From 3e1b9502b913568cf4f86a0ee601d4fbef15e7e5 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Sat, 26 Nov 2022 15:19:19 +0100 Subject: Fix formatting. --- rules.js | 410 +++++++++++++++++++++++++++++++++++---------------------------- 1 file changed, 226 insertions(+), 184 deletions(-) diff --git a/rules.js b/rules.js index 63ea637..e8cc631 100644 --- a/rules.js +++ b/rules.js @@ -58,12 +58,18 @@ const SHIP = 6 const data = require("./data.js") -function find_card(name) { return data.cards.findIndex(x => x.name === name) } -function find_lord(name) { return data.lords.findIndex(x => x.name === name) } -function find_locale(name) { return data.locales.findIndex(x => x.name === name) } +function find_card(name) { + return data.cards.findIndex((x) => x.name === name) +} +function find_lord(name) { + return data.lords.findIndex((x) => x.name === name) +} +function find_locale(name) { + return data.locales.findIndex((x) => x.name === name) +} -const lord_name = data.lords.map(lord => lord.name) -const vassal_name = data.vassals.map(vassal => vassal.name) +const lord_name = data.lords.map((lord) => lord.name) +const vassal_name = data.vassals.map((vassal) => vassal.name) const lord_count = data.lords.length const vassal_count = data.vassals.length @@ -136,9 +142,23 @@ const RASPUTITSA = 3 const SEASONS = [ null, - SUMMER, SUMMER, EARLY_WINTER, EARLY_WINTER, LATE_WINTER, LATE_WINTER, RASPUTITSA, RASPUTITSA, - SUMMER, SUMMER, EARLY_WINTER, EARLY_WINTER, LATE_WINTER, LATE_WINTER, RASPUTITSA, RASPUTITSA, - null + SUMMER, + SUMMER, + EARLY_WINTER, + EARLY_WINTER, + LATE_WINTER, + LATE_WINTER, + RASPUTITSA, + RASPUTITSA, + SUMMER, + SUMMER, + EARLY_WINTER, + EARLY_WINTER, + LATE_WINTER, + LATE_WINTER, + RASPUTITSA, + RASPUTITSA, + null, ] const TURN_NAME = [ @@ -159,15 +179,10 @@ const TURN_NAME = [ "14 - Late Winter 1242", "15 - Rasputitsa 1242", "16 - Rasputitsa 1242", - null + null, ] -const USABLE_TRANSPORT = [ - [ CART, BOAT, SHIP ], - [ SLED ], - [ SLED ], - [ BOAT, SHIP ], -] +const USABLE_TRANSPORT = [ [ CART, BOAT, SHIP ], [ SLED ], [ SLED ], [ BOAT, SHIP ] ] function current_season() { return SEASONS[game.turn >> 1] @@ -218,7 +233,7 @@ function load_state(state) { function push_state(next) { if (!states[next]) throw Error("No such state: " + next) - game.stack.push([game.state, game.who, game.count]) + game.stack.push([ game.state, game.who, game.count ]) game.state = next } @@ -239,8 +254,10 @@ function set_active_enemy() { } function enemy_player() { - if (game.active === P1) return P2 - if (game.active === P2) return P1 + if (game.active === P1) + return P2 + if (game.active === P2) + return P1 return null } @@ -281,8 +298,10 @@ function set_lord_locale(lord, locale) { } function set_lord_service(lord, service) { - if (service < 0) service = 0 - if (service > 16) service = 16 + if (service < 0) + service = 0 + if (service > 16) + service = 16 game.lords.service[lord] = service } @@ -291,8 +310,10 @@ function add_lord_service(lord, n) { } function set_lord_assets(lord, n, x) { - if (x < 0) x = 0 - if (x > 8) x = 8 + if (x < 0) + x = 0 + if (x > 8) + x = 8 game.lords.assets[lord] = pack4_set(game.lords.assets[lord], n, x) } @@ -301,8 +322,10 @@ function add_lord_assets(lord, n, x) { } function set_lord_forces(lord, n, x) { - if (x < 0) x = 0 - if (x > 15) x = 15 + if (x < 0) + x = 0 + if (x > 15) + x = 15 game.lords.forces[lord] = pack4_set(game.lords.forces[lord], n, x) } @@ -311,8 +334,10 @@ function add_lord_forces(lord, n, x) { } function set_lord_routed_forces(lord, n, x) { - if (x < 0) x = 0 - if (x > 15) x = 15 + if (x < 0) + x = 0 + if (x > 15) + x = 15 game.lords.routed_forces[lord] = pack4_set(game.lords.routed_forces[lord], n, x) } @@ -353,20 +378,24 @@ function get_shared_assets(loc, what) { } function count_lord_forces(lord) { - return