'use strict'; Object.defineProperty(exports, "__esModule", { value: true }); exports.roles = exports.scenarios = exports.MODERATE = exports.COMMUNIST = exports.ANARCHIST = void 0; exports.action = action; exports.view = game_view; exports.setup = setup; const data_1 = require("./data"); const states = {}; let game = {}; var view = {}; exports.ANARCHIST = 'Anarchist'; exports.COMMUNIST = 'Communist'; exports.MODERATE = 'Moderate'; const ANARCHISTS_ID = 'a'; const COMMUNISTS_ID = 'c'; const MODERATES_ID = 'm'; const role_ids = [ANARCHISTS_ID, COMMUNISTS_ID, MODERATES_ID]; const faction_player_map = { [ANARCHISTS_ID]: exports.ANARCHIST, [COMMUNISTS_ID]: exports.COMMUNIST, [MODERATES_ID]: exports.MODERATE, }; const player_faction_map = { [exports.ANARCHIST]: ANARCHISTS_ID, [exports.COMMUNIST]: COMMUNISTS_ID, [exports.MODERATE]: MODERATES_ID, }; const front_names = { a: 'the Aragon Front', m: 'the Madrid Front', n: 'the Nothern Front', s: 'the Southern Front', d: 'the Front closest to Defeat', v: 'the Front closest to Victory', }; const track_names = { [data_1.LIBERTY]: 'Liberty', [data_1.COLLECTIVIZATION]: 'Collectivization', [data_1.GOVERNMENT]: 'Government', [data_1.SOVIET_SUPPORT]: 'Soviet Support', [data_1.FOREIGN_AID]: 'Foreign Aid', }; const { cards, } = data_1.default; const faction_cards = { [ANARCHISTS_ID]: make_list(37, 54), [COMMUNISTS_ID]: make_list(19, 36), [MODERATES_ID]: make_list(1, 18), }; const medaillons = make_list(0, 8); console.log('medaillons', medaillons); const fascist_decks = { 1: make_list(55, 62), }; exports.scenarios = ['Standard']; exports.roles = [exports.ANARCHIST, exports.COMMUNIST, exports.MODERATE]; function gen_action(action, argument) { if (argument === undefined) { view.actions[action] = 1; } else { if (!(action in view.actions)) view.actions[action] = []; view.actions[action].push(argument); } } function gen_action_card(card_id) { gen_action('card', card_id); } function action(state, player, action, arg) { console.log('action', state, player, action, arg); game = state; let S = states[game.state]; if (action in S) S[action](arg, player); else if (action === 'undo' && game.undo && game.undo.length > 0) pop_undo(); else throw new Error('Invalid action: ' + action); return game; } const leaf_node = 'l'; const seq_node = 's'; const function_node = 'f'; const resolved = 1; function setup_bag_of_glory() { console.log('setup_bag_of_glory'); game.engine = [ { t: leaf_node, p: game.initiative, s: 'add_glory', }, { t: function_node, f: 'end_of_turn', }, ]; next(); } function setup_choose_card() { console.log('setup_choose_card'); const player_order = get_player_order(); game.engine = player_order.map((faction_id) => ({ t: leaf_node, p: faction_id, s: 'choose_card', })); game.engine.push({ t: function_node, f: 'setup_player_turn', }); next(); } function setup_player_turn() { console.log('setup_player_turn'); const player_order = get_player_order(); game.engine = player_order.map((faction_id) => ({ t: seq_node, c: [ { t: leaf_node, s: 'player_turn', p: faction_id, }, ], })); game.engine.push({ t: function_node, f: 'resolve_fascist_test', }); game.engine.push({ t: function_node, f: 'setup_bag_of_glory', }); next(); } const engine_functions = { end_of_turn, end_of_year, setup_bag_of_glory, setup_choose_card, setup_player_turn, resolve_fascist_test, }; function get_active(engine) { for (let i of engine) { if ((i.t === leaf_node || i.t === function_node) && i.r !== resolved) { return { parent: engine, node: i }; } if (i.t === seq_node) { const next_child = get_active(i.c); if (next_child !== null) { return next_child; } } } return null; } function get_active_node(engine) { const a = get_active(engine); return a === null ? null : a.node; } function get_active_node_args() { const node = get_active_node(game.engine); if (node.t === leaf_node) { return node.a; } return null; } function insert_before_or_after_active_node(node, position, engine = game.engine) { const a = get_active(engine); if (a === null) { return; } const i = a.parent.indexOf(a.node); console.log('insert_before_active_node', i); if (i >= 0) { array_insert(a.parent, i + (position == 'after' ? 