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path: root/rules.js
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"use strict"

const data = require("./data.js")

const BOTH = "Both"
const LANCASTER = "Lancaster"
const YORK = "York"

var P1 = LANCASTER
var P2 = YORK

const HIT = [ "0", '\u2776', '\u2777', '\u2778', '\u2779', '\u277A', '\u277B' ]
const MISS = [ "0", '\u2460', '\u2461', '\u2462', '\u2463', '\u2464', '\u2465' ]

function frac(x) {
	if (x === 1)
		return "\xbd"
	if (x & 1)
		return (x >> 1) + "\xbd"
	return x >> 1
}

function range(x) {
	switch (x) {
	case 1: return "1"
	case 2: return "1-2"
	case 3: return "1-3"
	case 4: return "1-4"
	case 5: return "1-5"
	case 6: return "1-6"
	}
}

let game = null
let view = null
let states = {}

exports.roles = [ LANCASTER, YORK ]

exports.scenarios = [
	"Ia. Henry VI",
	"Ib. Towton",
	"Ic. Somerset's Return",
	"II. Warwicks' Rebellion",
	"III. My Kingdom for a Horse",
	"I-III. Wars of the Roses",
]

const scenario_first_turn = {
	"Ia. Henry VI": 1,
	"Ib. Towton": 1,
	"Ic. Somerset's Return": 5,
	"II. Warwicks' Rebellion": 1,
	"III. My Kingdom for a Horse": 9,
	"I-III. Wars of the Roses": 1,
}


const scenario_last_turn = {
	"Ia. Henry VI": 15,
	"Ib. Towton": 2,
	"Ic. Somerset's Return": 8,
	"II. Warwicks' Rebellion": 15,
	"III. My Kingdom for a Horse": 15,
	"I-III. Wars of the Roses": 15,
}

function should_remove_Y28_event_card() {
	return game.scenario !== "I-III. Wars of the Roses"
}


// unit types
const RETINUE = 0
const VASSAL = 1
const MEN_AT_ARMS = 2
const LONGBOWMEN = 3
const MILITIA = 4
const BURGUNDIANS = 5
const MERCENARIES = 6

const FORCE_TYPE_NAME = [ "Retinue", "Vassal", "Men-at-Arms", "Longbowmen", "Militia", "Burgundians", "Mercenary" ]
const FORCE_PROTECTION = [ 4, 4, 3, 1, 1, 3, 3 ]
const FORCE_EVADE = [ 0, 0, 0, 0, 0, 0, 0 ]

// asset types
const PROV = 0
const COIN = 1
const CART = 2
const SHIP = 3

const ASSET_TYPE_NAME = [ "Provender", "Coin", "Cart", "Ship" ]


// battle array
const A1 = 0 // attackers
const A2 = 1
const A3 = 2
const D1 = 3 // defenders
const D2 = 4
const D3 = 5


const ARRAY_FLANKS = [
	[ A2, A3 ], [ A1, A3 ], [ A1, A2 ],
	[ D2, D3 ], [ D1, D3 ], [ D1, D2 ],
]


function find_card(name) {
	let ix = data.cards.findIndex((x) => x.name === name)
	if (ix < 0)
		throw "CANNOT FIND LORD: " + name
	return ix
}
function find_lord(name) {
	let ix = data.lords.findIndex((x) => x.name === name)
	if (ix < 0)
		throw "CANNOT FIND LORD: " + name
	return ix
}
function find_locale(name) {
	let ix = data.locales.findIndex((x) => x.name === name)
	if (ix < 0)
		throw "CANNOT FIND LORD: " + name
	return ix
}

const lord_name = data.lords.map((lord) => lord.name)

const lord_count = data.lords.length
const vassal_count = data.vassals.length

const first_lord = 0
const last_lord = lord_count - 1

const first_york_locale = 0
const last_york_locale = 73
const first_lancaster_locale = 0
const last_lancaster_locale = 73
const first_locale = 0
const last_locale = data.locales.length - 1



const first_york_card = 0
const last_york_card = 36
const first_lancaster_card = 37
const last_lancaster_card = 73



const Y1 = find_card("Y1")
const Y2 = find_card("Y2")
const Y3 = find_card("Y3")
const Y4 = find_card("Y4")
const Y5 = find_card("Y5")
const Y6 = find_card("Y6")
const Y7 = find_card("Y7")
const Y8 = find_card("Y8")
const Y9 = find_card("Y9")
const Y10 = find_card("Y10")
const Y11 = find_card("Y11")
const Y12 = find_card("Y12")
const Y13 = find_card("Y13")
const Y14 = find_card("Y14")
const Y15 = find_card("Y15")
const Y16 = find_card("Y16")
const Y17 = find_card("Y17")
const Y18 = find_card("Y18")
const Y19 = find_card("Y19")
const Y20 = find_card("Y20")
const Y21 = find_card("Y21")
const Y22 = find_card("Y22")
const Y23 = find_card("Y23")
const Y24 = find_card("Y24")
const Y25 = find_card("Y25")
const Y26 = find_card("Y26")
const Y27 = find_card("Y27")
const Y28 = find_card("Y28")
const Y29 = find_card("Y29")
const Y30 = find_card("Y30")
const Y31 = find_card("Y31")
const Y32 = find_card("Y32")
const Y33 = find_card("Y33")
const Y34 = find_card("Y34")
const Y35 = find_card("Y35")
const Y36 = find_card("Y36")
const Y37 = find_card("Y37")

const L1 = find_card("L1")
const L2 = find_card("L2")
const L3 = find_card("L3")
const L4 = find_card("L4")
const L5 = find_card("L5")
const L6 = find_card("L6")
const L7 = find_card("L7")
const L8 = find_card("L8")
const L9 = find_card("L9")
const L10 = find_card("L10")
const L11 = find_card("L11")
const L12 = find_card("L12")
const L13 = find_card("L13")
const L14 = find_card("L14")
const L15 = find_card("L15")
const L16 = find_card("L16")
const L17 = find_card("L17")
const L18 = find_card("L18")
const L19 = find_card("L19")
const L20 = find_card("L20")
const L21 = find_card("L21")
const L22 = find_card("L22")
const L23 = find_card("L23")
const L24 = find_card("L24")
const L25 = find_card("L25")
const L26 = find_card("L26")
const L27 = find_card("L27")
const L28 = find_card("L28")
const L29 = find_card("L29")
const L30 = find_card("L30")
const L31 = find_card("L31")
const L32 = find_card("L32")
const L33 = find_card("L33")
const L34 = find_card("L34")
const L35 = find_card("L35")
const L36 = find_card("L36")
const L37 = find_card("L37")