get_lord_forces(lord, KNIGHTS) - + get_lord_forces(lord, SERGEANTS) - + get_lord_forces(lord, LIGHT_HORSE) - + get_lord_forces(lord, ASIATIC_HORSE) - + get_lord_forces(lord, MEN_AT_ARMS) - + get_lord_forces(lord, MILITIA) - + get_lord_forces(lord, SERFS) + return ( + get_lord_forces(lord, KNIGHTS) + + get_lord_forces(lord, SERGEANTS) + + get_lord_forces(lord, LIGHT_HORSE) + + get_lord_forces(lord, ASIATIC_HORSE) + + get_lord_forces(lord, MEN_AT_ARMS) + + get_lord_forces(lord, MILITIA) + + get_lord_forces(lord, SERFS) + ) } function count_lord_horses(lord) { - return get_lord_forces(lord, KNIGHTS) - + get_lord_forces(lord, SERGEANTS) - + get_lord_forces(lord, LIGHT_HORSE) - + get_lord_forces(lord, ASIATIC_HORSE) + return ( + get_lord_forces(lord, KNIGHTS) + + get_lord_forces(lord, SERGEANTS) + + get_lord_forces(lord, LIGHT_HORSE) + + get_lord_forces(lord, ASIATIC_HORSE) + ) } function is_campaign_phase() { @@ -379,10 +408,14 @@ function is_levy_phase() { function max_plan_length() { switch (current_season()) { - case SUMMER: return 6 - case EARLY_WINTER: return 4 - case LATE_WINTER: return 4 - case RASPUTITSA: return 5 + case SUMMER: + return 6 + case EARLY_WINTER: + return 4 + case LATE_WINTER: + return 4 + case RASPUTITSA: + return 5 } } @@ -396,11 +429,16 @@ function count_cards_in_plan(plan, lord) { function is_marshal(lord) { switch (lord) { - case LORD_ANDREAS: return true - case LORD_HERMANN: return !is_lord_on_map(LORD_ANDREAS) - case LORD_ALEKSANDR: return true - case LORD_ANDREY: return !is_lord_on_map(LORD_ALEKSANDR) - default: return false + case LORD_ANDREAS: + return true + case LORD_HERMANN: + return !is_lord_on_map(LORD_ANDREAS) + case LORD_ALEKSANDR: + return true + case LORD_ANDREY: + return !is_lord_on_map(LORD_ALEKSANDR) + default: + return false } } @@ -442,7 +480,7 @@ function is_lord_on_calendar(lord) { function is_lord_ready(lord) { let loc = get_lord_locale(lord) - return (loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1)) + return loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1) } function is_vassal_ready(vassal) { @@ -497,7 +535,7 @@ function is_stronghold(loc) { } function is_region(loc) { - return data.locales[loc].type === 'region' + return data.locales[loc].type === "region" } function has_conquered_marker(loc) { @@ -654,7 +692,7 @@ exports.setup = function (seed, scenario, options) { undo: [], active: P1, - state: 'setup_lords', + state: "setup_lords", stack: [], turn: 0, @@ -703,28 +741,28 @@ exports.setup = function (seed, scenario, options) { log_h1(scenario) switch (scenario) { - default: - case "Pleskau": - setup_pleskau() - break - case "Watland": - setup_watland() - break - case "Peipus": - setup_peipus() - break - case "Return of the Prince": - setup_return_of_the_prince() - break - case "Return of the Prince (Nicolle)": - setup_return_of_the_prince_nicolle() - break - case "Crusade on Novgorod": - setup_crusade_on_novgorod() - break - case "Pleskau (Quickstart)": - setup_pleskau_quickstart() - break + default: + case "Pleskau": + setup_pleskau() + break + case "Watland": + setup_watland() + break + case "Peipus": + setup_peipus() + break + case "Return of the Prince": + setup_return_of_the_prince() + break + case "Return of the Prince (Nicolle)": + setup_return_of_the_prince_nicolle() + break + case "Crusade on Novgorod": + setup_crusade_on_novgorod() + break + case "Pleskau (Quickstart)": + setup_pleskau_quickstart() + break } return game @@ -952,7 +990,7 @@ states.setup_lords = { lord(lord) { push_undo() log(`L${lord} at %${get_lord_locale(lord)}`) - push_state('muster_lord_transport') + push_state("muster_lord_transport") set_lord_moved(lord, 1) game.who = lord game.count = data.lords[lord].assets.transport @@ -1003,7 +1041,7 @@ function draw_two_cards() { function goto_levy_arts_of_war_first() { log_br() log(game.active) - game.state = 'levy_arts_of_war_first' + game.state = "levy_arts_of_war_first" game.what = draw_two_cards() } @@ -1068,7 +1106,7 @@ function end_levy_arts_of_war_first() { function goto_levy_arts_of_war() { log_br() log(game.active) - game.state = 'levy_arts_of_war' + game.state = "levy_arts_of_war" game.what = draw_two_cards() } @@ -1082,26 +1120,26 @@ states.levy_arts_of_war = { let c = game.what[0] view.what = c switch (data.cards[c].when) { - case 'this_levy': - case 'this_campaign': - case 'now': - view.prompt = `Play ${data.cards[c].event}.