1 : 0), node); } } function insert_after_active_node(node, engine = game.engine) { insert_before_or_after_active_node(node, 'after', engine); } function insert_before_active_node(node, engine = game.engine) { insert_before_or_after_active_node(node, 'before', engine); } function next() { console.log('next'); const node = get_active_node(game.engine); console.log('node', node); if (node.t === function_node && engine_functions[node.f]) { resolve_active_node(); const args = node.a; if (args) { engine_functions[node.f](args); } else { engine_functions[node.f](); } } else if (node.t === 'l') { game.state = node.s; game.active = faction_player_map[node.p]; } } function resolve_active_node() { const next_node = get_active_node(game.engine); console.log('resolve_active_node', next_node); if (next_node !== null) { next_node.r = resolved; } } function resolve_active_and_proceed() { resolve_active_node(); next(); } function game_view(state, player) { game = state; const faction_id = player_faction_map[player]; view = { engine: game.engine, log: game.log, prompt: null, location: game.location, selected: game.selected, bonuses: game.bonuses, current_events: game.current_events, fronts: game.fronts, hand: game.hands[faction_id], medaillons: game.medaillons, selected_card: game.cards_in_play[faction_id], tracks: game.tracks, }; if (player !== game.active) { let inactive = states[game.state].inactive || game.state; view.prompt = `Waiting for ${game.active} to ${inactive}.`; } else { view.actions = {}; states[game.state].prompt(); if (game.undo && game.undo.length > 0) view.actions.undo = 1; else view.actions.undo = 0; } return view; } function setup(seed, _scenario, _options) { game = { seed: seed, state: null, active: exports.ANARCHIST, bag_of_glory: { [ANARCHISTS_ID]: 1, [COMMUNISTS_ID]: 1, [MODERATES_ID]: 1, }, blank_markers: [[], [], [], [], []], bonuses: [data_1.ON, data_1.ON], current_events: [], engine: [], fronts: { a: -2, m: -2, n: -2, s: -2, }, hands: { [ANARCHISTS_ID]: [], [COMMUNISTS_ID]: [], [MODERATES_ID]: [], }, hero_points: { [ANARCHISTS_ID]: 2, [COMMUNISTS_ID]: 2, [MODERATES_ID]: 0, pool: 14, }, cards_in_play: { [ANARCHISTS_ID]: null, [COMMUNISTS_ID]: null, [MODERATES_ID]: null, }, initiative: MODERATES_ID, medaillons: [ draw_item(medaillons), draw_item(medaillons), draw_item(medaillons), draw_item(medaillons), draw_item(medaillons), ], tableaus: { [ANARCHISTS_ID]: [], [COMMUNISTS_ID]: [], [MODERATES_ID]: [], }, tracks: [5, 5, 6, 3, 3], log: [], undo: [], turn: 1, year: 1, state_data: null, }; start_year(); return game; } function draw_hand_cards() { role_ids.forEach((role) => { const deck = faction_cards[role]; for (let i = 0; i < 5; i++) { game.hands[role]; game.hands[role].push(draw_card(deck)); } }); } function start_year() { log_h1('Year ' + game.year); draw_hand_cards(); start_turn(); } function start_turn() { log_h2('Turn ' + game.turn); const deck = fascist_decks[game.year]; const cardId = draw_card(deck); game.current_events.push(cardId); const card = cards[cardId]; log_h3('Fascist Event: ' + card.title); game.engine = card.effects.map((_effect, index) => ({ t: leaf_node, s: 'resolve_event', p: game.initiative, a: index, })); game.engine.push({ t: 'f', f: 'setup_choose_card', }); next(); } states.add_glory = { inactive: 'add tokens to the Bag of Glory', prompt() { view.prompt = 'Add tokens to the Bag of Glory'; gen_action('add_glory'); }, add_glory() { console.log('add_glory'); let number = 1; if (game.turn === 4) { number++; } game.bag_of_glory[get_active_faction()] += number; if (number === 1) { log_h3(`${game.active} adds 1 