"use strict" // TODO: game.who = array for feeding // TODO: highlight shield on mat instead of mat const data = require("./data.js") const TODO = false const BOTH = "Both" const TEUTONS = "Teutons" const RUSSIANS = "Russians" const P1 = TEUTONS const P2 = RUSSIANS // NOTE: With Hidden Mats option, the player order of feed/pay may matter. const FEED_PAY_DISBAND = true // feed, pay, disband in one go const AUTO_TAX = false let game = null let view = null let states = {} exports.roles = [ P1, P2 ] exports.scenarios = [ "Pleskau", "Watland", "Peipus", "Return of the Prince", "Return of the Prince (Nicolle)", "Crusade on Novgorod", "Pleskau (Quickstart)", ] const scenario_remove_no_event_cards = [ "Pleskau", "Watland", "Peipus", "Pleskau (Quickstart)" ] const scenario_last_turn = { "Pleskau": 2, "Watland": 8, "Peipus": 16, "Return of the Prince": 16, "Return of the Prince (Nicolle)": 16, "Crusade on Novgorod": 16, "Pleskau (Quickstart)": 2, } // unit types const KNIGHTS = 0 const SERGEANTS = 1 const LIGHT_HORSE = 2 const ASIATIC_HORSE = 3 const MEN_AT_ARMS = 4 const MILITIA = 5 const SERFS = 6 // asset types const PROV = 0 const COIN = 1 const LOOT = 2 const CART = 3 const SLED = 4 const BOAT = 5 const SHIP = 6 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_count = data.lords.length const vassal_count = data.vassals.length const last_vassal = vassal_count - 1 const last_lord = lord_count - 1 const first_p1_locale = 0 const last_p1_locale = 23 const first_p2_locale = 24 const last_p2_locale = 52 const first_p1_card = 0 const last_p1_card = 17 const last_p1_card_no_event = 20 const first_p2_card = 21 const last_p2_card = 38 const last_p2_card_no_event = 41 const LORD_ANDREAS = find_lord("Andreas") const LORD_HEINRICH = find_lord("Heinrich") const LORD_HERMANN = find_lord("Hermann") const LORD_KNUD_ABEL = find_lord("Knud & Abel") const LORD_RUDOLF = find_lord("Rudolf") const LORD_YAROSLAV = find_lord("Yaroslav") const LORD_ALEKSANDR = find_lord("Aleksandr") const LORD_ANDREY = find_lord("Andrey") const LORD_DOMASH = find_lord("Domash") const LORD_GAVRILO = find_lord("Gavrilo") const LORD_KARELIANS = find_lord("Karelians") const LORD_VLADISLAV = find_lord("Vladislav") const LEGATE = 100 const LOC_REVAL = find_locale("Reval") const LOC_WESENBERG = find_locale("Wesenberg") const LOC_DORPAT = find_locale("Dorpat") const LOC_LEAL = find_locale("Leal") const LOC_RIGA = find_locale("Riga") const LOC_ADSEL = find_locale("Adsel") const LOC_FELLIN = find_locale("Fellin") const LOC_ODENPAH = find_locale("Odenpäh") const LOC_WENDEN = find_locale("Wenden") const LOC_NOVGOROD = find_locale("Novgorod") const LOC_LADOGA = find_locale("Ladoga") const LOC_PSKOV = find_locale("Pskov") const LOC_RUSA = find_locale("Rusa") const LOC_LOVAT = find_locale("Lovat") const LOC_LUGA = find_locale("Luga") const LOC_NEVA = find_locale("Neva") const LOC_VOLKHOV = find_locale("Volkhov") const LOC_IZBORSK = find_locale("Izborsk") const LOC_KAIBOLOVO = find_locale("Kaibolovo") const LOC_KOPORYE = find_locale("Koporye") const LOC_PORKHOV = find_locale("Porkhov") const LOC_VELIKIYE_LUKI = find_locale("Velikiye Luki") const LOC_DUBROVNO = find_locale("Dubrovno") const LOC_VOD = find_locale("Vod") const LOC_ZHELTSY = find_locale("Zheltsy") const LOC_TESOVO = find_locale("Tesovo") const LOC_SABLIA = find_locale("Sablia") const NOBODY = -1 const NOWHERE = -1 const NOTHING = -1 const NEVER = -1 const CALENDAR = 100 const SUMMER = 0 const EARLY_WINTER = 1 const LATE_WINTER = 2 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, ] const TURN_NAME = [ null, "1 - Summer 1240", "2 - Summer 1240", "3 - Early Winter 1240", "4 - Early Winter 1240", "5 - Late Winter 1241", "6 - Late Winter 1241", "7 - Rasputitsa 1241", "8 - Rasputitsa 1241", "9 - Summer 1241", "10 - Summer 1241", "11 - Early Winter 1241", "12 - Early Winter 1241", "13 - Late Winter 1242", "14 - Late Winter 1242", "15 - Rasputitsa 1242", "16 - Rasputitsa 1242", null, ] const USABLE_TRANSPORT = [ [ CART, BOAT, SHIP ], [ SLED ], [ SLED ], [ BOAT, SHIP ] ] function current_turn() { return game.turn >> 1 } function current_season() { return SEASONS[game.turn >> 1] } function current_turn_name() { return TURN_NAME[game.turn >> 1] } function is_campaign_phase() { return (game.turn & 1) === 1 } function is_levy_phase() { return (game.turn & 1) === 0 } // === GAME STATE === const first_p1_lord = 0 const last_p1_lord = 5 const first_p2_lord = 6 const last_p2_lord = 11 let first_friendly_lord = 0 let last_friendly_lord = 5 let first_enemy_lord = 6 let last_enemy_lord = 11 function update_aliases() { if (game.active === P1) { first_friendly_lord = 0 last_friendly_lord = 5 first_enemy_lord = 6 last_enemy_lord = 11 } else if (game.active === P2) { first_friendly_lord = 6 last_friendly_lord = 11 first_enemy_lord = 0 last_enemy_lord = 5 } else { first_friendly_lord = -1 last_friendly_lord = -1 first_enemy_lord = -1 last_enemy_lord = -1 } } function load_state(state) { if (game !== state) { game = state update_aliases() } } function push_state(next) { if (!states[next]) throw Error("No such state: " + next) game.stack.push([ game.state, game.who, game.count ]) game.state = next } function pop_state() { ;[ game.state, game.who, game.count ] = game.stack.pop() } function set_active(new_active) { if (game.active !== new_active) { game.active = new_active update_aliases() } } function set_active_enemy() { game.active = enemy_player() update_aliases() } function enemy_player() { if (game.active === P1) return P2 if (game.active === P2) return P1 return null } function get_lord_locale(lord) { return game.lords.locale[lord] } function get_lord_service(lord) { return game.lords.service[lord] } function get_lord_capability(lord, n) { return game.lords.capabilities[(lord << 1) + n] } function set_lord_capability(lord, n, x) { game.lords.capabilities[(lord << 1) + n] = x } function get_lord_assets(lord, n) { return pack4_get(game.lords.assets[lord], n) } function get_lord_forces(lord, n) { return pack4_get(game.lords.forces[lord], n) } function get_lord_routed_forces(lord, n) { return pack4_get(game.lords.routed[lord], n) } function set_lord_locale(lord, locale) { game.lords.locale[lord] = locale } function set_lord_service(lord, service) { if (service < 0) service = 0 if (service > 17) service = 17 game.lords.service[lord] = service } function add_lord_service(lord, n) { set_lord_service(lord, get_lord_service(lord) + n) } function set_lord_assets(lord, n, x) { if (x < 0) x = 0 if (x > 8) x = 8 game.lords.assets[lord] = pack4_set(game.lords.assets[lord], n, x) } function add_lord_assets(lord, n, x) { set_lord_assets(lord, n, get_lord_assets(lord, n) + x) } function set_lord_forces(lord, n, x) { if (x < 0) x = 0 if (x > 15) x = 15 game.lords.forces[lord] = pack4_set(game.lords.forces[lord], n, x) } function add_lord_forces(lord, n, x) { set_lord_forces(lord, n, get_lord_forces(lord, n) + x) } function set_lord_routed_forces(lord, n, x) { if (x < 0) x = 0 if (x > 15) x = 15 game.lords.routed[lord] = pack4_set(game.lords.routed[lord], n, x) } function add_lord_routed_forces(lord, n, x) { set_lord_routed_forces(lord, n, get_lord_routed_forces(lord, n) + x) } function get_lord_vassal_count(lord) { return data.lords[lord].vassals.length } function get_lord_vassal_service(lord, n) { let v = data.lords[lord].vassals[n] return game.lords.vassals[v] } function set_lord_vassal_service(lord, n, x) { let v = data.lords[lord].vassals[n] game.lords.vassals[v] = x } function clear_lords_moved() { game.lords.moved = 0 } function get_lord_moved(lord) { return pack2_get(game.lords.moved, lord) } function set_lord_moved(lord, x) { game.lords.moved = pack2_set(game.lords.moved, lord, x) } function set_lord_unfed(lord, n) { // reuse "moved" flag for hunger