//const GARRISON = 100

const LORD_YORK = find_lord("York")
const LORD_MARCH = find_lord("March")
const LORD_EDWARD_IV = find_lord("Edward IV")
const LORD_SALISBURY = find_lord("Salisbury")
const LORD_RUTLAND = find_lord("Rutland")
const LORD_PEMBROKE = find_lord("Pembroke")
const LORD_DEVON = find_lord("Devon")
const LORD_NORTHUMBERLAND_Y1 = find_lord("Northumberland Y1")
const LORD_NORTHUMBERLAND_Y2 = find_lord("Northumberland Y2")

const LORD_GLOUCESTER_1 = find_lord("Gloucester 1")
const LORD_GLOUCESTER_2 = find_lord("Gloucester 2")
const LORD_RICHARD_III = find_lord("Richard III")
const LORD_NORFOLK = find_lord("Norfolk")
const LORD_WARWICK_Y = find_lord("Warwick Y")

const LORD_HENRY_VI = find_lord("Henry VI")
const LORD_MARGARET = find_lord("Margaret")
const LORD_SOMERSET_1 = find_lord("Somerset 1")
const LORD_SOMERSET_2 = find_lord("Somerset 2")

const LORD_EXETER_1 = find_lord("Exeter 1")
const LORD_EXETER_2 = find_lord("Exeter 2")

const LORD_BUCKINGHAM = find_lord("Buckingham")
const LORD_CLARENCE = find_lord("Clarence")
const LORD_NORTHUMBERLAND_L = find_lord("Northumberland L")

const LORD_JASPER_TUDOR_1 = find_lord("Jasper Tudor 1")
const LORD_JASPER_TUDOR_2 = find_lord("Jasper Tudor 2")

const LORD_HENRY_TUDOR = find_lord("Henry Tudor")
const LORD_OXFORD = find_lord("Oxford")
const LORD_WARWICK_L = find_lord("Warwick L")



const LOC_BAMBURGH = find_locale("Bamburgh")
const LOC_NEWCASTLE = find_locale("Newcastle")
const LOC_APPLEBY = find_locale("Appleby")
const LOC_HEXHAM = find_locale("Hexham")
const LOC_CARLISLE = find_locale("Carlisle")
const LOC_HARLECH = find_locale("Harlech")
const LOC_PEMBROKE = find_locale("Pembroke")
const LOC_CARDIFF = find_locale("Cardiff")
const LOC_HEREFORD = find_locale("Hereford")
const LOC_LUDLOW = find_locale("Ludlow")
const LOC_SHREWSBURY = find_locale("Shrewsbury")
const LOC_SALISBURY = find_locale("Salisbury")
const LOC_WINCHESTER = find_locale("Winchester")
const LOC_GUILDFORD = find_locale("Guildford")
const LOC_ARUNDEL = find_locale("Arundel")
const LOC_SOUTHAMPTON = find_locale("Southampton")
const LOC_ROCHESTER = find_locale("Rochester")
const LOC_DOVER = find_locale("Dover")
const LOC_CANTERBURY = find_locale("Canterbury")
const LOC_HASTINGS = find_locale("Hastings")
const LOC_DORCHESTER = find_locale("Dorchester")
const LOC_EXETER = find_locale("Exeter")
const LOC_PLYMOUTH = find_locale("Plymouth")
const LOC_LAUNCESTON = find_locale("Launceston")
const LOC_TRURO = find_locale("Truro")
const LOC_WELLS = find_locale("Wells")
const LOC_BRISTOL = find_locale("Bristol")
const LOC_GLOUCESTER = find_locale("Gloucester")
const LOC_OXFORD = find_locale("Oxford")
const LOC_NEwBURY = find_locale("Newbury")
const LOC_LONDON = find_locale("London")
const LOC_ST_ALBANS = find_locale("St Albans")
const LOC_BEDFORD = find_locale("Bedford")
const LOC_CAMBRIDGE = find_locale("Cambridge")
const LOC_BURY_ST_EDMUNDS = find_locale("Bury St Edmunds")
const LOC_IPSWICH = find_locale("Ipswich")
const LOC_NORWICH = find_locale("Norwich")
const LOC_LYNN = find_locale("Lynn")
const LOC_ELY = find_locale("Ely")
const LOC_PETERBOROUGH = find_locale("Peterborough")
const LOC_NORTHAMPTON = find_locale("Northampton")
const LOC_COVENTRY = find_locale("Coventry")
const LOC_LEICESTER = find_locale("Leicester")
const LOC_LICHFIELD = find_locale("Lichfield")
const LOC_DERBY = find_locale("Derby")
const LOC_NOTTINGHAM = find_locale("Nottingham")
const LOC_WORCESTER = find_locale("Worcester")
const LOC_CHESTER = find_locale("Chester")
const LOC_LANCASTER = find_locale("Lancaster")
const LOC_LINCOLN = find_locale("Lincoln")
const LOC_YORK = find_locale("York")
const LOC_CALAIS = find_locale("Calais")
const LOC_FRANCE = find_locale("France")
const LOC_SCOTLAND = find_locale("Scotland")
const LOC_IRELAND = find_locale("Ireland")
const LOC_BURGUNDY = find_locale("Burgundy")
const LOC_ENGLISH_CHANNEL = find_locale("English Channel")
const LOC_IRISH_SEA = find_locale("Irish Sea")
const LOC_NORTH_SEA = find_locale("North Sea")
const LOC_SCARBOROUGH = find_locale("Scarborough")
const LOC_RAVENSPUR = find_locale("Ravenspur")



// === === === === FROM NEVSKY === === === ===

// TODO: log end victory conditions at scenario start

// WONTFIX: choose crossbow/normal hit application order

// Check all push/clear_undo

const VASSAL_UNAVAILABLE = 0
const VASSAL_READY = 1
const VASSAL_MUSTERED = 2

const NOBODY = -1
const NOWHERE = -1
const NOTHING = -1
const NEVER = -1
const CALENDAR = 100
const TRACK = 100


const SUMMER = 0
const SPRING = 1
const WINTER = 2
const AUTUMN = 3

const SEASONS = [
	null,
	WINTER,
	SPRING,
	SUMMER,
	AUTUMN,
	WINTER,
	WINTER,
	SPRING,
	SUMMER,
	AUTUMN,
	WINTER,
	WINTER,
	SPRING,
	SUMMER,
	AUTUMN,
	WINTER,
	null
]
const TURN_NAME = [
	null,
	"1 - January/February/March",
	"2 - April/May",
	"3 - June/July",
	"4 - August/September/October",
	"5 - November/December",
	"6 - January/February/March",
	"7 - April/May",
	"8 - June/July",
	"9 - August/September/October",
	"10 - November/December",
	"11 - January/February/March",
	"12 - April/May",
	"13 - June/July",
	"14 - August/September/October",
	"15 - November/December",
	null,
]

function current_turn() {
	return game.turn >> 1
}
function current_season() {
	return SEASONS[game.turn >> 1]
}

function current_turn_name() {
	return String(game.turn >> 1)
}

function current_hand() {
	// LIKELY BUG, CHECK goto_command_activation()
	if (game.active === P1)
		return game.hand1
	return game.hand2
}

function is_summer() {
	return current_season() === SUMMER
}
function is_winter() {
	return current_season() === WINTER
}
function is_spring() {
	return current_season() === SPRING
}
function is_autumn() {
	return current_season() === AUTUMN
}

function is_campaign_phase() {
	return (game.turn & 1) === 1
}

function is_levy_phase() {
	return (game.turn & 1) === 0
}

// === GAME STATE ===

const first_york_lord = 0
const last_york_lord = 13
const first_lancaster_lord = 14
const last_lancaster_lord = 27



let first_friendly_lord = 0
let last_friendly_lord = 13
let first_enemy_lord = 14
let last_enemy_lord = 27

function update_aliases() {
	if (game.active === YORK) {
		first_friendly_lord = 0
		last_friendly_lord = 13
		first_enemy_lord = 14
		last_enemy_lord = 27
	} else if (game.active === LANCASTER) {
		first_friendly_lord = 14
		last_friendly_lord = 27
		first_enemy_lord = 0
		last_enemy_lord = 13
	} 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 has_any_spoils() {
	return (
		game.spoils &&
		game.spoils[PROV] +
			game.spoils[COIN] +
			game.spoils[CART] +
			game.spoils[SHIP] >
			0
	)
}

function get_spoils(type) {
	if (game.spoils)
		return game.spoils[type]
	return 0
}

function add_spoils(type, n) {
	if (!game.spoils)
		game.spoils = [ 0, 0, 0, 0, 0, 0, 0 ]
	game.spoils[type] += n
}