token to the Bag of Glory`); } else { log_h3(`${game.active} adds ${number} tokens to the Bag of Glory`); } resolve_active_and_proceed(); }, }; states.resolve_event = { inactive: 'resolve Fascist Event', prompt() { const card = get_current_event(); const node = get_active_node(game.engine); const effect = card.effects[node.a]; view.prompt = get_event_prompt(effect); if (effect.type === 'attack' && (effect.target === 'd' || effect.target === 'v')) { const fronts = get_fronts_closest_to(effect.target); fronts.forEach((id) => gen_action('front', id)); } else if (effect.type === 'attack') { gen_action('front', effect.target); } else if (effect.type === 'track') { gen_action('standee', effect.target); } else if (effect.type === 'hero_points' && effect.target === data_1.PLAYER_WITH_MOST_HERO_POINTS) { const factions = get_factions_with_most_hero_poins(); for (let faction_id of factions) { gen_action(get_player(faction_id)); } } }, front(f) { const card = get_current_event(); const value = card.effects[get_active_node_args()].value; game.fronts[f] -= value; log_h3(`${value} attacks added to ${front_names[f]}`); resolve_active_and_proceed(); }, standee(s) { const effect = get_current_event().effects[get_active_node_args()]; const value = effect.value; game.tracks[s] += value; log_h3(`${track_names[effect.target]} decreased by ${Math.abs(value)}`); resolve_active_and_proceed(); }, Anarchist() { lose_hero_point(ANARCHISTS_ID, 1); resolve_active_and_proceed(); }, Communist() { lose_hero_point(ANARCHISTS_ID, 1); resolve_active_and_proceed(); }, Moderate() { lose_hero_point(ANARCHISTS_ID, 1); resolve_active_and_proceed(); }, }; states.choose_card = { inactive: 'choose a card', prompt() { view.prompt = 'Choose a card to play this turn'; const hand = game.hands[player_faction_map[game.active]]; for (let c of hand) gen_action_card(c); }, card(c) { log_h3(`${game.active} chooses a card`); if (!game.cards_in_play) { game.cards_in_play = {}; } game.cards_in_play[player_faction_map[game.active]] = c; resolve_active_and_proceed(); }, }; states.player_turn = { inactive: 'play their turn', prompt() { const faction_id = get_faction_id(game.active); const hero_points = game.hero_points[faction_id]; view.prompt = hero_points === 0 ? 'Play your card' : 'Play your card or spend Hero points'; if (game.cards_in_play[faction_id] !== null) { gen_action('play_for_ap'); gen_action('play_for_event'); } if (hero_points > 0) { gen_action('spend_hp'); } }, play_for_ap() { const faction_id = get_faction_id(game.active); const card = game.cards_in_play[faction_id]; log_h3(`${game.active} plays ${cards[card].title} for the Action Points`); resolve_active_and_proceed(); }, play_for_event() { const faction_id = get_faction_id(game.active); const card = game.cards_in_play[faction_id]; log_h3(`${game.active} plays ${cards[card].title} for the Event`); game.cards_in_play[faction_id] = null; game.tableaus[faction_id].push(card); resolve_active_and_proceed(); }, spend_hp() { insert_before_active_node({ t: leaf_node, p: get_faction_id(game.active), s: 'spend_hero_points', }); next(); }, card(c) { const faction = get_active_faction(); log_h3(`${game.active} plays ${cards[c].title} to their tableau`); if (!game.tableaus) { game.tableaus = { [ANARCHISTS_ID]: [], [COMMUNISTS_ID]: [], [MODERATES_ID]: [], }; } game.cards_in_play[faction] = null; game.tableaus[faction].push(c); array_remove(game.hands[faction], game.hands[faction].indexOf(c)); resolve_active_and_proceed(); }, }; states.spend_hero_points = { inactive: 'spend Hero points', prompt() { view.prompt = 'Spend your Hero points'; gen_action('done'); gen_action('draw_card'); }, done() { resolve_active_and_proceed(); }, draw_card() { game.hero_points[get_active_faction_id()]--; log(`${game.active} draws a card`); if (game.hero_points[get_active_faction_id()] === 0) { resolve_active_and_proceed(); } }, }; function