set_lord_moved(lord, n) } function is_lord_unfed(lord) { // reuse "moved" flag for hunger return get_lord_moved(lord) } function feed_lord(lord) { // reuse "moved" flag for hunger set_lord_moved(lord, get_lord_moved(lord) - 1) } // === GAME STATE HELPERS === function roll_die() { return random(6) + 1 } function has_global_capability(cap) { for (let c of game.capabilities) if (data.cards[c].capability === cap) return true return false } function get_shared_assets(loc, what) { let n = 0 for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc) n += get_lord_assets(lord, what) return n } 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) ) } 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) ) } 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 } } function count_cards_in_plan(plan, lord) { let n = 0 for (let c of plan) if (c === lord) ++n return n } 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 } } function is_card_in_use(c) { if (set_has(game.events, c)) return true if (set_has(game.capabilities, c)) return true if (game.lords.capabilities.includes(c)) return true if (c === 18 || c === 19 || c === 20) return true if (c === 39 || c === 40 || c === 41) return true return false } function is_lord_on_map(lord) { let loc = get_lord_locale(lord) return loc !== NOWHERE && loc < CALENDAR } function is_lord_besieged(lord) { return pack1_get(game.lords.besieged, lord) } function is_lord_unbesieged(lord) { return !pack1_get(game.lords.besieged, lord) } function set_lord_besieged(lord, x) { game.lords.besieged = pack1_set(game.lords.besieged, lord, x) } function is_lord_on_calendar(lord) { let loc = get_lord_locale(lord) return loc >= CALENDAR } function is_lord_ready(lord) { let loc = get_lord_locale(lord) return loc >= CALENDAR && loc <= CALENDAR + (game.turn >> 1) } function is_vassal_available(vassal) { let cap = data.vassals[vassal].capability if (!cap) return 1 if (has_global_capability(cap)) return 1 return 0 } function is_vassal_ready(vassal) { return game.lords.vassals[vassal] === 0 } function is_vassal_mustered(vassal) { return game.lords.vassals[vassal] > 0 } function is_friendly_lord(lord) { return lord >= first_friendly_lord && lord <= last_friendly_lord } function is_enemy_lord(lord) { return lord >= first_enemy_lord && lord <= last_enemy_lord } function is_lord_at_friendly_locale(lord) { let loc = get_lord_locale(lord) return is_friendly_locale(loc) } function is_lord_at_seat(lord) { // TODO: extra seats from capabilities // TODO: Yaroslav and Pskov if conquered let here = get_lord_locale(lord) for (let seat of data.lords[lord].seats) if (here === seat) return true return false } function has_free_seat(lord) { // TODO: extra seats from capabilities for (let loc of data.lords[lord].seats) if (is_friendly_locale(loc)) return true return false } function has_friendly_lord(loc) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (get_lord_locale(lord) === loc) return true return false } function has_enemy_lord(loc) { for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) if (get_lord_locale(lord) === loc) return true return false } function is_friendly_territory(loc) { if (game.active === P1) return loc >= first_p1_locale && loc <= last_p1_locale return loc >= first_p2_locale && loc <= last_p2_locale } function is_enemy_territory(loc) { if (game.active === P1) return loc >= first_p2_locale && loc <= last_p2_locale return loc >= first_p1_locale && loc <= last_p1_locale } function is_seaport(loc) { return set_has(data.seaports, loc) } function is_trade_route(loc) { return data.locales[loc].type === "traderoute" } function is_stronghold(loc) { return data.locales[loc].stronghold > 0 } function is_region(loc) { return data.locales[loc].type === "region" } function has_conquered_marker(loc) { return set_has(game.locales.conquered, loc) } function add_conquered_marker(loc) { set_add(game.locales.conquered, loc) } function remove_conquered_marker(loc) { set_delete(game.locales.conquered, loc) } function has_ravaged_marker(loc) { return set_has(game.locales.ravaged, loc) } function add_ravaged_marker(loc) { set_add(game.locales.ravaged, loc) } function count_siege_markers(loc) { return map_get(game.locales.sieges, loc, 0) } function has_siege_marker(loc) { return map_get(game.locales.sieges, loc, 0) > 0 } function add_siege_marker(loc) { map_set(game.locales.sieges, loc, map_get(game.locales.sieges, loc, 0) + 1) } function remove_siege_marker(loc) { map_set(game.locales.sieges, loc, map_get(game.locales.sieges, loc, 0) - 1) } function remove_all_siege_markers(loc) { map_delete(game.locales.sieges, loc) } function conquer_trade_route(loc) { if (game.active === RUSSIANS) { if (has_conquered_marker(loc)) { log(`Conquered %${loc}`) remove_conquered_marker(loc) } } else { if (!has_conquered_marker(loc)) { log(`Conquered %${loc}`) add_conquered_marker(loc) } } } function has_enemy_castle(loc) { if (game.active === P1) return set_has(game.locales.castles2, loc) return set_has(game.locales.castles1, loc) } function has_friendly_castle(loc) { if (game.active === P1) return set_has(game.locales.castles1, loc) return set_has(game.locales.castles2, loc) } function has_conquered_stronghold(loc) { return is_stronghold(loc) && has_conquered_marker(loc) } function is_friendly_stronghold(loc) { // TODO: use full "is friendly locale" check here, or just color of stronghold? if (is_stronghold(loc) || has_friendly_castle(loc)) return is_friendly_locale(loc) return false } function is_enemy_stronghold(loc) { if (is_stronghold(loc)) { if (is_enemy_territory(loc) && !has_conquered_marker(loc)) return true if (is_friendly_territory(loc) && has_conquered_marker(loc)) return true } if (has_enemy_castle(loc)) return true return false } function is_unbesieged_enemy_stronghold(loc) { return is_enemy_stronghold(loc) && !has_siege_marker(loc) } function is_friendly_locale(loc) { if (loc !== NOWHERE && loc < CALENDAR) { if (has_enemy_lord(loc)) return false if (is_friendly_territory(loc)) { if (has_conquered_marker(loc)) return false if (has_enemy_castle(loc)) return false return true } else { if (is_stronghold(loc) && has_conquered_marker(loc)) return true if (has_friendly_castle(loc)) return true } } return false } function is_not_friendly_locale(loc) { return !is_friendly_locale(loc) } function for_each_friendly_arts_of_war(fn) { if (game.active === P1) for (let i = 0; i < 18; ++i) fn(i) else for (let i = 21; i < 39; ++i) fn(i) } function can_add_transport(who, what) { return get_lord_assets(who, what) < 8 } function count_lord_transport(lord, way) { let type = data.ways[way].type let season = current_season() let n = 0 switch (type) { case "trackway": switch (season) { case SUMMER: n += get_lord_assets(lord, CART) break case EARLY_WINTER: case LATE_WINTER: n += get_lord_assets(lord, SLED) break case RASPUTITSA: break } break case "waterway": switch (season) { case SUMMER: n += get_lord_assets(lord, BOAT) break case EARLY_WINTER: case LATE_WINTER: n += get_lord_assets(lord, SLED) break case RASPUTITSA: n += get_lord_assets(lord, BOAT) break } break } return n } function list_ways(from, to) { for (let ways of data.locales[from].ways) if (ways[0] === to) return ways return null } function has_two_ways(from, to) { return list_ways(from, to).length > 2 } function is_upper_lord(lord) { return map_has(game.lords.lieutenants, lord) } function is_lower_lord(lord) { for (let i = 1; i < game.lords.lieutenants.length; i += 2) if (game.lords.lieutenants[i] === lord) return true return false } function get_upper_lord(lower) { for (let i = 0; i < game.lords.lieutenants.length; i += 2) if (game.lords.lieutenants[i+1] === lower) return i return NOBODY } function get_lower_lord(upper) { return map_get(game.lords.lieutenants, upper, NOBODY) } function set_lower_lord(upper, lower) { map_set(game.lords.lieutenants, upper, lower) } function add_lieutenant(upper) { map_set(game.lords.lieutenants, upper, NOBODY) } function remove_lieutenant(lord) { for (let i = 0; i < game.lords.lieutenants.length; i += 2) { if(game.lords.lieutenants[i] === lord || game.lords.lieutenants[i+1] === lord) { array_remove_pair(game.lords.lieutenants, i) return } } } function is_located_with_legate(lord) { return get_lord_locale(lord) === game.call_to_arms.legate } function for_each_group_lord(fn) { fn(game.who) if (game.group) for (let lord of game.group) if (lord !