function set_item_on_track(item, value) {
	if (track_value > 45) track_value = 45
	set_lord_locale(item, TRACK + track_value)
}

function get_lord_calendar(lord) {
	if (is_lord_on_calendar(lord))
		return get_lord_locale(lord) - CALENDAR
	/*else
		return get_lord_service(lord)*/
}

function set_lord_cylinder_on_calendar(lord, turn) {
	if (turn < 1) turn = 1
	if (turn > 16) turn = 16
	set_lord_locale(lord, CALENDAR + turn)
}

function set_lord_calendar(lord, turn) {
	if (is_lord_on_calendar(lord))
		set_lord_cylinder_on_calendar(lord, turn)
	else
		set_lord_service(lord, turn)
}

function get_lord_locale(lord) {
	return game.pieces.locale[lord]
}

/*function get_lord_service(lord) {
	return game.pieces.service[lord]
}*/

function get_lord_capability(lord, n) {
	return game.pieces.capabilities[(lord << 1) + n]
}

function set_lord_capability(lord, n, x) {
	game.pieces.capabilities[(lord << 1) + n] = x
}

function get_lord_assets(lord, n) {
	return pack4_get(game.pieces.assets[lord], n)
}

function get_lord_forces(lord, n) {
	return pack4_get(game.pieces.forces[lord], n)
}

function get_lord_routed_forces(lord, n) {
	return pack4_get(game.pieces.routed[lord], n)
}

function lord_has_unrouted_units(lord) {
	return game.pieces.forces[lord] !== 0
}

function lord_has_routed_units(lord) {
	return game.pieces.routed[lord] !== 0
}

function set_lord_locale(lord, locale) {
	game.pieces.locale[lord] = locale
}


function shift_lord_cylinder(lord, dir) {
	set_lord_calendar(lord, get_lord_calendar(lord) + dir)
}

/*function set_lord_service(lord, service) {
	if (service < 0)
		service = 0
	if (service > 17)
		service = 17
	game.pieces.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 > 40)
		x = 40
	game.pieces.assets[lord] = pack4_set(game.pieces.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.pieces.forces[lord] = pack4_set(game.pieces.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.pieces.routed[lord] = pack4_set(game.pieces.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 clear_lords_moved() {
	game.pieces.moved = 0
}

function get_lord_moved(lord) {
	return pack2_get(game.pieces.moved, lord)
}

function set_lord_moved(lord, x) {
	game.pieces.moved = pack2_set(game.pieces.moved, lord, x)
}

function set_lord_fought(lord) {
	set_lord_moved(lord, 1)
	game.battle.fought = pack1_set(game.battle.fought, lord, 1)
}

function get_lord_fought(lord) {
	return pack1_get(game.battle.fought, lord)
}

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_skip(lord) {
	// reuse "moved" flag for hunger
	set_lord_moved(lord, 0)
}

function feed_lord(lord) {
	// reuse "moved" flag for hunger
	let n = get_lord_moved(lord) - 1
	set_lord_moved(lord, n)
	if (n === 0)
		log(`Fed L${lord}.`)
}

function pay_lord(lord) {
	// reuse "moved" flag for hunger
	let n = get_lord_moved(lord) - 1
	set_lord_moved(lord, n)
	if (n === 0)
		log(`Pay L${lord}.`)
}

function get_lord_array_position(lord) {
	for (let p = 0; p < 12; ++p)
		if (game.battle.array[p] === lord)
			return p
	return -1
}


// === GAME STATE HELPERS ===

function roll_die() {
	return random(6) + 1
}

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_all_forces(lord) {
	return (
		get_lord_forces(lord, BURGUNDIANS) +
		get_lord_forces(lord, MERCENARIES) +
		get_lord_forces(lord, MEN_AT_ARMS) +
		get_lord_forces(lord, MILITIA) +
		get_lord_forces(lord, LONGBOWMEN)
	)
}

function count_lord_ships(lord) {
	let ships = get_lord_assets(lord, SHIP)
	return ships
}

function count_shared_ships() {
	let here = get_lord_locale(game.command)
	let n = 0
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
		if (get_lord_locale(lord) === here)
			n += count_lord_ships(lord)
	return n
}

function count_group_ships() {
	let n = 0
	for (let lord of game.group)
		n += count_lord_ships(lord)
	return n
}

function count_group_assets(type) {
	let n = 0
	for (let lord of game.group)
		n += get_lord_assets(lord, type)
	return n
}

function count_group_forces(type) {
	let n = 0
	for (let lord of game.group)
		n += get_lord_forces(lord, type)
	return n
}
function count_group_provender(type) {
	let n = 0
	for (let lord of game.group)
		n += get_lord_provender(lord)
	return n
}

function count_group_transport(type) {
	let n = 0
	for (let lord of game.group)
		n += count_lord_transport(lord, type)
	return n
}



function max_plan_length() {
	switch (current_season()) {
		case SUMMER:
			return 7
		case SPRING:
			return 6
		case WINTER:
			return 4
		case AUTUMN:
			return 6
	}
}

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_MARGARET:
			return true
		case LORD_HENRY_VI:
			return true
		case LORD_HENRY_TUDOR:
			return true
		case LORD_EDWARD_IV:
			return true
		case LORD_GLOUCESTER_2:
			return true
		case LORD_RICHARD_III:
			return true
		case LORD_YORK:
			return true
		default:
			return false
	}
} 


function is_lieutenant(lord) {
	switch (lord) {
		case LORD_WARWICK_L:
			return true
		case LORD_SOMERSET_1:
			return true
		case LORD_GLOUCESTER_1:
			return true		
		case LORD_WARWICK_Y:
			return true
		default:
			return false
	}
} 

function is_armored_force(type) {
	return type === MEN_AT_ARMS || type === BURGUNDIANS || type === RETINUE || type === VASSAL || type === MERCENARIES
}

function is_york_card(c) {
	return c >= first_york_card && c <= last_york_card
}

function is_lancaster_card(c) {
	return c >= first_lancaster_card && c <= last_lancaster_card
}

function is_card_in_use(c) {
	if (set_has(game.hand1, c))
		return true
	if (set_has(game.hand2, c))
		return true
	if (set_has(game.events, c))
		return true
	if (game.pieces.capabilities.includes(c))
		return true
	return false
}

function list_deck() {
	let deck = []
	let first_card = (game.active === YORK) ? first_york_card : first_lancaster_card
	let last_card = (game.active === YORK) ? last_york_card : last_lancaster_card
	for (let c = first_card; c <= last_card; ++c)
		if (!is_card_in_use(c))
			deck.push(c)
	return deck
}

function is_friendly_card(c) {
	if (game.active === YORK)
		return is_york_card(c)
	return is_lancaster_card(c)
}

function has_card_in_hand(c) {
	if (game.active === YORK)
		return set_has(game.hand1, c)
	return set_has(game.hand2, c)
}

function can_discard_card(c) {
	if (set_has(game.hand1, c))
		return true
	if (set_has(game.hand2, c))
		return true
	if (game.pieces.capabilities.includes(c))
		return true
}

function is_lord_on_map(lord) {
	let loc = get_lord_locale(lord)
	return loc !== NOWHERE && loc < CALENDAR
}

function is_lord_in_play(lord) {
	return get_lord_locale(lord) !== NOWHERE
}

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_ready(vassal) {
	return game.pieces.vassals[vassal] === VASSAL_READY
}

function is_vassal_mustered(vassal) {
	return game.pieces.vassals[vassal] === VASSAL_MUSTERED
}

function is_york_lord(lord) {
	return lord >= first_york_lord && lord <= last_york_lord
}

function is_lancaster_lord(lord) {
	return lord >= first_lancaster_lord && lord <= last_lancaster_lord
}

