIA_AND_FRANCE_FIGHT_EACH_OTHER_THEY_MAY_NOT_USE_TCS_WITH_VALUES_OF_10_OR_MORE) { let a = get_stack_power(game.attacker) let d = get_stack_power(game.defender) if ((a === P_PRUSSIA && d === P_FRANCE) || (a === P_FRANCE && d === P_PRUSSIA)) return true } return false } function must_reach_positive_score() { if (game.fx === NEXT_TURN_IF_FRIEDRICH_IS_INVOLVED_IN_COMBAT_PRUSSIA_MUST_REACH_A_POSITIVE_SCORE) { if (game.power === P_PRUSSIA) return (game.pos[GEN_FRIEDRICH] === game.attacker || game.pos[GEN_FRIEDRICH] === game.defender) } return false } function has_empty_adjacent_city(here) { for (let next of data.cities.adjacent[here]) if (!has_any_piece(next)) return true return false } function are_prussians_attacked_by_daun() { let from = game.pos[GEN_DAUN] if (game.power === P_AUSTRIA && from < ELIMINATED) { for (let p of all_power_generals[P_PRUSSIA]) if (set_has(data.cities.adjacent[from], game.pos[p]) && has_empty_adjacent_city(game.pos[p])) return true } return false } states.prussians_who_are_attacked_by_daun_may_move = { inactive: "move Prussians who are attacked by Daun", prompt() { prompt("Any Prussians who are attacked by Daun may move to any empty adjacent city.") let daun = game.pos[GEN_DAUN] for (let p of all_power_generals[P_PRUSSIA]) if (set_has(data.cities.adjacent[daun], game.pos[p])) gen_action_supreme_commander(game.pos[p]) view.actions.next = 1 }, piece(p) { push_undo() remove_stack_from_combat(game.pos[p]) game.selected = select_stack(game.pos[p]) game.state = "move_to_any_empty_adjacent_city" }, next() { clear_undo() set_active_to_power(P_AUSTRIA) if (game.combat.length > 0) game.state = "combat" else goto_retroactive_conquest() }, } states.move_to_any_empty_adjacent_city = { inactive: "move Prussians who are attacked by Daun", prompt() { prompt(format_selected() + " may move to any empty adjacent city.") let here = game.pos[game.selected[0]] for (let next of data.cities.adjacent[here]) if (!has_any_piece(next)) gen_action_space(next) }, space(s) { log_selected() log(">from S" + game.pos[game.selected[0]]) log(">to S" + s) for (let p of game.selected) game.pos[p] = s game.state = "prussians_who_are_attacked_by_daun_may_move" }, } /* OFFENSIVE OPTION */ function trigger_offensive_option_failed() { if (has_offensive_option_failed()) { log_br() log("Prussian offensive failed.") log_br() remove_offensive_option_objectives() } } function goto_declare_offensive_option() { set_active_to_power(P_PRUSSIA) game.state = "declare_offensive_option" } states.declare_offensive_option = { inactive: "declare offensive option", prompt() { prompt("You may use the Offensive Option by setting aside a TC.") for (let c of game.hand[game.power]) gen_action_card(c) view.actions.pass = 1 }, card(c) { push_undo() log_br() log("Declared Offensive Option.") log("Set aside " + format_card(c) + " for Austria.") set_delete(game.hand[P_PRUSSIA], c) game.oo = c goto_movement() }, pass() { push_undo() remove_offensive_option_objectives() goto_movement() }, } states.pick_up_oo_card_after_retreat = { inactive: "pick up set-aside TC", prompt() { prompt("Pick up the set-aside TC.") gen_action_card(game.oo) }, card(_) { pick_up_set_aside_tc() set_active_loser() resume_retreat() }, } states.pick_up_oo_card_after_supply = { inactive: "pick up set-aside TC", prompt() { prompt("Pick up the set-aside TC.") gen_action_card(game.oo) }, card(_) { pick_up_set_aside_tc() delete game.pick_up_oo end_action_stage() }, } function pick_up_set_aside_tc() { log_br() log("Austria picked up set-aside " + format_card(game.oo) + ".") set_add(game.hand[P_AUSTRIA], game.oo) game.oo = -1 trigger_offensive_option_failed() } /* SETUP */ const POWER_FROM_SETUP_STEP_4 = [ P_PRUSSIA, P_HANOVER, P_RUSSIA, P_SWEDEN, P_AUSTRIA, P_IMPERIAL, P_FRANCE, ] const POWER_FROM_SETUP_STEP_3 = [ P_PRUSSIA, P_HANOVER, P_RUSSIA, P_SWEDEN, P_FRANCE, P_AUSTRIA, P_IMPERIAL, ] function set_active_setup_power() { if (game.scenario === 3) game.power = POWER_FROM_SETUP_STEP_3[game.step] else game.power = POWER_FROM_SETUP_STEP_4[game.step] game.active = current_player() } const SETUP_POSITION = [ // P find_city("Oschatz"), find_city("Oschatz"), find_city("Berlin"), find_city("Strehlen"), find_city("Strehlen"), find_city("Brandenburg"), find_city("Arnswalde"), find_city("Mohrungen"), // H find_city("Stade"), find_city("Alfeld"), // R find_city("Bydgoszcz"), find_city("Bydgoszcz"), find_city("Łomża"), find_city("Sierpc"), // S find_city("Stralsund"), // A find_city("Brünn"), find_city("Melnik"), find_city("Melnik"), find_city("Olmütz"), find_city("Tabor"), // IA find_city("Hildburghausen"), // F find_city("Iserlohn"), find_city("Fulda"), find_city("Iserlohn"), // Supply Train find_city("Grünberg"), find_city("Jüterbog"), find_city("Gifhorn"), find_city("Toruń"), find_city("Warszawa"), find_city("Wismar"), find_city("Beraun"), find_city("Pardubitz"), find_city("Erlangen"), find_city("Gemünden"), find_city("Koblenz"), ] const SETUP_TROOPS = [ /* P (32) */ 0, 0, 0, 0, 0, 0, 0, 0, /* H (02) */ 0, 0, /* R (06) */ 0, 0, 0, 0, /* S (4) */ 4, /* A (30) */ 0, 0, 0, 0, 0, /* IA (6) */ 6, /* F (20) */ 0, 0, 0, ] function make_fate_deck() { let deck = [] for (let i = 1; i <= 18; ++i) deck.push(i) shuffle_bigint(deck) return deck } function make_seeded_fate_deck() { let deck = [] for (let i = 1; i <= 18; ++i) { if (i === FC_ELISABETH || i === FC_POEMS || i === FC_AMERICA) continue deck.push(i) } shuffle_bigint(deck) let aside = [] for (let i = 0; i < 4; ++i) aside.push(deck.pop()) deck.push(FC_ELISABETH) deck.push(FC_POEMS) deck.push(FC_AMERICA) shuffle_bigint(deck) for (let i = 0; i < 4; ++i) deck.push(aside.pop()) return deck } function make_tactics_deck(n) { let deck = [] for (let suit = 0; suit <= 3; ++suit) for (let value = 2; value <= 13; ++value) deck.push((n << 7) | (suit << 4) | value) deck.push((n << 7) | (RESERVE << 4) | 2) deck.push((n << 7) | (RESERVE << 4) | 3) return deck } function make_tactics_discard(n) { return make_tactics_deck(n).filter(c => { if (c === game.oo) return false if (game.draw && set_has(game.draw, c)) return false for (let pow of all_powers) if (set_has(game.hand[pow], c)) return false return true }) } exports.setup = function (seed, scenario, options) { game = { seed: seed, undo: [], log: [], scenario: 4, state: "setup", active: "Frederick", power: P_PRUSSIA, turn: 0, step: 0, clock: null, fate: [], oo: 0, // offensive option vg: 0, // last victorious general for fate effect selection fx: 0, // current card of fate effect deck: null, hand: [ [], [], [], [], [], [], [] ], pos: SETUP_POSITION.slice(), oos: 0, troops: SETUP_TROOPS.slice(), conquest: [], moved: [], retro: [], selected: [], count: 0, } game.scenario = SCENARIO_INDEX[scenario] if (options.seeded) game.clock = make_seeded_fate_deck() else game.clock = make_fate_deck() game.deck = make_tactics_deck(0) shuffle_bigint(game.deck) if (scenario === "TEST") { game.turn = 3 game.clock = [ 18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1 ] } if (game.scenario === 1) setup_the_war_in_the_west() else if (game.scenario === 2) setup_the_austrian_theatre() else log("# 1756") log("$54") return game } function remove_power_from_play(pow) { for (let p of all_power_generals[pow]) { game.pos[p] = REMOVED game.troops[p] = 0 } for (let p of all_power_trains[pow]) game.pos[p] = REMOVED for (let s of full_objective[pow]) set_delete(game.conquest, s) if (game.hand[pow].length > 0) log("Discarded " + game.hand[pow].length + " TC.") game.hand[pow] = [] } function setup_the_war_in_the_west() { log("# The War in the West") remove_power_from_play(P_RUSSIA) remove_power_from_play(P_SWEDEN) remove_power_from_play(P_AUSTRIA) remove_power_from_play(P_IMPERIAL) remove_power_from_play(P_PRUSSIA) game.pos[GEN_SEYDLITZ] = find_city("Brandenburg") game.troops[GEN_SEYDLITZ] = 3 game.pos[24] = find_city("Jüterbog") } function setup_the_austrian_theatre() { log("# The Austrian Theatre") remove_power_from_play(P_HANOVER) remove_power_from_play(P_RUSSIA) remove_power_from_play(P_SWEDEN) remove_power_from_play(P_FRANCE) game.pos[5] = REMOVED game.pos[6] = REMOVED game.pos[7] = REMOVED } states.setup = { inactive: "setup troops", prompt() { let n_troops = max_power_troops(game.power) - count_used_troops() if (n_troops === 0) { prompt("Setup done.") view.actions.end_setup = 1 } else { let n_stacks = 0 for (let p of all_power_generals[game.power]) { if (game.pos[p] < ELIMINATED && game.troops[p] === 0) { if (is_supreme_commander(p)) { gen_action_piece(p) n_stacks ++ } } } if (n_stacks > 1) prompt("Add " + n_troops + " troops to " + n_stacks + " stacks.") else if (n_troops > 1) prompt("Add " + n_troops + " troops to last stack.") else prompt("Add 1 troop to last stack.") } }, piece(p) { push_undo() game.selected = select_stack(game.pos[p]) game.state = "setup_general" }, end_setup() { clear_undo() end_setup() }, } states.setup_general = { inactive: "setup troops", prompt() { prompt("Add troops to " + format_selected() + ".") view.selected = game.selected let n_selected = game.selected.length let n_other = count_unused_generals() - game.selected.length let n_troops = max_power_troops(game.power) - count_used_troops() // leave at least 1 for each remaining general let take_max = Math.min(8 * n_selected, n_troops - n_other) // leave no more than 8 for each remaining general let take_min = Math.max(1 * n_selected, n_troops - n_other * 8) view.actions.value = [] for (let i = take_min; i <= take_max; ++i) view.actions.value.push(i) }, value(v) { let save = game.selected.length - 1 for (let p of game.selected) { let n = Math.min(8, v - save) game.troops[p] = n v -= n --save } game.selected = null game.state = "setup" }, } function end_setup() { if (++game.step === 7) { goto_start_turn() } else { set_active_setup_power() if (count_unused_generals() === 0) end_setup() } } /* VIEW */ function mask_troops(player) { let view_troops = [] for (let pow of all_powers) { if (player_from_power(pow) === player) { for (let p of all_power_generals[pow]) view_troops.push(game.troops[p]) } else { for (let p of all_power_generals[pow]) { let s = game.pos[p] if (game.attacker === s || game.defender === s) view_troops.push(game.troops[p]) else view_troops.push(0) } } } return view_troops } function mask_hand(player) { let view_hand = [] for (let pow of all_powers) { if (player_from_power(pow) === player) view_hand[pow] = game.hand[pow] else view_hand[pow] = game.hand[pow].map(c => c & ~127) } return view_hand } function total_troops_list() { let list = [] for (let pow of all_powers) { let n = 0 for (let p of all_power_generals[pow]) n += game.troops[p] list[pow] = n } return list } exports.view = function (state, player) { game = state view = { prompt: null, actions: null, log: game.log, fate: game.turn <= 5 ? game.turn : game.fate, pos: game.pos, oos: game.oos, conquest: game.conquest, troops: mask_troops(player), hand: mask_hand(player), oo: game.oo, pt: total_troops_list(), power: game.power, retro: game.retro, } if (game.attacker !== undefined && game.defender !== undefined) { view.attacker = game.attacker view.defender = game.defender } if (game.state === "game_over") { view.prompt = game.victory } else if (game.active !== player) { let inactive = states[game.state].inactive || game.state if (typeof inactive === "function") inactive = inactive() view.prompt = `Waiting for ${POWER_NAME[game.power]} to ${inactive}.` } else { view.actions = {} if (states[game.state]) states[game.state].prompt() else view.prompt = "Unknown state: " + game.state if (view.actions.undo === undefined) { if (game.undo && game.undo.length > 0) view.actions.undo = 1 else view.actions.undo = 0 } } return view } /* COMMON FRAMEWORK */ function goto_game_over(result, victory) { game.active = "None" game.state = "game_over" game.result = result game.victory = victory log("# Game Over") log(game.victory) return true } function prompt(str) { view.prompt = POWER_NAME[game.power] + ": " + str } exports.action = function (state, _player, action, arg) { game = state let S = states[game.state] if (S && action in S) { S[action](arg) } else { if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) } return game } function gen_action(action, argument) { if (view.actions[action] === undefined) view.actions[action] = [ argument ] else set_add(view.actions[action], argument) } function gen_action_piece(p) { gen_action("piece", p) } function gen_action_space(s) { gen_action("space", s) } function gen_action_supreme_commander(s) { let p = get_supreme_commander(s) if (p >= 0) gen_action_piece(p) } function gen_action_space_or_piece(s) { let p = get_top_piece(s) if (p >= 0) gen_action_piece(p) else gen_action_space(s) } function gen_action_card(c) { gen_action("card", c) } function gen_action_detach(p) { gen_action("detach", p) } function log(msg) { game.log.push(msg) } function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } /* COMMON LIBRARY */ function clear_undo() { game.undo.length = 0 } function push_undo() { if (game.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() { if (game.undo) { let save_log = game.log let save_undo = game.undo game = save_undo.pop() save_log.length = game.log game.log = save_log game.undo = save_undo } } function random_bigint(range) { // Largest MLCG that will fit its state in a double. // Uses BigInt for arithmetic, so is an order of magnitude slower. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**53 - 111 return (game.seed = Number(BigInt(game.seed) * 5667072534355537n % 9007199254740881n)) % range } function shuffle_bigint(list) { // Fisher-Yates shuffle for (let i = list.length - 1; i > 0; --i) { let j = random_bigint(i + 1) let tmp = list[j] list[j] = list[i] list[i] = tmp } } // Fast deep copy for objects without cycles function object_copy(original) { if (Array.isArray(original)) { let n = original.length let copy = new Array(n) for (let i = 0; i < n; ++i) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } else { let copy = {} for (let i in original) { let v = original[i] if (typeof v === "object" && v !== null) copy[i] = object_copy(v) else copy[i] = v } return copy } } // Array remove and insert (faster than splice) function array_remove(array, index) { let n = array.length for (let i = index + 1; i < n; ++i) array[i - 1] = array[i] array.length = n - 1 } function array_remove_item(array, item) { let n = array.length for (let i = 0; i < n; ++i) if (array[i] === item) return array_remove(array, i) } function array_insert(array, index, item) { for (let i = array.length; i > index; --i) array[i] = array[i - 1] array[index] = item } function array_remove_pair(array, index) { let n = array.length for (let i = index + 2; i < n; ++i) array[i - 2] = array[i] array.length = n - 2 } function array_insert_pair(array, index, key, value) { for (let i = array.length; i > index; i -= 2) { array[i] = array[i-2] array[i+1] = array[i-1] } array[index] = key array[index+1] = value } // Set as plain sorted array function set_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 } array_insert(set, a, item) } function set_delete(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove(set, m) return } } } function set_add_all(set, other) { for (let item of other) set_add(set, item) } function set_union(one, two) { let set = [] for (let item of one) set_add(set, item) for (let item of two) set_add(set, item) return set } function set_intersect(one, two) { let set = [] for (let item of one) if (set_has(two, item)) set_add(set, item) return set } // Map as plain sorted array of key/value pairs function map_has(map, key) { 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 true } return false } function map_get(map, key, missing) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m<<1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else return map[(m<<1)+1] } return missing } function map_set(map, key, value) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 let x = map[m<<1] if (key < x) b = m - 1 else if (key > x) a = m + 1 else { map[(m<<1)+1] = value return } } array_insert_pair(map, a<<1, key, value) } function map_for_each_key(map, f) { for (let i = 0; i < map.length; i += 2) f(map[i]) } function map_for_each(map, f) { for (let i = 0; i < map.length; i += 2) f(map[i], map[i+1]) }