== LEGATE) fn(lord) } function count_group_assets(asset) { let n = get_lord_assets(game.who, asset) if (game.group) for (let lord of game.group) if (lord !== LEGATE) n += get_lord_assets(lord, asset) return n } function count_group_horses() { let n = count_lord_horses(game.who) if (game.group) for (let lord of game.group) if (lord !== LEGATE) n += count_lord_horses(lord) return n } function count_group_transport(way) { let n = count_lord_transport(game.who, way) if (game.group) for (let lord of game.group) if (lord !== LEGATE) n += count_lord_transport(lord, way) return n } // === SETUP === function setup_lord_on_calendar(lord, turn) { set_lord_locale(lord, CALENDAR + turn) } function muster_lord(lord, locale, service) { let info = data.lords[lord] if (!service) service = current_turn() + info.service set_lord_locale(lord, locale) set_lord_service(lord, service) set_lord_assets(lord, PROV, info.assets.prov | 0) set_lord_assets(lord, COIN, info.assets.coin | 0) set_lord_assets(lord, LOOT, info.assets.loot | 0) set_lord_assets(lord, CART, info.assets.cart | 0) set_lord_assets(lord, SLED, info.assets.sled | 0) set_lord_assets(lord, BOAT, info.assets.boat | 0) set_lord_assets(lord, SHIP, info.assets.ship | 0) set_lord_forces(lord, KNIGHTS, info.forces.knights | 0) set_lord_forces(lord, SERGEANTS, info.forces.sergeants | 0) set_lord_forces(lord, LIGHT_HORSE, info.forces.light_horse | 0) set_lord_forces(lord, ASIATIC_HORSE, info.forces.asiatic_horse | 0) set_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0) set_lord_forces(lord, MILITIA, info.forces.militia | 0) set_lord_forces(lord, SERFS, info.forces.serfs | 0) for (let v of info.vassals) game.lords.vassals[v] = is_vassal_available(v) } function muster_vassal(lord, vassal) { let info = data.vassals[vassal] game.lords.vassals[vassal] = 1 add_lord_forces(lord, KNIGHTS, info.forces.knights | 0) add_lord_forces(lord, SERGEANTS, info.forces.sergeants | 0) add_lord_forces(lord, LIGHT_HORSE, info.forces.light_horse | 0) add_lord_forces(lord, ASIATIC_HORSE, info.forces.asiatic_horse | 0) add_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0) add_lord_forces(lord, MILITIA, info.forces.militia | 0) add_lord_forces(lord, SERFS, info.forces.serfs | 0) } exports.setup = function (seed, scenario, options) { game = { seed, scenario, options, log: [], undo: [], active: P1, state: "setup_lords", stack: [], hand1: [], hand2: [], plan1: [], plan2: [], turn: 0, capabilities: [], // global capabilities events: [], // this levy/this campaign cards lords: { locale: Array(lord_count).fill(NOWHERE), service: Array(lord_count).fill(NEVER), assets: Array(lord_count).fill(0), forces: Array(lord_count).fill(0), routed: Array(lord_count).fill(0), capabilities: Array(lord_count << 1).fill(NOTHING), besieged: 0, moved: 0, lieutenants: [], vassals: Array(vassal_count).fill(0), }, locales: { conquered: [], ravaged: [], sieges: [], castles1: [], castles2: [], walls: [], }, call_to_arms: { legate: NOWHERE, veche_vp: 0, veche_coin: 0, }, command: NOBODY, group: 0, who: NOBODY, where: NOWHERE, what: NOTHING, approach: 0, count: 0, } update_aliases() 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 } return game } function setup_pleskau() { game.turn = 1 << 1 game.call_to_arms.veche_vp = 1 muster_lord(LORD_HERMANN, LOC_DORPAT, 4) muster_lord(LORD_KNUD_ABEL, LOC_REVAL, 3) muster_lord(LORD_YAROSLAV, LOC_ODENPAH, 2) muster_lord(LORD_GAVRILO, LOC_PSKOV, 4) muster_lord(LORD_VLADISLAV, LOC_NEVA, 3) setup_lord_on_calendar(LORD_RUDOLF, 1) setup_lord_on_calendar(LORD_DOMASH, 1) } function setup_watland() { game.turn = 4 << 1 game.call_to_arms.veche_vp = 1 game.call_to_arms.veche_coin = 1 set_add(game.locales.conquered, LOC_IZBORSK) set_add(game.locales.conquered, LOC_PSKOV) set_add(game.locales.ravaged, LOC_PSKOV) set_add(game.locales.ravaged, LOC_DUBROVNO) muster_lord(LORD_ANDREAS, LOC_FELLIN, 7) muster_lord(LORD_KNUD_ABEL, LOC_WESENBERG, 6) muster_lord(LORD_YAROSLAV, LOC_PSKOV, 5) muster_lord(LORD_DOMASH, LOC_NOVGOROD, 7) setup_lord_on_calendar(LORD_HEINRICH, 4) setup_lord_on_calendar(LORD_RUDOLF, 4) setup_lord_on_calendar(LORD_VLADISLAV, 4) setup_lord_on_calendar(LORD_KARELIANS, 4) setup_lord_on_calendar(LORD_ANDREY, 5) setup_lord_on_calendar(LORD_ALEKSANDR, 7) setup_lord_on_calendar(LORD_HERMANN, 8) } function setup_peipus() { game.turn = 13 << 1 game.call_to_arms.veche_vp = 4 game.call_to_arms.veche_coin = 3 set_add(game.locales.castles2, LOC_KOPORYE) set_add(game.locales.conquered, LOC_IZBORSK) set_add(game.locales.conquered, LOC_PSKOV) set_add(game.locales.ravaged, LOC_VOD) set_add(game.locales.ravaged, LOC_ZHELTSY) set_add(game.locales.ravaged, LOC_TESOVO) set_add(game.locales.ravaged, LOC_SABLIA) set_add(game.locales.ravaged, LOC_PSKOV) set_add(game.locales.ravaged, LOC_DUBROVNO) muster_lord(LORD_HERMANN, LOC_DORPAT, 16) muster_lord(LORD_YAROSLAV, LOC_PSKOV, 14) muster_lord(LORD_ALEKSANDR, LOC_NOVGOROD, 16) muster_lord(LORD_ANDREY, LOC_NOVGOROD, 16) muster_lord(LORD_DOMASH, LOC_NOVGOROD, 16) muster_lord(LORD_KARELIANS, LOC_NOVGOROD, 14) setup_lord_on_calendar(LORD_HEINRICH, 13) setup_lord_on_calendar(LORD_KNUD_ABEL, 13) setup_lord_on_calendar(LORD_RUDOLF, 13) setup_lord_on_calendar(LORD_GAVRILO, 13) setup_lord_on_calendar(LORD_VLADISLAV, 15) } function setup_return_of_the_prince() { game.turn = 9 << 1 game.call_to_arms.veche_vp = 3 game.call_to_arms.veche_coin = 2 set_add(game.locales.castles1, LOC_KOPORYE) set_add(game.locales.conquered, LOC_KAIBOLOVO) set_add(game.locales.conquered, LOC_KOPORYE) set_add(game.locales.conquered, LOC_IZBORSK) set_add(game.locales.conquered, LOC_PSKOV) set_add(game.locales.ravaged, LOC_VOD) set_add(game.locales.ravaged, LOC_ZHELTSY) set_add(game.locales.ravaged, LOC_TESOVO) set_add(game.locales.ravaged, LOC_SABLIA) set_add(game.locales.ravaged, LOC_PSKOV) set_add(game.locales.ravaged, LOC_DUBROVNO) muster_lord(LORD_ANDREAS, LOC_KOPORYE, 12) muster_lord(LORD_ALEKSANDR, LOC_NOVGOROD, 14) setup_lord_on_calendar(LORD_HERMANN, 9) setup_lord_on_calendar(LORD_RUDOLF, 9) setup_lord_on_calendar(LORD_YAROSLAV, 9) setup_lord_on_calendar(LORD_ANDREY, 9) setup_lord_on_calendar(LORD_KARELIANS, 9) setup_lord_on_calendar(LORD_VLADISLAV, 10) setup_lord_on_calendar(LORD_HEINRICH, 11) setup_lord_on_calendar(LORD_KNUD_ABEL, 11) setup_lord_on_calendar(LORD_DOMASH, 11) setup_lord_on_calendar(LORD_GAVRILO, 13) } function setup_return_of_the_prince_nicolle() { game.turn = 9 << 1 game.call_to_arms.veche_vp = 3 game.call_to_arms.veche_coin = 2 set_add(game.locales.castles1, LOC_KOPORYE) set_add(game.locales.conquered, LOC_KAIBOLOVO) set_add(game.locales.conquered, LOC_KOPORYE) set_add(game.locales.ravaged, LOC_VOD) set_add(game.locales.ravaged, LOC_ZHELTSY) set_add(game.locales.ravaged, LOC_TESOVO) set_add(game.locales.ravaged, LOC_SABLIA) muster_lord(LORD_ANDREAS, LOC_RIGA, 12) muster_lord(LORD_HERMANN, LOC_DORPAT, 12) muster_lord(LORD_KNUD_ABEL, LOC_KOPORYE, 11) muster_lord(LORD_ALEKSANDR, LOC_NOVGOROD, 14) muster_lord(LORD_GAVRILO, LOC_PSKOV, 12) setup_lord_on_calendar(LORD_RUDOLF, 9) setup_lord_on_calendar(LORD_YAROSLAV, 9) setup_lord_on_calendar(LORD_ANDREY, 9) setup_lord_on_calendar(LORD_KARELIANS, 9) setup_lord_on_calendar(LORD_VLADISLAV, 10) setup_lord_on_calendar(LORD_HEINRICH, 11) setup_lord_on_calendar(LORD_DOMASH, 11) } function setup_crusade_on_novgorod() { game.turn = 1 << 1 game.call_to_arms.veche_vp = 1 game.call_to_arms.veche_coin = 0 muster_lord(LORD_HERMANN, LOC_DORPAT, 4) muster_lord(LORD_KNUD_ABEL, LOC_REVAL, 3) muster_lord(LORD_YAROSLAV, LOC_ODENPAH, 2) muster_lord(LORD_GAVRILO, LOC_PSKOV, 4) muster_lord(LORD_VLADISLAV, LOC_NEVA, 3) setup_lord_on_calendar(LORD_ANDREAS, 1) setup_lord_on_calendar(LORD_HEINRICH, 1) setup_lord_on_calendar(LORD_RUDOLF, 1) setup_lord_on_calendar(LORD_DOMASH, 1) setup_lord_on_calendar(LORD_KARELIANS, 3) setup_lord_on_calendar(LORD_ALEKSANDR, 5) setup_lord_on_calendar(LORD_ANDREY, 5) } function setup_pleskau_quickstart() { setup_pleskau() add_lord_assets(LORD_HERMANN, CART, 1) add_lord_assets(LORD_YAROSLAV, CART, 1) add_lord_assets(LORD_GAVRILO, BOAT, 1) add_lord_assets(LORD_GAVRILO, CART, 1) add_lord_assets(LORD_VLADISLAV, BOAT, 1) log_h1("Levy " + current_turn_name()) log(`Quickstart...