function is_york_lord(lord) {
	return lord >= first_york_lord && lord <= last_york_lord
}

function is_friendly_lord(lord) {
	return lord >= first_friendly_lord && lord <= last_friendly_lord
}

function is_lord_at_friendly_locale(lord) {
	let loc = get_lord_locale(lord)
	return is_friendly_locale(loc)
}

function used_seat_capability(lord, where, extra) {
	let seats = data.lords[lord].seats
	if (extra) {
		if (set_has(seats, where) && !extra.includes(where))
			return -1
	} else {
		if (set_has(seats, where))
			return -1
	}
	return -1
}

function for_each_seat(lord, fn, repeat = false) {
	let list = data.lords[lord].seats

	for (let seat of list)
		fn(seat)
}

function is_lord_seat(lord, here) {
	let result = false
	for_each_seat(lord, seat => {
		if (seat === here)
			result = true
	})
	return result
}

function is_lord_at_seat(lord) {
	return is_lord_seat(lord, get_lord_locale(lord))
}

function has_free_seat(lord) {
	let result = false
	for_each_seat(lord, seat => {
		if (!result && is_friendly_locale(seat))
			result = true
	})
	return result
}

function has_york_lord(here) {
	for (let lord = first_york_lord; lord <= last_york_lord; ++lord)
		if (get_lord_locale(lord) === here)
			return true
}

function has_lancaster_lord(here) {
	for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord)
		if (get_lord_locale(lord) === here)
			return true
}

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_besieged_friendly_lord(loc) {
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
		if (get_lord_locale(lord) === loc && is_lord_besieged(lord))
			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 has_unbesieged_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 has_unbesieged_friendly_lord(loc) {
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
		if (get_lord_locale(lord) === loc && is_lord_unbesieged(lord))
			return true
	return false
}
*/
function is_york_locale(loc) {
	return loc >= first_york_locale && loc <= last_york_locale
}

function is_lancaster_locale(loc) {
	return loc >= first_lancaster_locale && loc <= last_lancaster_locale
}
// Will be used to determine friendly favour
function is_friendly_territory(loc) {
	if (game.active === YORK)
		return loc >= first_york_locale && loc <= last_york_locale
	return loc >= first_lancaster_locale && loc <= last_lancaster_locale
}

function is_enemy_territory(loc) {
	if (game.active === YORK)
		return loc >= first_lancaster_locale && loc <= last_lancaster_locale
	return loc >= first_york_locale && loc <= last_york_locale
}

function is_seaport(loc) {
	return set_has(data.seaports, loc)
}

function is_exile(loc) {
	return data.locales[loc].type === "exile"
}

function is_city(loc) {
	return data.locales[loc].type === "city"
}

function is_town(loc) {
	return data.locales[loc].type === "town"
}

function is_fortress(loc) {
	return data.locales[loc].type === "fortress"
}

function is_calais(loc) {
	return data.locales[loc].type === "calais"
}

function is_sea(loc) {
	return data.locales[loc].type === "sea"
}

function is_london(loc) {
	return data.locales[loc].type === "london"
}

function is_harlech(loc) {
	return data.locales[loc].type === "harlech"
}
function is_favour_friendly(loc, side) {
	if (has_favoury_marker(loc) && side === "YORK")
	return true
	else if (has_favourl_marker(loc) && side === "LANCASTER")
	return true
	else 
	return false
}

function is_favour_enemy(loc, side) {
	if (has_favoury_marker(loc) && side === "LANCASTER")
	return true
	else if (has_favourl_marker(loc) && side === "YORK")
	return true
	else 
	return false
}

function is_favour_neutral(loc) {
	if (!has_favoury_marker(loc) && !has_favourl_marker(loc))
	return true
	else
	return false
}

function is_stronghold(loc) {
	return data.locales[loc].stronghold > 0
}

function has_favourl_marker(loc) {
	return set_has(game.pieces.favourl, loc)
}

function add_favourl_marker(loc) {
	set_add(game.pieces.favourl, loc)
}

function remove_favourl_marker(loc) {
	set_delete(game.pieces.favourl, loc)
}

function has_favoury_marker(loc) {
	return set_has(game.pieces.favoury, loc)
}
	
function add_favoury_marker(loc) {
	set_add(game.pieces.favoury, loc)
}
	
function remove_favoury_marker(loc) {
	set_delete(game.pieces.favoury, loc)
}
function parley_locale(loc, side) {
	if (is_favour_friendly(loc, side))
	set_delete(game.pieces.favoury, loc)
	set_delete(game.pieces.favourl, loc)

}

function has_exhausted_marker(loc) {
	return set_has(game.pieces.exhausted, loc)
}

function add_exhausted_marker(loc) {
	set_add(game.pieces.exhausted, loc)
}

function has_depleted_marker(loc) {
	return set_has(game.pieces.depleted, loc)
}

function add_depleted_marker(loc) {
	set_add(game.pieces.depleted, loc)
}

function remove_depleted_marker(loc) {
	set_delete(game.pieces.depleted, loc)
}

function remove_exhausted_marker(loc) {
	set_delete(game.pieces.exhausted, loc)
}
function deplete_locale(loc) {
	if (has_depleted_marker(loc)) {
		remove_depleted_marker(loc),
		add_exhausted_marker(loc)
	}
	else {
		add_depleted_marker(loc)
	}
}

function is_friendly_locale(loc) {
	if (loc !== NOWHERE && loc < CALENDAR) {
		if (has_enemy_lord(loc))
			return false
		/*if (has_favour_marker(loc)) { //to add friendly favour marker later
			return true
		}*/
	}
	return true // TESTING PURPOSES NEED TO CHANGE TO FALSE
}

function can_add_troops(lordwho, locale) {
	if (has_exhausted_marker(locale)) return false
	else return true
}

function can_add_transport(who, what) {
	return get_lord_assets(who, what) < 100
}

function count_lord_transport(lord, type) {
	let season = current_season()
	let n = 0
	n += get_lord_assets(lord, CART)
	return n
}

function get_lord_provender(lord) {
	let n = 0
	n += get_lord_assets(lord, PROV)
	return n
}

function list_ways(from, to) {
	for (let ways of data.locales[from].ways)
		if (ways[0] === to)
			return ways
	return null
}

function group_has_capability(c) {
	for (let lord of game.group)
		if (lord_has_capability(lord, c))
			return true
	return false
}
/*
function count_unbesieged_friendly_lords(loc) {
	let n = 0
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
		if (get_lord_locale(lord) === loc && is_lord_unbesieged(lord))
			++n
	return n
}
*/
// === MAP ===

function calculate_distance(start, adjacent) {
	let queue = []
	queue.push([start, 0])

	let distance = new Array(last_locale+1).fill(-1)
	distance[start] = 0

	while (queue.length > 0) {
		let [ here, d ] = queue.shift()
		for (let next of data.locales[here][adjacent]) {
			if (distance[next] < 0) {
				distance[next] = d+1
				queue.push([next, d+1])
			}
		}
	}

	return distance
}

for (let loc = 0; loc <= last_locale; ++loc)
	data.locales[loc].distance = calculate_distance(loc, "adjacent")

function locale_distance(from, to) {
	return data.locales[from].distance[to]
}

// === SETUP ===

function muster_lord_forces(lord) {
	let info = data.lords[lord]
	set_lord_forces(lord, RETINUE, info.forces.retinue | 0)
	set_lord_forces(lord, MEN_AT_ARMS, info.forces.men_at_arms | 0)
	set_lord_forces(lord, LONGBOWMEN, info.forces.longbowmen | 0)
	set_lord_forces(lord, MILITIA, info.forces.militia | 0)