pop_undo() { const save_log = game.log; const save_undo = game.undo; game = save_undo.pop(); save_log.length = game.log; game.log = save_log; game.undo = save_undo; } function end_of_turn() { log_h2('End of turn'); if (game.turn === 4) { end_of_year(); } else { game.turn++; start_turn(); } } function end_of_year() { } function resolve_fascist_test() { console.log('resolve fascist test'); log_h2('Fascist test is resolved'); next(); } function move_track(track, change) { } function draw_card(deck) { clear_undo(); let i = random(deck.length); let c = deck[i]; set_delete(deck, c); return c; } function draw_item(ids) { let i = random(ids.length); let r = ids[i]; set_delete(ids, r); return r; } function lose_hero_point(faction, value) { const points_lost = Math.min(game.hero_points[faction], value); game.hero_points.pool += points_lost; game.hero_points[faction] -= points_lost; if (points_lost === 1) { log(`${get_player(faction)} loses 1 Hero Point`); } else { log(`${get_player(faction)} loses ${points_lost} Hero Points`); } } function get_current_event() { return cards[game.current_events[game.current_events.length - 1]]; } function get_event_prompt(effect) { let prompt = ''; switch (effect.type) { case 'attack': return 'Attack ' + front_names[effect.target]; case 'bonus': break; case 'hero_points': return 'Select player with most Hero points'; case 'track': return 'Decrease ' + track_names[effect.target]; } return prompt; } function get_fronts_closest_to(target) { const values = Object.values(game.fronts); const targetValue = target === 'd' ? Math.min(...values) : Math.max(...values); return Object.keys(game.fronts).filter((frontId) => game.fronts[frontId] === targetValue); } function log_br() { if (game.log.length > 0 && game.log[game.log.length - 1] !== '') game.log.push(''); } function log(msg) { game.log.push(msg); } function log_h1(msg) { log_br(); log('.h1 ' + msg); log_br(); } function log_h2(msg) { log_br(); log('.h2 ' + msg); log_br(); } function log_h3(msg) { log_br(); log('.h3 ' + msg); } function clear_undo() { console.log('game clear undo', game?.undo); if (game?.undo && game.undo.length > 0) game.undo = []; } function get_active_faction() { return player_faction_map[game.active]; } function get_active_faction_id() { return player_faction_map[game.active]; } function get_faction_id(player) { return player_faction_map[player]; } function get_player(faction_id) { return faction_player_map[faction_id]; } function get_player_order(first_player = game.initiative) { const order = []; let faction = first_player; for (let i = 0; i < 3; ++i) { order.push(faction); faction = game.year === 2 ? get_previous_faction(faction) : get_next_faction(faction); } return order; } function get_previous_faction(faction_id) { const index = role_ids.indexOf(faction_id); if (index === 0) { return role_ids[2]; } return role_ids[index - 1]; } function get_next_faction(faction_id) { const index = role_ids.indexOf(faction_id); if (index === 2) { return role_ids[0]; } return role_ids[index + 1]; } function get_factions_with_most_hero_poins() { const most_hero_points = Math.max(...Object.values(game.hero_points)); const faction_ids = []; Object.entries(game.hero_points).forEach(([faction, hero_points]) => { if (hero_points === most_hero_points) { faction_ids.push(faction); } }); return faction_ids; } function make_list(first, last) { let list = []; for (let i = first; i <= last; i++) list.push(i); return list; } function random(range) { return (game.seed = (game.seed * 200105) % 34359738337) % range; } 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 array_remove(array, index) { let n = array.length; for (let i = index + 1; i < n; ++i) array[i - 1] = array[i]; array.length = n - 1; } function array_insert(array, index, item) { for (let i = array.length; i > index; --i) array[i] = array[i - 1]; array[index] = item; }