`) muster_lord(LORD_RUDOLF, LOC_WENDEN) add_lord_assets(LORD_RUDOLF, CART, 1) add_lord_assets(LORD_KNUD_ABEL, BOAT, 1) muster_vassal(LORD_HERMANN, data.lords[LORD_HERMANN].vassals[0]) set_lord_capability(LORD_HERMANN, 0, find_card("T4")) set_lord_capability(LORD_HERMANN, 1, find_card("T14")) set_lord_capability(LORD_YAROSLAV, 0, find_card("T3")) set_add(game.capabilities, find_card("T13")) game.call_to_arms.legate = LOC_DORPAT set_add(game.capabilities, find_card("R8")) muster_lord(LORD_DOMASH, LOC_NOVGOROD) add_lord_assets(LORD_DOMASH, BOAT, 2) add_lord_assets(LORD_DOMASH, CART, 2) muster_vassal(LORD_GAVRILO, data.lords[LORD_GAVRILO].vassals[0]) set_lord_capability(LORD_GAVRILO, 0, find_card("R2")) set_lord_capability(LORD_GAVRILO, 1, find_card("R6")) game.call_to_arms.veche_coin += 1 goto_campaign_plan() game.plan1 = [ LORD_YAROSLAV, LORD_RUDOLF, LORD_HERMANN, LORD_HERMANN, LORD_RUDOLF, LORD_HERMANN ] game.plan2 = [ LORD_GAVRILO, LORD_VLADISLAV, LORD_DOMASH, LORD_GAVRILO, LORD_DOMASH, LORD_DOMASH ] // goto_command_activation() } states.setup_lords = { prompt() { view.prompt = "Setup your Lords." let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_on_map(lord) && !get_lord_moved(lord)) { if (data.lords[lord].assets.transport > 0) { gen_action_lord(lord) done = false } } } if (done) { view.prompt += " All done." view.actions.end_setup = 1 } }, lord(lord) { push_undo() log(`L${lord} at %${get_lord_locale(lord)}`) push_state("muster_lord_transport") set_lord_moved(lord, 1) game.who = lord game.count = data.lords[lord].assets.transport }, end_setup() { clear_undo() end_setup_lords() }, } function end_setup_lords() { clear_lords_moved() set_active_enemy() if (game.active === P1) { log_h1("Levy " + current_turn_name()) log_h2("Arts of War") goto_levy_arts_of_war_first() } } // === LEVY: ARTS OF WAR (FIRST TURN) === function draw_two_cards() { let remove_no_event_cards = scenario_remove_no_event_cards.includes(game.scenario) let deck = [] if (game.active === P1) { for (let c = first_p1_card; c <= last_p1_card; ++c) if (!is_card_in_use(c)) deck.push(c) if (!remove_no_event_cards) for (let c = last_p1_card; c <= last_p1_card_no_event; ++c) if (!is_card_in_use(c)) deck.push(c) } else { for (let c = first_p2_card; c <= last_p2_card; ++c) if (!is_card_in_use(c)) deck.push(c) if (!remove_no_event_cards) for (let c = last_p2_card; c <= last_p2_card_no_event; ++c) if (!is_card_in_use(c)) deck.push(c) } let result = [] let i = random(deck.length) result.push(deck[i]) array_remove(deck, i) i = random(deck.length) result.push(deck[i]) array_remove(deck, i) return result } function goto_levy_arts_of_war_first() { log_br() log(game.active) game.state = "levy_arts_of_war_first" game.what = draw_two_cards() } function resume_levy_arts_of_war_first() { if (game.what.length === 0) end_levy_arts_of_war_first() } // TODO: show and assign capabilities simultaneously states.levy_arts_of_war_first = { prompt() { let c = game.what[0] view.what = c if (data.cards[c].this_lord) { view.prompt = `Arts of War: Assign ${data.cards[c].capability} to a Lord.` let discard = true for (let lord of data.cards[c].lords) { if (is_lord_on_map(lord) && !lord_has_capability(lord, c)) { gen_action_lord(lord) discard = false } } if (discard) view.actions.discard = 1 } else if (data.cards[c].capability) { view.prompt = `Arts of War: Deploy ${data.cards[c].capability}.` view.actions.deploy = 1 } else { view.prompt = `Arts of War: No Capability.` view.actions.discard = 1 } }, lord(lord) { let c = game.what.shift() logi(`C${c} - L${lord}`) add_lord_capability(lord, c) resume_levy_arts_of_war_first() }, deploy() { let c = game.what.shift() logi(`C${c}`) set_add(game.capabilities, c) resume_levy_arts_of_war_first() }, discard() { let c = game.what.shift() logi(`C${c} - discarded`) resume_levy_arts_of_war_first() }, } function end_levy_arts_of_war_first() { game.what = NOTHING set_active_enemy() if (game.active === P2) goto_levy_arts_of_war_first() else goto_pay() } // === LEVY: ARTS OF WAR === function goto_levy_arts_of_war() { log_br() log(game.active) game.state = "levy_arts_of_war" game.what = draw_two_cards() } function resume_levy_arts_of_war() { if (game.what.length === 0) end_levy_arts_of_war() } states.levy_arts_of_war = { prompt() { let c = game.what[0] view.what = c switch (data.cards[c].when) { case "this_levy": case "this_campaign": case "now": view.prompt = `Arts of War: Play ${data.cards[c].event}.` view.actions.play = 1 break case "hold": view.prompt = `Arts of War: Hold ${data.cards[c].event}.` view.actions.hold = 1 break case "never": view.prompt = `Arts of War: 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") set_add(game.events, c) log(`TODO implement event`) resume_levy_arts_of_war() }, hold() { let c = game.what.shift() log(`Held event card.`) if (game.active === P1) game.hand1.push(c) else game.hand2.push(c) resume_levy_arts_of_war() }, discard() { let c = game.what.shift() log(`Discarded E${c}`) resume_levy_arts_of_war() }, } function end_levy_arts_of_war() { game.what = NOTHING set_active_enemy() if (game.active === P2) goto_levy_arts_of_war() else goto_pay() } // === LEVY: MUSTER === function goto_levy_muster() { log_h2(game.active + " Muster") game.state = "levy_muster" } function end_levy_muster() { clear_lords_moved() set_active_enemy() if (game.active === P2) goto_levy_muster() else goto_levy_call_to_arms() } states.levy_muster = { prompt() { view.prompt = "Levy: Muster your Lords." let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_at_friendly_locale(lord) && !get_lord_moved(lord)) { gen_action_lord(lord) done = false } } if (done) { view.prompt += " All done." view.actions.end_muster = 1 } }, lord(lord) { push_undo() log_h3(`L${lord} at %${get_lord_locale(lord)}`) push_state("levy_muster_lord") game.who = lord game.count = data.lords[lord].lordship }, end_muster() { clear_undo() end_levy_muster() }, } function resume_levy_muster_lord() { --game.count if (game.count === 0) { set_lord_moved(game.who, 1) pop_state() } } states.levy_muster_lord = { prompt() { view.prompt = `Levy: Muster ${lord_name[game.who]}.` if (game.count > 0) { view.prompt += ` ${game.count} lordship left.` // Roll to muster Ready Lord at Seat for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (lord === LORD_ALEKSANDR) continue if (lord === LORD_ANDREY && game.who !