}
/*
function muster_vassal_forces(lord, vassal) {
	let info = data.vassals[vassal]
	add_lord_forces(lord, RETINUE, 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)
}*/

function restore_lord_forces(lord, type, count) {
	if (get_lord_forces(lord, type) < count) {
		set_lord_forces(lord, type, count)
		return 1
	}
	return 0
}

function muster_lord(lord, locale) {
	let info = data.lords[lord]

	set_lord_locale(lord, locale)

	set_lord_assets(lord, PROV, info.assets.prov | 0)
	set_lord_assets(lord, COIN, info.assets.coin | 0)

	set_lord_assets(lord, CART, info.assets.cart | 0)
	set_lord_assets(lord, SHIP, info.assets.ship | 0)

	muster_lord_forces(lord)
}
/*
function disband_vassal(vassal) {
	let info = data.vassals[vassal]
	let lord = data.vassals[vassal].lord

	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))

	game.pieces.vassals[vassal] = VASSAL_READY

	if (!lord_has_unrouted_units(lord)) {
		disband_lord(lord)
	}
} */

function muster_vassal(lord, vassal) {
	game.pieces.vassals[vassal] = VASSAL_MUSTERED
	muster_vassal_forces(lord, vassal)
}

function draw_card(deck) {
	let i = random(deck.length)
	let c = deck[i]
	set_delete(deck, c)
	return c
}

function discard_events(when) {
	for (let i = 0; i < game.events.length; ) {
		let c = game.events[i]
		if (data.cards[c].when === when)
			array_remove(game.events, i)
		else
			++i
	}
}

function discard_friendly_events(when) {
	for (let i = 0; i < game.events.length; ) {
		let c = game.events[i]
		if (is_friendly_card(c) && data.cards[c].when === when)
			array_remove(game.events, i)
		else
			++i
	}
}

exports.setup = function (seed, scenario, options) {
	game = {
		seed,
		scenario,
		hidden: options.hidden ? 1 : 0,

		log: [],
		undo: [],

		active: P1,
		state: "setup_lords",
		stack: [],
		victory_check: 0,
		towny:0,
		fortressy:0,
		citiesy:0,
		townl:0,
		fortressl:0,
		citiesl:0,
		influence_point_l: 0,
		influence_point_y: 0,
	
		hand1: [],
		hand2: [],
		plan1: [],
		plan2: [],

		turn: 0,
		events: [], // this levy/this campaign cards

		pieces: {
			locale: Array(lord_count).fill(NOWHERE),
			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),
			moved: 0,
			vassals: Array(vassal_count).fill(VASSAL_UNAVAILABLE),
			depleted: [],
			exhausted: [],
			favourl:[],
			favoury:[],

		},

		flags: {
			first_action: 0,
			first_march_highway: 0,
		},

		command: NOBODY,
		actions: 0,
		group: 0,
		who: NOBODY,
		where: NOWHERE,
		what: NOTHING,
		count: 0,

		supply: 0,
		march: 0,
		battle: 0,
		spoils: 0,
	}

	update_aliases()

	log_h1(scenario)

	switch (scenario) {
	default:
	case "Ia. Henry VI":
		setup_Ia(P2, P1)
	break
	case "Ib. Towton":
		setup_Ib(P2, P1)
	break
	case "Ic. Somerset's Return":
		setup_Ic(P2, P1)
	break
	case "II. Warwicks' Rebellion" :
		setup_II(P1, P2)
	break
	case "III. My Kingdom for a Horse":
		setup_III(P1, P2)
	break
		case "I-III. Wars of the Roses":
		setup_ItoIII(P2, P1)
	break
	}

	return game
}

function setup_Ia(first_player, second_player) {
	game.turn = 1 << 1

	P1 = first_player
	P2 = second_player
	game.active = first_player
	game.victory_check = 40
	game.towny = 0
	game.townl = 0
	game.citiesy = 0
	game.citiesl = 0
	game.fortressy = 0
	game.fortressl = 0
	game.influence_point_l = 0
	game.influence_point_y = 0
	muster_lord(LORD_YORK, LOC_ELY)
	muster_lord(LORD_MARCH, LOC_LUDLOW)
	muster_lord(LORD_HENRY_VI, LOC_LONDON)
	muster_lord(LORD_SOMERSET_1, LOC_LONDON)

	set_lord_cylinder_on_calendar(LORD_NORTHUMBERLAND_L, 2)
	set_lord_cylinder_on_calendar(LORD_EXETER_1, 3)
	set_lord_cylinder_on_calendar(LORD_BUCKINGHAM, 5)
	set_lord_cylinder_on_calendar(LORD_SALISBURY, 2)
	set_lord_cylinder_on_calendar(LORD_WARWICK_Y, 3)
	set_lord_cylinder_on_calendar(LORD_RUTLAND, 5)

	add_favourl_marker(LOC_LONDON)

}

function setup_Ib(first_player, second_player) {
	game.turn = 1 << 1


	P1 = first_player
	P2 = second_player
	game.active = first_player
	muster_lord(LORD_NORFOLK, LOC_LONDON)
	muster_lord(LORD_WARWICK_Y, LOC_LONDON)
	muster_lord(LORD_MARCH, LOC_LUDLOW)
	muster_lord(LORD_EXETER_1, LOC_NEWCASTLE)
	muster_lord(LORD_SOMERSET_1, LOC_NEWCASTLE)
	muster_lord(LORD_NORTHUMBERLAND_L, LOC_CARLISLE)
}

function setup_Ic(first_player, second_player) {
	game.turn = 5 << 1	


	P1 = first_player
	P2 = second_player
	game.active = first_player
	muster_lord(LORD_WARWICK_Y, LOC_LONDON)
	muster_lord(LORD_MARCH, LOC_LONDON)
	muster_lord(LORD_SOMERSET_1, LOC_BAMBURGH)

	set_lord_cylinder_on_calendar(LORD_HENRY_VI, 5)
}


function setup_II(first_player, second_player) {
	game.turn = 1 << 1


	P1 = first_player
	P2 = second_player
	game.active = first_player
	muster_lord(LORD_EDWARD_IV, LOC_LONDON)
	muster_lord(LORD_PEMBROKE, LOC_LONDON)
	muster_lord(LORD_WARWICK_L, LOC_CALAIS)
	muster_lord(LORD_CLARENCE, LOC_YORK)
	muster_lord(LORD_JASPER_TUDOR_1, LOC_HARLECH)

	set_lord_cylinder_on_calendar(LORD_DEVON, 4)
	set_lord_cylinder_on_calendar(LORD_GLOUCESTER_1, 9)
	set_lord_cylinder_on_calendar(LORD_NORTHUMBERLAND_Y1, 9)
	set_lord_cylinder_on_calendar(LORD_MARGARET, 9)
	set_lord_cylinder_on_calendar(LORD_SOMERSET_2, 9)
	set_lord_cylinder_on_calendar(LORD_OXFORD, 9)
	set_lord_cylinder_on_calendar(LORD_EXETER_2, 9)

}


function setup_III(first_player, second_player) {
	game.turn = 1 << 1

	P1 = first_player
	P2 = second_player
	game.active = first_player
	muster_lord(LORD_RICHARD_III, LOC_LONDON)
	muster_lord(LORD_NORTHUMBERLAND_Y2, LOC_CARLISLE)
	muster_lord(LORD_NORFOLK, LOC_ARUNDEL)
	muster_lord(LORD_HENRY_TUDOR, LOC_FRANCE)
	muster_lord(LORD_JASPER_TUDOR_2, LOC_FRANCE)
	muster_lord(LORD_OXFORD, LOC_FRANCE)