` - view.actions.play = 1 - break - case 'hold': - view.prompt = `Hold ${data.cards[c].event}.` - view.actions.hold = 1 - break - case 'never': - view.prompt = `Discard ${data.cards[c].event}.` - view.actions.discard = 1 - break + case "this_levy": + case "this_campaign": + case "now": + view.prompt = `Play ${data.cards[c].event}.` + view.actions.play = 1 + break + case "hold": + view.prompt = `Hold ${data.cards[c].event}.` + view.actions.hold = 1 + break + case "never": + view.prompt = `Discard ${data.cards[c].event}.` + view.actions.discard = 1 + break } }, play() { let c = game.what.shift() log(`Played E${c}`) - if (data.cards[c].when === 'this_levy' || data.cards[c].when === 'this_campaign') + if (data.cards[c].when === "this_levy" || data.cards[c].when === "this_campaign") set_add(game.events, c) log(`TODO implement event`) resume_levy_arts_of_war() @@ -1135,7 +1173,7 @@ function end_levy_arts_of_war() { function goto_levy_muster() { log_h2(game.active + " Muster") - game.state = 'levy_muster' + game.state = "levy_muster" } function end_levy_muster() { @@ -1165,7 +1203,7 @@ states.levy_muster = { lord(lord) { push_undo() log_h3(`L${lord} at %${get_lord_locale(lord)}`) - push_state('levy_muster_lord') + push_state("levy_muster_lord") game.who = lord game.count = data.lords[lord].lordship }, @@ -1233,7 +1271,7 @@ states.levy_muster_lord = { let fealty = data.lords[other].fealty if (die <= fealty) { logi(`L${other} rolled ${die} <= ${fealty}`) - push_state('muster_lord_at_seat') + push_state("muster_lord_at_seat") game.who = other } else { logi(`L${other} rolled ${die} > ${fealty}`) @@ -1276,7 +1314,7 @@ states.levy_muster_lord = { capability() { push_undo() - push_state('muster_capability') + push_state("muster_capability") }, done() { @@ -1297,7 +1335,7 @@ states.muster_lord_at_seat = { logii(`at %${loc}`) set_lord_moved(game.who, 1) muster_lord(game.who, loc) - game.state = 'muster_lord_transport' + game.state = "muster_lord_transport" game.count = data.lords[game.who].assets.transport | 0 resume_muster_lord_transport() }, @@ -1306,7 +1344,7 @@ states.muster_lord_at_seat = { function resume_muster_lord_transport() { if (game.count === 0) pop_state() - if (game.state === 'levy_muster_lord') + if (game.state === "levy_muster_lord") resume_levy_muster_lord() } @@ -1396,7 +1434,7 @@ states.muster_capability = { prompt() { view.prompt = `Select a new capability for ${lord_name[game.who]}.` view.show_arts_of_war = 1 - for_each_friendly_arts_of_war(c => { + for_each_friendly_arts_of_war((c) => { if (!is_card_in_use(c)) { if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) { if (data.cards[c].this_lord) { @@ -1417,7 +1455,7 @@ states.muster_capability = { add_lord_capability(game.who, c) } else { game.what = c - game.state = 'muster_capability_discard' + game.state = "muster_capability_discard" return } } else { @@ -1448,12 +1486,11 @@ states.muster_capability_discard = { // === LEVY: CALL TO ARMS === function goto_levy_call_to_arms() { - game.state = 'levy_call_to_arms' + game.state = "levy_call_to_arms" end_levy_call_to_arms() } -states.levy_call_to_arms = { -} +states.levy_call_to_arms = {} function end_levy_call_to_arms() { goto_campaign_plan() @@ -1466,12 +1503,12 @@ function goto_campaign_plan() { // Discard "This Levy" events from play. if (game.events.length > 0) - game.events = game.events.filter(c => data.cards[c].when !== 'this_levy') + game.events = game.events.filter((c) => data.cards[c].when !