== LORD_ALEKSANDR) continue if (is_lord_ready(lord) && has_free_seat(lord)) gen_action_lord(lord) } // Muster Ready Vassal Forces for (let vassal of data.lords[game.who].vassals) { if (is_vassal_ready(vassal)) gen_action_vassal(vassal) } // Add Transport if (data.lords[game.who].ships) { if (can_add_transport(game.who, SHIP)) view.actions.ship = 1 } if (can_add_transport(game.who, BOAT)) view.actions.boat = 1 if (can_add_transport(game.who, CART)) view.actions.cart = 1 if (can_add_transport(game.who, SLED)) view.actions.sled = 1 // Add Capability view.actions.capability = 1 } else { view.prompt += " All done." } view.actions.done = 1 }, lord(other) { clear_undo() let die = roll_die() let fealty = data.lords[other].fealty if (die <= fealty) { logi(`L${other} rolled ${die} <= ${fealty}`) push_state("muster_lord_at_seat") game.who = other } else { logi(`L${other} rolled ${die} > ${fealty}`) logii(`failed`) resume_levy_muster_lord() } }, vassal(vassal) { push_undo() logi(vassal_name[vassal]) muster_vassal(game.who, vassal) resume_levy_muster_lord() }, ship() { push_undo() logi("Ship") add_lord_assets(game.who, SHIP, 1) resume_levy_muster_lord() }, boat() { push_undo() logi("Boat") add_lord_assets(game.who, BOAT, 1) resume_levy_muster_lord() }, cart() { push_undo() logi("Cart") add_lord_assets(game.who, CART, 1) resume_levy_muster_lord() }, sled() { push_undo() logi("Sled") add_lord_assets(game.who, SLED, 1) resume_levy_muster_lord() }, capability() { push_undo() push_state("muster_capability") }, done() { set_lord_moved(game.who, 1) pop_state() }, } states.muster_lord_at_seat = { prompt() { view.prompt = `Muster: Select seat for ${lord_name[game.who]}.` for (let loc of data.lords[game.who].seats) if (is_friendly_locale(loc)) gen_action_locale(loc) }, locale(loc) { push_undo() logii(`at %${loc}`) set_lord_moved(game.who, 1) muster_lord(game.who, loc) game.state = "muster_lord_transport" game.count = data.lords[game.who].assets.transport | 0 resume_muster_lord_transport() }, } function resume_muster_lord_transport() { if (game.count === 0) pop_state() if (game.state === "levy_muster_lord") resume_levy_muster_lord() } states.muster_lord_transport = { prompt() { view.prompt = `Muster: Select Transport for ${lord_name[game.who]}.` view.prompt += ` ${game.count} left.` if (data.lords[game.who].ships) { if (can_add_transport(game.who, SHIP)) view.actions.ship = 1 } if (can_add_transport(game.who, BOAT)) view.actions.boat = 1 if (can_add_transport(game.who, CART)) view.actions.cart = 1 if (can_add_transport(game.who, SLED)) view.actions.sled = 1 }, ship() { push_undo() logii("Ship") add_lord_assets(game.who, SHIP, 1) --game.count resume_muster_lord_transport() }, boat() { push_undo() logii("Boat") add_lord_assets(game.who, BOAT, 1) --game.count resume_muster_lord_transport() }, cart() { push_undo() logii("Cart") add_lord_assets(game.who, CART, 1) --game.count resume_muster_lord_transport() }, sled() { push_undo() logii("Sled") add_lord_assets(game.who, SLED, 1) --game.count resume_muster_lord_transport() }, } function lord_has_capability(lord, c) { let name = data.cards[c].capability let c1 = get_lord_capability(lord, 0) if (c1 >= 0 && data.cards[c1].capability === name) return true let c2 = get_lord_capability(lord, 1) if (c2 >= 0 && data.cards[c2].capability === name) return true return false } function can_add_lord_capability(lord) { if (get_lord_capability(lord, 0) < 0) return true if (get_lord_capability(lord, 1) < 0) return true return false } function add_lord_capability(lord, c) { if (get_lord_capability(lord, 0) < 0) return set_lord_capability(lord, 0, c) if (get_lord_capability(lord, 1) < 0) return set_lord_capability(lord, 1, c) throw new Error("no empty capability slots!") } function discard_lord_capability(lord, c) { if (get_lord_capability(lord, 0) === c) return set_lord_capability(lord, 0, NOTHING) if (get_lord_capability(lord, 1) === c) return set_lord_capability(lord, 1, NOTHING) throw new Error("capability not found") } states.muster_capability = { prompt() { view.prompt = `Muster: Select a new capability for ${lord_name[game.who]}.` view.show_arts_of_war = 1 for_each_friendly_arts_of_war((c) => { if (!is_card_in_use(c)) { if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) { if (data.cards[c].this_lord) { if (!lord_has_capability(game.who, c)) gen_action_card(c) } else { gen_action_card(c) } } } }) }, card(c) { push_undo() logi(`Capability C${c}`) if (data.cards[c].this_lord) { if (can_add_lord_capability(game.who, c)) { add_lord_capability(game.who, c) } else { game.what = c game.state = "muster_capability_discard" return } } else { set_add(game.capabilities, c) } pop_state() resume_levy_muster_lord() }, } states.muster_capability_discard = { prompt() { view.prompt = `Muster: Remove a capability from ${lord_name[game.who]}.` gen_action_card(get_lord_capability(game.who, 0)) gen_action_card(get_lord_capability(game.who, 1)) }, card(c) { push_undo() logi(`Discarded C${c}`) discard_lord_capability(game.who, c) add_lord_capability(game.who, game.what) game.what = NOTHING pop_state() resume_levy_muster_lord() }, } // === LEVY: CALL TO ARMS === function goto_levy_call_to_arms() { game.state = "levy_call_to_arms" end_levy_call_to_arms() } states.levy_call_to_arms = {} function end_levy_call_to_arms() { goto_campaign_plan() } // === CAMPAIGN: PLAN === function goto_campaign_plan() { game.turn++ // Discard "This Levy" events from play. if (game.events.length > 0) 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.plan1 = [] game.plan2 = [] } function plan_has_lieutenant(first, last) { for (let lord = first; lord <= last; ++lord) if (is_upper_lord(lord)) return true return false } function plan_selected_lieutenant(first, last) { for (let lord = first; lord <= last; ++lord) if (is_upper_lord(lord) && get_lower_lord(lord) === NOBODY) return lord return NOBODY } function plan_can_make_lieutenant(plan, upper, first, last) { for (let lord = first; lord <= last; ++lord) { if (!is_lord_on_map(lord)) continue if (lord === upper) continue if (is_marshal(lord) || is_lord_besieged(lord)) continue if (is_upper_lord(lord) || is_lower_lord(lord)) continue if (get_lord_locale(upper) === get_lord_locale(lord)) return true } return false } states.campaign_plan = { prompt(current) { let plan = current === P1 ? game.plan1 : game.plan2 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 = "Plan: Designate Lieutenants and build a Plan." view.plan = plan view.who = upper if (plan.length < max_plan_length()) { view.actions.end_plan = 0 if (count_cards_in_plan(plan, NOBODY) < 3) gen_action_plan(NOBODY) for (let lord = first; lord <= last; ++lord) { if (is_lord_on_map(lord) && count_cards_in_plan(plan, lord) < 3) gen_action_plan(lord) } } else { if (upper === NOBODY) view.actions.end_plan = 1 } if (upper !== NOBODY) gen_action_lord(upper) for (let lord = first; lord <= last; ++lord) { if (is_marshal(lord) || is_lord_besieged(lord)) continue if (is_upper_lord(lord) || is_lower_lord(lord)) continue if (upper === NOBODY) { if (plan_can_make_lieutenant(plan, lord, first, last)) gen_action_lord(lord) } else { if (get_lord_locale(upper) === get_lord_locale(lord)) gen_action_lord(lord) } } if (plan.length > 0 || plan_has_lieutenant(first, last)) view.actions.undo = 1 else view.actions.undo = 0 }, lord(lord, current) { let upper if (current === P1) upper = plan_selected_lieutenant(first_p1_lord, last_p1_lord) else upper = plan_selected_lieutenant(first_p2_lord, last_p2_lord) if (lord === upper) remove_lieutenant(upper) else if (upper === NOBODY) add_lieutenant(lord) else set_lower_lord(upper, lord) }, plan(lord, current) { if (current === P1) game.plan1.push(lord) else game.plan2.push(lord) }, undo(_, current) { if (current === P1) { for (let lord = first_p1_lord; lord <= last_p1_lord; ++lord) if (is_upper_lord(lord)) remove_lieutenant(lord) game.plan1.length = 0 } else { for (let lord = first_p2_lord; lord <= last_p2_lord; ++lord) if (is_upper_lord(lord)) remove_lieutenant(lord) game.plan2.length = 0 } }, end_plan(_, current) { if (game.active === BOTH) { if (current === P1) set_active(P2) else set_active(P1) } else { end_campaign_plan() } }, } function end_campaign_plan() { if (game.lords.lieutenants.length > 0) { 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] log(`>L${upper} over L${lower}`) } } set_active(P1) goto_command_activation() } // === CAMPAIGN: COMMAND ACTIVATION === function goto_command_activation() { if (game.plan2.length === 0) { game.command = NOBODY goto_end_campaign() return } if (game.plan2.length > game.plan1.length) { set_active(P2) game.command = game.plan2.shift() } else { set_active(P1) game.command = game.plan1.shift() } if (game.command === NOBODY) { log_h2("Pass") goto_command_activation() } else if (is_lower_lord(game.command)) { log_h2(`L${game.command} - Pass`) goto_command_activation() } else if (!is_lord_on_map(game.command)) { log_h2(`L${game.command} - Pass`) goto_command_activation() } else { goto_actions() } } function goto_end_campaign() { // TODO: end game check game.turn++ log_h1("Levy " + current_turn_name()) log_h2("Arts of War") goto_levy_arts_of_war() } // === CAMPAIGN: ACTIONS === function goto_actions() { log_h2(`L${game.command}`) game.state = "actions" game.who = game.command game.count = 0 } function end_actions() { log_br() set_active(P1) game.command = NOBODY game.who = NOBODY game.group = 0 goto_feed() } function get_available_actions() { return data.lords[game.command].command - game.count } function use_all_actions() { game.count += get_available_actions() } states.actions = { prompt() { let avail = get_available_actions() view.prompt = `${lord_name[game.who]} has ${avail}x actions.` if (avail > 0) { if (is_lord_besieged(game.who)) { if (can_action_sally()) view.actions.sally = 1 view.actions.pass = 1 } else { if (can_action_march()) view.actions.march = 1 if (can_action_siege()) view.actions.siege = 1 if (can_action_storm()) view.actions.storm = 1 if (can_action_supply()) view.actions.supply = 1 if (can_action_forage()) view.actions.forage = 1 if (can_action_ravage()) view.actions.ravage = 1 if (can_action_tax()) view.actions.tax = 1 if (can_action_sail()) view.actions.sail = 1 view.actions.pass = 1 } } else { view.actions.end_actions = 1 } }, march: do_action_march, forage: do_action_forage, ravage: do_action_ravage, sail: do_action_sail, tax: do_action_tax, pass() { push_undo() log("Passed.") use_all_actions() // TODO: maybe only one action? }, end_actions() { clear_undo() end_actions() }, } // === ACTION: MARCH === function can_action_march() { return true } function do_action_march() { push_undo() game.state = 'march' // Initialize group on first March! if (!game.group) { // 4.1.3 Lieutenants MUST take lower lord let lower = get_lower_lord(game.who) if (lower !== NOBODY) game.group = [ lower ] else game.group = [] } } states.march = { prompt() { view.prompt = `March: Select destination.` let here = get_lord_locale(game.who) for (let [to] of data.locales[here].ways) gen_action_locale(to) // 4.3.2 Marshals MAY take other lords if (is_marshal(game.who)) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord !== game.who && !is_lower_lord(lord)) if (get_lord_locale(lord) === here) gen_action_lord(lord) } // 1.4.1 Teutonic lords MAY take the Legate if (game.active === TEUTONS && is_located_with_legate(game.who)) { view.actions.legate = 1 } }, locale(to) { push_undo() let from = get_lord_locale(game.who) let ways = list_ways(from, to) if (ways.length > 2) { game.where = to game.state = 'march_way' } else { game.where = to game.approach = ways[1] march_with_group() } }, lord(lord) { set_toggle(game.group, lord) if (is_upper_lord(lord)) set_toggle(game.group, get_lower_lord(lord)) }, legate() { set_toggle(game.group, LEGATE) }, } states.march_way = { prompt() { view.prompt = `March: Select way.` let from = get_lord_locale(game.who) let to = game.where let ways = list_ways(from, to) for (let i = 1; i < ways.length; ++i) gen_action_way(ways[i]) }, way(way) { game.approach = way march_with_group() }, } function march_with_group() { let way = game.approach let transport = count_group_transport(way) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) if (loot > 0 || prov > transport) { game.state = 'march_laden' } else { march_with_group_2(false) } } states.march_laden = { prompt() { let to = game.where let way = game.approach let transport = count_group_transport(way) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) view.prompt = `March with ${loot} loot, ${prov} prov, and ${transport} usable transport.` if (prov <= transport * 2) { if (loot > 0 || prov > transport) { let avail = get_available_actions() if (avail >= 2) view.actions.laden = 1 view.actions.unladen = 0 } else { view.actions.laden = 0 view.actions.unladen = 1 } } else { view.actions.laden = 0 view.actions.unladen = 0 } if (loot > 0 || prov > transport) { for_each_group_lord(lord => { if (loot > 0) { if (get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) if (prov > transport * 2) if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } else { if (prov > transport) if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) } }) } }, prov(lord) { push_undo() drop_prov(lord) }, loot(lord) { push_undo() drop_loot(lord) }, laden() { march_with_group_2(true) }, unladen() { march_with_group_2(false) }, } function march_with_group_2(laden) { let from = get_lord_locale(game.who) let way = game.approach let to = game.where if (data.ways[way].name) log(`Marched via ${data.ways[way].name} to %${to}.`) else log(`Marched to %${to}.`) if (is_trade_route(to)) conquer_trade_route(to) if (is_unbesieged_enemy_stronghold(to)) add_siege_marker(to) for_each_group_lord(lord => { set_lord_locale(lord, to) set_lord_moved(lord, 1) }) if (is_enemy_stronghold(from)) remove_all_siege_markers(from) // TODO: lift siege // TODO: stop and siege // TODO: approach if (laden) game.count += 2 else game.count += 1 game.state = "actions" } // === ACTION: SIEGE === function can_action_siege() { return false } // === ACTION: STORM === function can_action_storm() { return false } // === ACTION: SALLY === function can_action_sally() { return is_lord_besieged(game.who) } // === ACTION: SUPPLY === function can_action_supply() { return false } // === ACTION: FORAGE === function can_action_forage() { let where = get_lord_locale(game.who) if (has_ravaged_marker(where)) return false if (current_season() === SUMMER) return true if (is_friendly_stronghold(where)) return true return false } function do_action_forage() { push_undo() let where = get_lord_locale(game.who) log(`Foraged at %${where}`) add_lord_assets(game.who, PROV, 1) game.count += 1 } // === ACTION: RAVAGE === function can_ravage_locale(loc) { return ( is_enemy_territory(loc) && !has_conquered_marker(loc) && !has_ravaged_marker(loc) && !is_friendly_locale(loc) ) } function can_action_ravage() { let where = get_lord_locale(game.who) // TODO: cost 2 if enemy lord is adjacent in 2nd ed // TODO: adjacent ability if (can_ravage_locale(where)) return true return false } function do_action_ravage() { push_undo() game.state = "ravage" } states.ravage = { prompt() { view.prompt = `Ravage: Choose enemy territory to ravage!` let where = get_lord_locale(game.who) // TODO: adjacent from abilities gen_action_locale(where) }, locale(loc) { log(`Ravaged at %${loc}`) add_ravaged_marker(loc) add_lord_assets(game.who, PROV, 1) if (!is_region(loc)) add_lord_assets(game.who, LOOT, 1) game.count += 1 game.state = "actions" }, } // === ACTION: TAX === function can_action_tax() { // Must use whole action if (game.count > 0) return false // Must have space left to hold Coin if (get_lord_assets(game.who, COIN) >= 8) return false // Must be at own seat return is_lord_at_seat(game.who); } function do_action_tax() { push_undo() if (AUTO_TAX) { tax_with_lord(game.who) } else { game.state = "tax" } } states.tax = { prompt() { view.prompt = `Tax: Choose seat to Tax.