}


function setup_ItoIII(first_player, second_player) {
	game.turn = 1 << 1


	P1 = first_player
	P2 = second_player
	game.active = first_player
	muster_lord(LORD_YORK, LOC_ELY)
	muster_lord(LORD_MARCH, LOC_LUDLOW)
	muster_lord(LORD_HENRY_VI, LOC_LONDON)
	muster_lord(LORD_SOMERSET_1, LOC_WELLS)

	set_lord_cylinder_on_calendar(LORD_NORTHUMBERLAND_L, 1)
	set_lord_cylinder_on_calendar(LORD_EXETER_1, 3)
	set_lord_cylinder_on_calendar(LORD_BUCKINGHAM,5)
	set_lord_cylinder_on_calendar(LORD_SALISBURY, 2)
	set_lord_cylinder_on_calendar(LORD_WARWICK_Y, 3)
	set_lord_cylinder_on_calendar(LORD_RUTLAND, 5)

}
// setup will be used in some scenarios 


states.setup_lords = {
	inactive: "Set up Lords",
	prompt() {
		view.prompt = "Set up your Lords."
		let done = true
		if (done) {
			view.prompt += " All done."
			view.actions.end_setup = 1
		}
	},
	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())
		goto_levy_arts_of_war_first()
	}
}

// === EVENTS ===

function is_event_in_play(c) {
	return set_has(game.events, c)
}

function is_leeward_battle_line_in_play () {
	if (is_archery_step()) {
		if (game.active === LANCASTER)
			return is_event_in_play(EVENT_LANCASTER_LEEWARD_BATTLE_LINE)
		if (game.active === YORK)
			return is_event_in_play(EVENT_YORK_LEEWARD_BATTLE_LINE)
	}
	return false
}


function goto_immediate_event(c) {
	switch (c) {
		// This Levy / Campaign
	/*	case EVENT_TEUTONIC_FAMINE:
		case EVENT_RUSSIAN_FAMINE:
			set_add(game.events, c)
			// No immediate effects
			return end_immediate_event()
		case EVENT_RUSSIAN_DEATH_OF_THE_POPE:
			set_add(game.events, c)
			return goto_russian_event_death_of_the_pope()
		case EVENT_RUSSIAN_VALDEMAR:
			set_add(game.events, c)
			return goto_russian_event_valdemar()
		case EVENT_RUSSIAN_DIETRICH_VON_GRUNINGEN:
			set_add(game.events, c)
			return goto_russian_event_dietrich()

		// Add to capabilities...
		case EVENT_TEUTONIC_POPE_GREGORY:
			deploy_global_capability(c)
			return goto_teutonic_event_pope_gregory()

		// Discard
		case EVENT_TEUTONIC_GRAND_PRINCE:
			return goto_teutonic_event_grand_prince()
		case EVENT_TEUTONIC_KHAN_BATY:
			return goto_teutonic_event_khan_baty()
		case EVENT_TEUTONIC_SWEDISH_CRUSADE:
			return goto_teutonic_event_swedish_crusade()
		case EVENT_RUSSIAN_OSILIAN_REVOLT:
			return goto_russian_event_osilian_revolt()
		case EVENT_RUSSIAN_BATU_KHAN:
			return goto_russian_event_batu_khan()
		case EVENT_RUSSIAN_PRUSSIAN_REVOLT:
			return goto_russian_event_prussian_revolt()
		case EVENT_TEUTONIC_BOUNTIFUL_HARVEST:
			return goto_event_bountiful_harvest()
		case EVENT_RUSSIAN_BOUNTIFUL_HARVEST:
			return goto_event_bountiful_harvest()
		case EVENT_TEUTONIC_MINDAUGAS:
			return goto_teutonic_event_mindaugas()
		case EVENT_RUSSIAN_MINDAUGAS:
			return goto_russian_event_mindaugas()
		case EVENT_TEUTONIC_TORZHOK:
			return goto_teutonic_event_torzhok()
		case EVENT_RUSSIAN_TEMPEST:
			return goto_russian_event_tempest()*/

		default:
			log("NOT IMPLEMENTED")
			return end_immediate_event()
	}
}

function end_immediate_event() {
	clear_undo()
	resume_levy_arts_of_war()
}

// === EVENTS: UNIQUE IMMEDIATE EVENTS ===

// === EVENTS: SHIFT LORD OR SERVICE (IMMEDIATE) ===
/*
function prompt_shift_lord_on_calendar(boxes) {
	if (game.who !== NOBODY) {
		// Shift in direction beneficial to active player.
		if (is_friendly_lord(game.who)) {
			if (is_lord_on_calendar(game.who))
				gen_action_calendar(get_lord_calendar(game.who) - boxes)
			else
				gen_action_calendar(get_lord_calendar(game.who) + boxes)
		} else {
			if (is_lord_on_calendar(game.who))
				gen_action_calendar(get_lord_calendar(game.who) + boxes)
			else
				gen_action_calendar(get_lord_calendar(game.who) - boxes)
		}
	}
}
*/
// === EVENTS: HOLD ===

function play_held_event(c) {
	log(`Played E${c}.`)
	if (c >= first_york_card && c <= last_york_card)
		set_delete(game.hand1, c)
	else
		set_delete(game.hand2, c)
}

function end_held_event() {
	pop_state()
	game.what = NOTHING
}

function prompt_held_event() {
	for (let c of current_hand())
		if (can_play_held_event(c))
			gen_action_card(c)
}

function prompt_held_event_lordship() {
	for (let c of current_hand())
		if (can_play_held_event(c) || can_play_held_event_lordship(c))
			gen_action_card(c)
}

function can_play_held_event(c) {
	switch (c) {
	}
	return false
}

function can_play_held_event_lordship(c) {
	switch (c) {
	}
	return false
}

function action_held_event(c) {
	push_undo()
	play_held_event(c)
	game.what = c
	goto_held_event(c)
}

function goto_held_event(c) {
	switch (c) {
	}
}

// === EVENTS: HOLD - UNIQUE ===

// === EVENTS: HOLD - SHIFT CYLINDER ===

function action_held_event_lordship(c) {
	push_undo()
	play_held_event(c)
	if (can_play_held_event(c)) {
		goto_held_event(c)
		game.what = c
	} else {
		push_state("lordship")
		game.what = c
	}
}
/*
states.lordship = {
	get inactive() {
		return data.cards[game.what].event
	},
	prompt() {
		view.prompt = `${data.cards[game.what].event}: Play for +2 Lordship.`
		view.actions.lordship = 1
	},
	lordship() {
		end_held_event()
		log("+2 Lordship")
		game.count += 2
	}
}*/

function prompt_shift_cylinder(list, boxes) {

	// HACK: look at parent state to see if this can be used as a +2 Lordship event
	let lordship = NOBODY
	let parent = game.stack[game.stack.length-1]
	if (parent[0] === "levy_muster_lord")
		lordship = parent[1]

	let names
	if (game.what === EVENT_RUSSIAN_PRINCE_OF_POLOTSK)
		names = "a Russian Lord"
	else
		names = list.filter(lord => is_lord_on_calendar(lord)).map(lord => lord_name[lord]).join(" or ")

	if (boxes === 1)
		view.prompt = `${data.cards[game.what].event}: Shift ${names} 1 Calendar box`
	else
		view.prompt = `${data.cards[game.what].event}: Shift ${names} 2 Calendar boxes`

	for (let lord of list) {
		if (lord === lordship) {
			view.prompt += " or +2 Lordship"
			view.actions.lordship = 1
		}
		if (is_lord_on_calendar(lord))
			prompt_select_lord(lord)
	}

	view.prompt += "."