== "this_levy") log_h1("Campaign " + current_turn_name()) set_active(BOTH) - game.state = 'campaign_plan' + game.state = "campaign_plan" game.p1_plan = [] game.p2_plan = [] } @@ -1508,9 +1545,9 @@ function plan_can_make_lieutenant(plan, upper, first, last) { states.campaign_plan = { prompt(current) { - let plan = (current === P1) ? game.p1_plan : game.p2_plan - let first = (current === P1) ? first_p1_lord : first_p2_lord - let last = (current === P1) ? last_p1_lord : last_p2_lord + let plan = current === P1 ? game.p1_plan : game.p2_plan + let first = current === P1 ? first_p1_lord : first_p2_lord + let last = current === P1 ? last_p1_lord : last_p2_lord let upper = plan_selected_lieutenant(first, last) view.prompt = "Designate Lieutenants and build a Plan." @@ -1553,8 +1590,8 @@ states.campaign_plan = { view.actions.undo = 0 }, lord(lord, current) { - let first = (current === P1) ? first_p1_lord : first_p2_lord - let last = (current === P1) ? last_p1_lord : last_p2_lord + let first = current === P1 ? first_p1_lord : first_p2_lord + let last = current === P1 ? last_p1_lord : last_p2_lord let upper = plan_selected_lieutenant(first, last) if (lord === upper) remove_lieutenant(upper) @@ -1564,13 +1601,13 @@ states.campaign_plan = { set_lower_lord(upper, lord) }, plan(lord, current) { - let plan = (current === P1) ? game.p1_plan : game.p2_plan + let plan = current === P1 ? game.p1_plan : game.p2_plan plan.push(lord) }, undo(_, current) { - let plan = (current === P1) ? game.p1_plan : game.p2_plan - let first = (current === P1) ? first_p1_lord : first_p2_lord - let last = (current === P1) ? last_p1_lord : last_p2_lord + let plan = current === P1 ? game.p1_plan : game.p2_plan + let first = current === P1 ? first_p1_lord : first_p2_lord + let last = current === P1 ? last_p1_lord : last_p2_lord for (let lord = first; lord <= last; ++lord) if (is_upper_lord(lord)) remove_lieutenant(lord) @@ -1594,7 +1631,7 @@ function end_campaign_plan() { log(`Lieutenants`) for (let i = 0; i < game.lords.lieutenants.length; i += 2) { let upper = game.lords.lieutenants[i] - let lower = game.lords.lieutenants[i+1] + let lower = game.lords.lieutenants[i + 1] log(`>L${upper} over L${lower}`) } } @@ -1647,7 +1684,7 @@ function goto_end_campaign() { function goto_actions() { log_h2(`L${game.command}`) - game.state = 'actions' + game.state = "actions" game.who = game.command game.count = 0 } @@ -1698,6 +1735,10 @@ states.actions = { clear_undo() end_actions() }, + done() { + clear_undo() + end_actions() + }, } // === ACTION: MARCH === @@ -1746,9 +1787,10 @@ function can_action_forage() { } function do_action_forage() { + push_undo() let where = get_lord_locale(game.who) log(`Foraged at %${where}`) - add_lord_assets(game.who, PROV) + add_lord_assets(game.who, PROV, 1) ++game.count } @@ -1769,7 +1811,8 @@ function can_action_ravage() { } function do_action_ravage() { - game.state = 'ravage' + push_undo() + game.state = "ravage" } states.ravage = { @@ -1784,10 +1827,10 @@ states.ravage = { locale(loc) { log(`Ravaged at %${loc}`) add_ravaged_marker(loc) - add_lord_assets(game.who, PROV) + add_lord_assets(game.who, PROV, 1) if (!is_region(loc)) - add_lord_assets(game.who, LOOT) - game.state = 'actions' + add_lord_assets(game.who, LOOT, 1) + game.state = "actions" }, } @@ -1808,22 +1851,22 @@ function can_action_sail() { if (!is_lord_unbesieged(game.who)) return false - let where = get_lord_locale(game.who) - if (!is_seaport(where)) - return false + let where = get_lord_locale(game.who) + if (!is_seaport(where)) + return false - let season = current_season() - if (season !== SUMMER && season !== RASPUTITSA) - return false + let season = current_season() + if (season !== SUMMER && season !