` let here = get_lord_locale(game.who) gen_action_locale(here) }, locale(loc) { tax_with_lord(game.who) }, } function tax_with_lord(lord) { let here = get_lord_locale(lord) log(`Taxed %${here}.`) add_lord_assets(lord, COIN, 1) use_all_actions() game.state = "actions" } // === ACTION: SAIL === function drop_prov(lord) { log("Discarded Provender") add_lord_assets(lord, PROV, -1) } function drop_loot() { log("Discarded Loot") add_lord_assets(lord, LOOT, -1) } function has_enough_available_ships_for_horses() { // TODO: Cogs let here = get_lord_locale(game.who) let horse_size = 1 if (game.active === RUSSIANS) horse_size = 2 let ships = get_lord_assets(game.who, SHIP) let horses = count_lord_horses(game.who) * horse_size let lower = get_lower_lord(game.who) if (lower !== NOBODY) { ships += get_lord_assets(lower, SHIP) horses += count_lord_horses(lower) * horse_size } if (ships >= horses) return true if (is_marshal(game.who)) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (lord !== game.who && !is_lower_lord(lord) && get_lord_locale(lord) === here) { let extra_ships = get_lord_assets(lord, SHIP) let extra_horses = count_lord_horses(lord) * horse_size if (extra_ships >= extra_horses) ships += extra_ships - extra_horses } } if (ships >= horses) return true } return false } function can_action_sail() { // Must use whole action if (game.count > 0) return false // at a seaport let where = get_lord_locale(game.who) if (!is_seaport(where)) return false // during Rasputitsa or Summer let season = current_season() if (season !== SUMMER && season !== RASPUTITSA) return false // with enough ships to carry all the horses if (!has_enough_available_ships_for_horses()) return false // TODO: and a valid destination return true } function do_action_sail() { push_undo() game.state = 'sail' // 4.1.3 Lieutenants MUST take lower lord let lower = get_lower_lord(game.who) if (lower !== NOBODY) game.group = [ lower ] else game.group = [] } states.sail = { prompt() { let here = get_lord_locale(game.who) let horses = count_group_horses() let ships = count_group_assets(SHIP) let prov = count_group_assets(PROV) let loot = count_group_assets(LOOT) let overflow = 0 let min_overflow = 0 if (game.active === TEUTONS) { overflow = (horses + loot * 2 + prov) - ships min_overflow = horses - ships } if (game.active === RUSSIANS) { overflow = (horses * 2 + loot * 2 + prov) - ships min_overflow = horses * 2 - ships } console.log("SAIL", ships, overflow, min_overflow) if (overflow <= 0) { view.prompt = `Sail: Choose a destination Seaport.` for (let to of data.seaports) { if (to === here) continue if (!has_enemy_lord(to)) gen_action_locale(to) } } else if (min_overflow <= 0) { view.prompt = `Sail: Discard Loot or Provender.` // TODO: how strict is greed? if (loot > 0 || prov > 0) { for_each_group_lord(lord => { if (loot > 0) if (get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) if (prov > 0) if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) }) } } else { view.prompt = ` Not enough ships!` } // 4.3.2 Marshals MAY take other lords if (is_marshal(game.who)) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (lord !== game.who && !is_lower_lord(lord)) if (get_lord_locale(lord) === here) // TODO: toggle instead of undo, but then no discarding? if (!set_has(game.group, lord)) gen_action_lord(lord) } // 1.4.1 Teutonic lords MAY take the Legate if (game.active === TEUTONS && is_located_with_legate(game.who)) { view.actions.legate = 1 } }, lord(lord) { // TODO: toggle instead of undo, unless we discarded loot/prov push_undo() set_toggle(game.group, lord) if (is_upper_lord(lord)) set_toggle(game.group, get_lower_lord(lord)) }, legate() { set_toggle(game.group, LEGATE) }, prov(lord) { push_undo() drop_prov(lord) }, loot(lord) { push_undo() drop_loot(lord) }, locale(to) { push_undo() log(`Sailed to %${to}`) if (is_trade_route(to)) conquer_trade_route(to) if (is_unbesieged_enemy_stronghold(to)) add_siege_marker(to) for_each_group_lord(lord => { set_lord_locale(lord, to) set_lord_moved(lord, 1) }) use_all_actions() game.state = "actions" }, } // === CAMPAIGN: FEED === function can_feed_from_shared(lord) { let loc = get_lord_locale(lord) return get_shared_assets(loc, PROV) > 0 || get_shared_assets(loc, LOOT) > 0 } function has_friendly_lord_who_must_feed() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_unfed(lord)) return true return false } function goto_feed() { // Count how much food each lord needs for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_moved(lord)) { if (count_lord_forces(lord) >= 7) set_lord_unfed(lord, 2) else set_lord_unfed(lord, 1) } else { set_lord_unfed(lord, 0) } } game.state = "feed" if (!has_friendly_lord_who_must_feed()) end_feed() } states.feed = { prompt() { view.prompt = "Feed: You must Feed lords who Moved or Fought." let done = true // Feed from own mat if (done) { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord)) { if (get_lord_assets(lord, PROV) > 0) { gen_action_prov(lord) done = false } if (get_lord_assets(lord, LOOT) > 0) { gen_action_loot(lord) done = false } } } } // Sharing if (done) { view.prompt = "You must Feed lords who Moved or Fought (shared)." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord) && can_feed_from_shared(lord)) { gen_action_lord(lord) done = false } } } // Unfed if (done) { view.prompt = "You must shift the Service of any unfed lords." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_unfed(lord)) { gen_action_service(lord) done = false } } } // All done! if (done) { view.prompt = "Feed: All done." view.actions.end_feed = 1 } }, prov(lord) { push_undo() log(`Fed L${lord}.`) add_lord_assets(lord, PROV, -1) feed_lord(lord) }, loot(lord) { push_undo() log(`Fed L${lord} with Loot.`) add_lord_assets(lord, LOOT, -1) feed_lord(lord) }, lord(lord) { push_undo() game.who = lord game.state = "feed_lord_shared" }, service(lord) { push_undo() log(`Unfed L${lord}.`) add_lord_service(lord, -1) set_lord_unfed(lord, 0) }, end_feed() { clear_undo() end_feed() }, } function resume_feed_lord_shared() { if (!is_lord_unfed(game.who) || !can_feed_from_shared(game.who)) { game.who = NOBODY game.state = 'feed' } } states.feed_lord_shared = { prompt() { view.prompt = `Feed: You must Feed ${lord_name[game.who]} shared Loot or Provender.` let loc = get_lord_locale(game.who) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === loc) { if (get_lord_assets(lord, PROV) > 0) gen_action_prov(lord) if (get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) } } }, prov(lord) { push_undo() log(`Fed L${game.who} from L${lord}.`) add_lord_assets(lord, PROV, -1) feed_lord(game.who) resume_feed_lord_shared() }, loot(lord) { push_undo() log(`Fed L${game.who} with Loot from L${lord}.`) add_lord_assets(lord, LOOT, -1) feed_lord(game.who) resume_feed_lord_shared() }, } function end_feed() { clear_undo() if (FEED_PAY_DISBAND) { goto_pay() } else { set_active_enemy() if (game.active === P2) goto_feed() else goto_pay() } } // === LEVY & CAMPAIGN: PAY === function can_pay_lord(lord) { if (game.active === RUSSIANS) { if (game.call_to_arms.veche_coin > 0 && !is_lord_besieged(lord)) return true } let loc = get_lord_locale(lord) if (get_shared_assets(loc, COIN) > 0) return true if (is_friendly_locale(loc)) if (get_shared_assets(loc, LOOT) > 0) return true return false } function has_friendly_lord_who_may_be_paid() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && can_pay_lord(lord)) return true return false } function goto_pay() { game.state = "pay" if (!has_friendly_lord_who_may_be_paid()) end_pay() } states.pay = { prompt() { view.prompt = "Pay: You may Pay your Lords." for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && can_pay_lord(lord)) gen_action_lord(lord) view.actions.end_pay = 1 }, lord(lord) { push_undo() push_state("pay_lord") game.who = lord }, end_pay() { push_undo() end_pay() }, } states.pay_lord = { prompt() { view.prompt = `Pay: You may Pay ${lord_name[game.who]} with Coin or Loot.