	prompt_shift_lord_on_calendar(boxes)
}
/*
function action_shift_cylinder_calendar(turn) {
	log(`Shifted L${game.who} to ${turn}.`)
	set_lord_calendar(game.who, turn)
	game.who = NOBODY
	end_held_event()
}

function action_shift_cylinder_lordship() {
	end_held_event()
	log("+2 Lordship")
	game.count += 2
}*/

// === CAPABILITIES ===

// === LEVY: ARTS OF WAR (FIRST TURN) ===

function draw_two_cards() {
	let deck = list_deck()
	return [ draw_card(deck), draw_card(deck) ]
}

function discard_card_capability(c) {
	log(`${game.active} discarded C${c}.`)
}

function discard_card_event(c) {
	log(`${game.active} discarded E${c}.`)
}

function goto_levy_arts_of_war_first() {
	if (game.active === YORK)
		log_h2("York Arts of War")
	else
		log_h2("Lancaster Arts of War")
	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()
}

states.levy_arts_of_war_first = {
	inactive: "Arts of War",
	prompt() {
		let c = game.what[0]
		view.arts_of_war = game.what
		view.what = c
		if (data.cards[c].this_lord) {
			let discard = true
			for (let lord of data.cards[c].lords) {
				if (is_lord_on_map(lord) && !lord_already_has_capability(lord, c)) {
					gen_action_lord(lord)
					discard = false
				}
			}
			if (discard) {
				view.prompt = `Arts of War: Discard ${data.cards[c].capability}.`
				view.actions.discard = 1
			} else {
				view.prompt = `Arts of War: Assign ${data.cards[c].capability} to a Lord.`
			}
		} else {
			view.prompt = `Arts of War: Deploy ${data.cards[c].capability}.`
			view.actions.deploy = 1
		}
	},
	lord(lord) {
		push_undo()
		let c = game.what.shift()
		log(`${game.active} deployed Capability.`)
		add_lord_capability(lord, c)
		resume_levy_arts_of_war_first()
	},
	deploy() {
		push_undo()
		let c = game.what.shift()
		log(`${game.active} deployed C${c}.`)
		deploy_global_capability(c)
		resume_levy_arts_of_war_first()
	},
	discard() {
		push_undo()
		let c = game.what.shift()
		discard_card_capability(c)
		resume_levy_arts_of_war_first()
	},
}


function end_levy_arts_of_war_first() {
	clear_undo()
	game.what = NOTHING
	set_active_enemy()
	if (game.active === P2)
		goto_levy_arts_of_war_first()
	else
		goto_levy_muster()
}

// === LEVY: ARTS OF WAR ===

function goto_levy_arts_of_war() {
	if (game.active === YORK)
		log_h2("York Arts of War")
	else
		log_h2("Lancaster Arts of War")
	game.what = draw_two_cards()
	resume_levy_arts_of_war()
}

function resume_levy_arts_of_war() {
	game.state = "levy_arts_of_war"
	if (game.what.length === 0)
		end_levy_arts_of_war()
}

states.levy_arts_of_war = {
	inactive: "Arts of War",
	prompt() {
		let c = game.what[0]
		view.arts_of_war = [ c ]
		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 ${data.cards[c].event}.`
				view.actions.discard = 1
				break
		}
	},
	play() {
		let c = game.what.shift()
		log(`${game.active} played E${c}.`)
		goto_immediate_event(c)
	},
	hold() {
		let c = game.what.shift()
		log(`${game.active} Held Event.`)
		if (game.active === P1)
			set_add(game.hand1, c)
		else
			set_add(game.hand2, c)
		resume_levy_arts_of_war()
	},
	discard() {
		let c = game.what.shift()
		discard_card_event(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() {
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
		clear_lords_moved()
	}
	if (game.active === YORK)
		log_h2("York Muster")
	else
		log_h2("Lancaster 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()
		goto_levy_discard_events()
}

states.levy_muster = {
	inactive: "Muster",
	prompt() {
		view.prompt = "Levy: Muster with your Lords."

		prompt_held_event()

		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) && !is_lord_on_calendar(lord)) {
					gen_action_lord(lord)
					done = true
			}
		}
		if (done) {
			view.prompt += ""
			view.actions.end_muster = 1
		}
	},
	lord(lord) {
		push_undo()
		log(`Mustered with L${lord}.`)
		push_state("levy_muster_lord")
		game.who = lord
		game.count = data.lords[lord].lordship
		},
	end_muster() {
		clear_undo()
		end_levy_muster()
	},
	card: action_held_event,
}

function resume_levy_muster_lord() {
	--game.count
	if (game.count === 0) {
		set_lord_moved(game.who, 1)
		pop_state()
	}
}

states.levy_muster_lord = {
	inactive: "Muster",
	prompt() {
		if (game.count === 1)
			view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} action.`
		else
			view.prompt = `Levy: ${lord_name[game.who]} has ${game.count} actions.`

		prompt_held_event_lordship()

		if (game.count > 0) {
			// Roll to muster Ready Lord at Seat
			for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
				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 (is_seaport(get_lord_locale(game.who)) && get_lord_assets(game.who, SHIP) < 2)
				view.actions.take_ship = 1
		
			if (can_add_transport(game.who, CART))
				view.actions.take_cart = 1

			if (can_add_troops(game.who, get_lord_locale(game.who)))	
				view.actions.levy_troops = 1

			// Add Capability
			if (can_add_lord_capability(game.who))
				view.actions.capability = 1
		}

		view.actions.done = 1
	},

	card: action_held_event_lordship,

	lord(other) {
		clear_undo()
		let die = roll_die()
		let influence = data.lords[game.who].influence
		if (die <= influence) {
			log(`L${other} ${range(influence)}: ${HIT[die]}`)
			push_state("muster_lord_at_seat")
			game.who = other	
		} else {
			log(`L${other} ${range(influence)}: ${MISS[die]}`)
			resume_levy_muster_lord()
		}
	},

	vassal(vassal) {
		push_undo()
		muster_vassal(game.who, vassal)
		resume_levy_muster_lord()
	},

	take_ship() {
		push_undo()
		add_lord_assets(game.who, SHIP, 1)
		resume_levy_muster_lord()
	},
	take_cart() {
		push_undo()
		add_lord_assets(game.who, CART, 2)
		resume_levy_muster_lord()
	},
	levy_troops() {
		push_undo()
		let info = data.lords[game.who]
		let locale = data.locales[get_lord_locale(game.who)].type
		deplete_locale(get_lord_locale(game.who))
		switch(locale) {
			case "calais": 
				add_lord_forces(game.who, MEN_AT_ARMS, 2)
				add_lord_forces(game.who, LONGBOWMEN,1)
				break
			case "london":
				add_lord_forces(game.who, MEN_AT_ARMS, 1)
				add_lord_forces(game.who, LONGBOWMEN, 1)
				add_lord_forces(game.who, MILITIA, 1)
				break
			case "harlech":
				add_lord_forces(game.who, MEN_AT_ARMS, 1)
				add_lord_forces(game.who, LONGBOWMEN, 2)
				break
			case "city": 
				add_lord_forces(game.who, LONGBOWMEN, 1)
				add_lord_forces(game.who, MILITIA, 1)
				break
			case "town": 
				add_lord_forces(game.who, MILITIA, 2)
				break
			case "fortress": 
				add_lord_forces(game.who, MEN_AT_ARMS, 1)
				add_lord_forces(game.who, MILITIA, 1)
				break
			}
		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 = {
	inactive: "Muster",
	prompt() {
		view.prompt = `Muster: Select Seat for ${lord_name[game.who]}.`
		for_each_seat(game.who, seat => {
			if (is_friendly_locale(seat))
				gen_action_locale(seat)
		})
	},
	locale(loc) {
		push_undo()

		let cap = used_seat_capability(game.who, loc)
		if (cap >= 0)
			log(`L${game.who} to %${loc} (C${cap}).`)
		else
			log(`L${game.who} to %${loc}.`)