== RASPUTITSA) + return false - let horses = count_lord_horses(game.who) - let ships = count_lord_ships(game.who) - if (horses > ships) - return false + let horses = count_lord_horses(game.who) + let ships = count_lord_ships(game.who) + if (horses > ships) + return false - // TODO: check valid destinations + // TODO: check valid destinations - return true + return true } // === CAMPAIGN: FEED === @@ -1832,13 +1875,13 @@ function has_friendly_lord_who_moved_or_fought() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_moved(lord)) return true - return false + return false } function goto_feed() { - game.state = 'feed' - if (!has_friendly_lord_who_moved_or_fought()) - end_feed() + game.state = "feed" + if (!has_friendly_lord_who_moved_or_fought()) + end_feed() } // TODO: feed_self @@ -1847,45 +1890,45 @@ function goto_feed() { states.feed = { prompt() { view.prompt = "You must Feed lords who Moved or Fought." - for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) - if (get_lord_moved(lord)) - gen_action_lord(lord) - view.actions.end_feed = 1 + for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) + if (get_lord_moved(lord)) + gen_action_lord(lord) + view.actions.end_feed = 1 }, lord(lord) { push_undo() - game.who = lord - game.count = (count_lord_forces(lord) / 6 | 0) + 1 - game.state = 'feed_lord' + game.who = lord + game.count = ((count_lord_forces(lord) / 6) | 0) + 1 + game.state = "feed_lord" }, end_feed() { clear_undo() - end_feed() + end_feed() }, } states.feed_lord = { prompt() { view.prompt = "You must Feed ${lord_name[game.who]} ${game.count}x Loot or Provender." - // TODO: find loot or prov! - view.actions.unfed = 1 + // TODO: find loot or prov! + view.actions.unfed = 1 }, loot(lord) { logi(`Fed L${game.who} with Loot from L${lord}.`) - add_lord_assets(lord, LOOT, -1) - if (--game.count === 0) - game.state = 'feed' + add_lord_assets(lord, LOOT, -1) + if (--game.count === 0) + game.state = "feed" }, prov(lord) { logi(`Fed L${game.who} with Provender from L${lord}.`) add_lord_assets(lord, PROV, -1) if (--game.count === 0) - game.state = 'feed' + game.state = "feed" }, unfed() { logi(`Did not feed L${game.who}.`) add_lord_service(game.who, -1) - game.state = 'feed' + game.state = "feed" }, } @@ -1904,7 +1947,7 @@ function end_feed() { // === LEVY & CAMPAIGN: PAY === function goto_pay() { - game.state = 'pay' + game.state = "pay" if (TODO) end_pay() } @@ -1919,7 +1962,7 @@ states.pay = { }, lord(lord) { push_undo() - push_state('pay_lord') + push_state("pay_lord") game.who = lord }, end_pay() { @@ -1949,10 +1992,10 @@ states.pay_lord = { }, veche_coin() { logi(`Paid L${game.who} with Coin from Veche.`) - game.veche_coin -- + game.veche_coin-- add_lord_service(game.who, 1) pop_state() - } + }, } function end_pay() { @@ -1963,7 +2006,7 @@ function end_pay() { // === LEVY & CAMPAIGN: DISBAND === function goto_disband() { - game.state = 'disband' + game.state = "disband" if (TODO) end_disband() } @@ -1998,7 +2041,7 @@ function end_disband() { function goto_remove_markers() { // Discard "This Campaign" events from play. if (game.events.length > 0) - game.events = game.events.filter(c => data.cards[c].when !== 'this_campaign') + game.events = game.events.filter((c) => data.cards[c].when !== "this_campaign") game.lords.moved = 0 goto_command_activation() @@ -2007,7 +2050,7 @@ function goto_remove_markers() { // === GAME OVER === function goto_game_over(result, victory) { - game.state = 'game_over' + game.state = "game_over" game.active = "None" game.result = result game.victory = victory @@ -2022,12 +2065,12 @@ states.game_over = { }, prompt() { view.prompt = game.victory - } + }, } exports.resign = function (state, current) { load_state(state) - if (game.state !== 'game_over') { + if (game.state !== "game_over") { for (let opponent of exports.roles) { if (opponent !== current) { goto_game_over(opponent, current + " resigned.") @@ -2041,7 +2084,7 @@ exports.resign = function (state, current) { // === UNCOMMON TEMPLATE === function log_br() { - if (game.log.length > 0 && game.log[game.log.length-1] !== "") + if (game.log.length > 0 && game.log[game.log.length - 1] !