` if (game.active === RUSSIANS) { if (game.call_to_arms.veche_coin > 0 && !is_lord_besieged(game.who)) view.actions.veche_coin = 1 } let loc = get_lord_locale(game.who) let pay_with_loot = is_friendly_locale(loc) for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (get_lord_locale(lord) === loc) { if (get_lord_assets(lord, COIN) > 0) gen_action_coin(lord) if (pay_with_loot && get_lord_assets(lord, LOOT) > 0) gen_action_loot(lord) } } }, loot(lord) { if (game.who === lord) log(`Paid L${game.who} with Loot.`) else log(`Paid L${game.who} with Loot from L${lord}.`) add_lord_assets(lord, LOOT, -1) add_lord_service(game.who, 1) pop_state() }, coin(lord) { if (game.who === lord) log(`Paid L${game.who} with Coin.`) else log(`Paid L${game.who} with Coin from L${lord}.`) add_lord_assets(lord, COIN, -1) add_lord_service(game.who, 1) pop_state() }, veche_coin() { log(`Paid L${game.who} with Coin from Veche.`) game.call_to_arms.veche_coin-- add_lord_service(game.who, 1) pop_state() }, } function end_pay() { // NOTE: We can combine Pay & Disband steps because disband is mandatory only. goto_disband() } // === LEVY & CAMPAIGN: DISBAND === function has_friendly_lord_who_must_disband() { for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) if (is_lord_on_map(lord) && get_lord_service(lord) <= current_turn()) return true return false } function goto_disband() { game.state = "disband" if (!has_friendly_lord_who_must_disband()) end_disband() } function disband_lord(lord) { if (get_lord_service(lord) < current_turn()) { log(`Disbanded L${lord} beyond service limit`) set_lord_locale(lord, NOWHERE) set_lord_service(lord, NEVER) } else { log(`Disbanded L${lord}`) let turn = current_turn() + data.lords[lord].service set_lord_locale(lord, CALENDAR + turn) set_lord_service(lord, turn) } remove_lieutenant(lord) set_lord_capability(lord, 0, NOTHING) set_lord_capability(lord, 1, NOTHING) game.lords.assets[lord] = 0 game.lords.forces[lord] = 0 game.lords.routed[lord] = 0 set_lord_besieged(lord, 0) set_lord_moved(lord, 0) for (let v of data.lords[lord].vassals) game.lords.vassals[v] = 0 // TODO: check lifted siege } states.disband = { prompt() { view.prompt = "Disband: You must Disband Lords at their Service limit." let done = true for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) { if (is_lord_on_map(lord) && get_lord_service(lord) <= current_turn()) { gen_action_lord(lord) done = false } } if (done) view.actions.end_disband = 1 }, lord(lord) { disband_lord(lord) }, end_disband() { end_disband() }, } function end_disband() { clear_undo() set_active_enemy() if (game.active === P2) { if (FEED_PAY_DISBAND) goto_feed() else goto_pay() } else { if (is_levy_phase()) goto_levy_muster() else goto_remove_markers() } } // === CAMPAIGN: REMOVE MARKERS === 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") clear_lords_moved() goto_command_activation() } // === GAME OVER === function goto_game_over(result, victory) { game.state = "game_over" game.active = "None" game.result = result game.victory = victory log_br() log(game.victory) return true } states.game_over = { get inactive() { return game.victory }, prompt() { view.prompt = game.victory }, } exports.resign = function (state, current) { load_state(state) if (game.state !== "game_over") { for (let opponent of exports.roles) { if (opponent !== current) { goto_game_over(opponent, current + " resigned.") break } } } return game } // === UNCOMMON TEMPLATE === 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 logi(msg) { game.log.push(">" + msg) } function logii(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 log_h4(msg) { log_br() log(".h4 " + msg) } function gen_action(action, argument) { if (!(action in view.actions)) view.actions[action] = [] set_add(view.actions[action], argument) } function gen_action_way(way) { gen_action("way", way) } function gen_action_locale(locale) { gen_action("locale", locale) } function gen_action_lord(lord) { gen_action("lord", lord) } function gen_action_service(service) { gen_action("service", service) } function gen_action_vassal(vassal) { gen_action("vassal", vassal) } function gen_action_card(c) { gen_action("card", c) } function gen_action_plan(lord) { gen_action("plan", lord) } function gen_action_prov(lord) { gen_action("prov", lord) } function gen_action_coin(lord) { gen_action("coin", lord) } function gen_action_loot(lord) { gen_action("loot", lord) } exports.view = function (state, current) { load_state(state) view = { prompt: null, actions: null, log: game.log, turn: game.turn, events: game.events, capabilities: game.capabilities, lords: game.lords, locales: game.locales, call_to_arms: game.call_to_arms, command: game.command, hand: null, } if (current === P1) view.hand = game.hand1 if (current === P2) view.hand = game.hand2 if (game.state === "game_over") { view.prompt = game.victory } 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 { view.actions = {} view.who = game.who if (game.group && game.group.length > 0) view.group = game.group if (states[game.state]) states[game.state].prompt(current) 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 } exports.action = function (state, current, action, arg) { load_state(state) Object.seal(game) // XXX: don't allow adding properties let S = states[game.state] if (S && action in S) { S[action](arg, current) } else { if (action === "undo" && game.undo && game.undo.length > 0) pop_undo() else throw new Error("Invalid action: " + action) } return game } // === COMMON TEMPLATE === 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 } // Packed array of small numbers in one word function pack1_get(word, n) { return (word >>> n) & 1 } function pack2_get(word, n) { n = n << 1 return (word >>> n) & 3 } function pack4_get(word, n) { n = n << 2 return (word >>> n) & 15 } function pack1_set(word, n, x) { return (word & ~(1 << n)) | (x << n) } function pack2_set(word, n, x) { n = n << 1 return (word & ~(3 << n)) | (x << n) } function pack4_set(word, n, x) { n = n << 2 return (word & ~(15 << n)) | (x << n) } // === COMMON LIBRARY === function clear_undo() { if (game.undo.length > 0) game.undo = [] } function push_undo() { let copy = {} for (let k in game) { let v = game[k] if (k === "undo") continue else if (k === "log") v = v.length else if (typeof v === "object" && v !== null) v = object_copy(v) copy[k] = v } game.undo.push(copy) } function pop_undo() { let save_log = game.log let save_undo = game.undo game = save_undo.pop() save_log.length = game.log game.log = save_log game.undo = save_undo } 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 } 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(list) { // Fisher-Yates shuffle for (let i = list.length - 1; i > 0; --i) { let j = random(i + 1) let tmp = list[j] list[j] = list[i] list[i] = tmp } } 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_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_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 } 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_toggle(set, item) { let a = 0 let b = set.length - 1 while (a <= b) { let m = (a + b) >> 1 let x = set[m] if (item < x) b = m - 1 else if (item > x) a = m + 1 else { array_remove(set, m) return } } array_insert(set, a, item) } // Map as plain sorted array of key/value pairs function map_clear(map) { map.length = 0 } 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_delete(map, item) { let a = 0 let b = (map.length >> 1) - 1 while (a <= b) { let m = (a + b) >> 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) return } } }