== "") game.log.push("") } @@ -2079,7 +2122,6 @@ function log_h4(msg) { log(".h4 " + msg) } - function gen_action(action, argument) { if (!(action in view.actions)) view.actions[action] = [] @@ -2087,30 +2129,30 @@ function gen_action(action, argument) { } function gen_action_locale(locale) { - gen_action('locale', locale) + gen_action("locale", locale) } function gen_action_lord(lord) { - gen_action('lord', lord) + gen_action("lord", lord) } function gen_action_service(service) { - gen_action('service', service) + gen_action("service", service) } function gen_action_vassal(vassal) { - gen_action('vassal', vassal) + gen_action("vassal", vassal) } function gen_action_card(c) { - gen_action('card', c) + gen_action("card", c) } function gen_action_plan(lord) { - gen_action('plan', lord) + gen_action("plan", lord) } -exports.view = function(state, current) { +exports.view = function (state, current) { load_state(state) view = { @@ -2145,9 +2187,9 @@ exports.view = function(state, current) { if (current === P2) view.hand = game.p2_hand - if (game.state === 'game_over') { + if (game.state === "game_over") { view.prompt = game.victory - } else if (current === 'Observer' || (game.active !== current && game.active !== BOTH)) { + } else if (current === "Observer" || (game.active !== current && game.active !== BOTH)) { let inactive = states[game.state].inactive || game.state view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...` } else { @@ -2174,7 +2216,7 @@ exports.action = function (state, current, action, arg) { if (S && action in S) { S[action](arg, current) } else { - if (action === 'undo' && game.undo && game.undo.length > 0) + if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) @@ -2186,7 +2228,7 @@ exports.action = function (state, current, action, arg) { function random(range) { // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf - return (game.seed = game.seed * 200105 % 34359738337) % range + return (game.seed = (game.seed * 200105) % 34359738337) % range } // Packed array of small numbers in one word @@ -2244,7 +2286,7 @@ function random(range) { // An MLCG using integer arithmetic with doubles. // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf // m = 2**35 − 31 - return (game.seed = game.seed * 200105 % 34359738337) % range + return (game.seed = (game.seed * 200105) % 34359738337) % range } function random_bigint(range) { @@ -2252,7 +2294,7 @@ function random_bigint(range) { // 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 + return (game.seed = Number((BigInt(game.seed) * 5667072534355537n) % 9007199254740881n)) % range } function shuffle(list) { @@ -2325,11 +2367,11 @@ function array_remove_pair(array, index) { 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[i] = array[i - 2] + array[i + 1] = array[i - 1] } array[index] = key - array[index+1] = value + array[index + 1] = value } // Set as plain sorted array @@ -2416,7 +2458,7 @@ function map_has(map, key) { let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 - let x = map[m<<1] + let x = map[m << 1] if (key < x) b = m - 1 else if (key > x) @@ -2432,13 +2474,13 @@ function map_get(map, key, missing) { let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 - let x = map[m<<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 map[(m << 1) + 1] } return missing } @@ -2448,17 +2490,17 @@ function map_set(map, key, value) { let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 - let x = map[m<<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 + map[(m << 1) + 1] = value return } } - array_insert_pair(map, a<<1, key, value) + array_insert_pair(map, a << 1, key, value) } function map_delete(map, item) { @@ -2466,13 +2508,13 @@ function map_delete(map, item) { let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 1 - let x = map[m<<1] + let x = map[m << 1] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { - array_remove_pair(map, m<<1) + array_remove_pair(map, m << 1) return } } -- cgit v1.2.3