		// FIXME: clean up these transitions
		// TODO : INFLUENCE FAVOURING CURRENT SIDE
		// TODO : IF SEAT WITH ENEMY LORD GOES WITH ANY FRIENDLY SEAT
		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 = {
	inactive: "Muster",
	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.take_ship = 1
		}
		if (can_add_transport(game.who, CART))
			view.actions.take_cart = 1
	},
	take_ship() {
		push_undo()
		add_lord_assets(game.who, SHIP, 1)
		--game.count
		resume_muster_lord_transport()
	},
	take_cart() {
		push_undo()
		add_lord_assets(game.who, CART, 1)
		--game.count
		resume_muster_lord_transport()
	},
}

function lord_has_capability_card(lord, c) {
	if (get_lord_capability(lord, 0) === c)
		return true
	if (get_lord_capability(lord, 1) === c)
		return true
	return false
}

function lord_has_capability(lord, card_or_list) {
	if (Array.isArray(card_or_list)) {
		for (let card of card_or_list)
			if (lord_has_capability_card(lord, card))
				return true
		return false
	}
	return lord_has_capability_card(lord, card_or_list)
}

function lord_already_has_capability(lord, c) {
	// compare capabilities by name...
	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_n(lord, n) {
	set_lord_capability(lord, n, NOTHING)
}

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")
}

function can_muster_capability() {
	let deck = list_deck()
	for (let c of deck) {
		if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) {
			if (data.cards[c].this_lord) {
				if (!lord_already_has_capability(game.who, c))
					return true
			} else {
				if (can_deploy_global_capability(c))
					return true
			}
		}
	}
	return false
}
states.muster_troops
states.muster_capability = {
	inactive: "Muster",
	prompt() {
		let deck = list_deck()
		view.prompt = `Muster: Select a new Capability for ${lord_name[game.who]}.`
		view.arts_of_war = deck
		for (let c of deck) {
			if (!data.cards[c].lords || set_has(data.cards[c].lords, game.who)) {
				if (data.cards[c].this_lord) {
					if (!lord_already_has_capability(game.who, c))
						gen_action_card(c)
				} else {
					if (can_deploy_global_capability(c))
						gen_action_card(c)
				}
			}
		}
	},
	card(c) {
		if (data.cards[c].this_lord) {
				add_lord_capability(game.who, c)
		}
		pop_state()
		resume_levy_muster_lord()
	},
}

// === LEVY: CALL TO ARMS ===

function goto_levy_discard_events() {

	// Discard "This Levy" events from play.
	discard_events("this_levy")

	goto_campaign_plan()

}


// === CAMPAIGN: CAPABILITY DISCARD ===


// === CAMPAIGN: PLAN ===

function goto_campaign_plan() {
	game.turn++

	log_h1("Campaign " + current_turn_name())

	set_active(BOTH)
	game.state = "campaign_plan"
	game.plan1 = []
	game.plan2 = []
}

states.campaign_plan = {
	inactive: "Plan",
	prompt(current) {
		let plan = current === YORK ? game.plan1 : game.plan2
		let first = current === YORK ? first_york_lord : first_lancaster_lord
		let last = current === YORK ? last_york_lord : last_lancaster_lord
		view.plan = plan
		view.actions.plan = []

		if (plan.length === max_plan_length())
			view.prompt = "Plan: All done."
		else
			view.prompt = "Plan: Build a Plan."

		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 {
			view.actions.end_plan = 1
		}

		if (plan.length > 0)
			view.actions.undo = 1
		else
			view.actions.undo = 0
	},
	plan(lord, current) {
		if (current === YORK)
			game.plan1.push(lord)
		else
			game.plan2.push(lord)
	},
	undo(_, current) {
		if (current === YORK) {
			game.plan1.pop()
		} else {
			game.plan2.pop()
		}
	},
	end_plan(_, current) {
		if (game.active === BOTH) {
			if (current === YORK)
				set_active(LANCASTER)
			else
				set_active(YORK)
		} else {
			end_campaign_plan()
		}
	},
}

function end_campaign_plan() {
	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 (check_campaign_victory())
		return
	
	if (game.plan2.length > game.plan1.length) {
		set_active(LANCASTER)
		game.command = game.plan2.shift()
	} else if (game.plan2.length < game.plan1.length) {
		set_active(YORK)
		game.command = game.plan1.shift()
	}
	else  {
		set_active(P1)
		if (P1 === "Lancaster")
		game.command = game.plan2.shift()
		else 
		game.command = game.plan1.shift()
	}


	if (game.command === NOBODY) {
		log_h2("Pass")
		goto_command_activation()
	}
	else if (!is_lord_on_map(game.command)) {
		log_h2(`L${game.command} - Pass`)
		goto_command_activation()
	} 
	else {
		log_h2(`L${game.command} at %${get_lord_locale(game.command)}`)
		goto_command()
	}
}

// === CAMPAIGN: ACTIONS ===

function set_active_command() {
	if (game.command >= first_york_lord && game.command <= last_york_lord) {
	set_active(YORK)
	}
	else
	set_active(LANCASTER)

}

function is_active_command() {
	if (game.command >= first_york_lord && game.command <= last_york_lord)
		return game.active === YORK
	else
		return game.active === LANCASTER
}

function is_first_action() {
	return game.flags.first_action
}

function is_first_march_highway() {
	if (game.flags.first_march_highway === 1) 
		return true
	else 
		return false
}

function goto_command() {
	game.actions = data.lords[game.command].command
	game.group = [ game.command ]

	game.flags.first_action = 1
	game.flags.first_march_highway = 0

	resume_command()
	update_supply_possible()
}

function resume_command() {
	game.state = "command"
}

function spend_action(cost) {
	game.flags.first_action = 0
	game.actions -= cost
}

function spend_march_action(cost) {
	game.flags.first_action = 0
	game.flags.first_march_highway = 0
	game.actions -= cost
}

function spend_all_actions() {
	game.flags.first_action = 0
	game.flags.first_march_highway = 0
	game.actions = 0
}

function end_command() {
	log_br()

	game.group = 0

	game.flags.first_action = 0
	game.flags.first_march_highway = 0
	game.flags.famine = 0

	// NOTE: Feed currently acting side first for expedience.
	set_active_command()
	goto_feed()
}


states.command = {
	inactive: "Command",
	prompt() {
		if (game.actions === 0)
			view.prompt = `Command: ${lord_name[game.command]} has no more actions.`
		else if (game.actions === 1)
			view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} action.`
		else
			view.prompt = `Command: ${lord_name[game.command]} has ${game.actions} actions.`

		view.group = game.group

		let here = get_lord_locale(game.command)

		prompt_held_event()

		// 4.3.2 Marshals MAY take other lords
		if (is_marshal(game.command)) {
			for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
				if (lord !== game.command)
					if (get_lord_locale(lord) === here)
						gen_action_lord(lord)
		}

		// Lieutenant may not take marshall
		if (is_lieutenant(game.command)) {
			for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
				if (lord !== game.command)
					if (get_lord_locale(lord) === here && !is_marshal(lord)) {
						gen_action_lord(lord)
					}
						
		}


		if (game.actions > 0)
			view.actions.pass = 1
		else
			view.actions.end_command = 1

		prompt_march() 

		if (can_action_supply())
			view.actions.supply = 1
		if (can_action_forage())
			view.actions.forage = 1
		if (can_action_tax())
			view.actions.tax = 1
		if (can_action_sail())
			view.actions.sail = 1
	},

	pass() {
		push_undo()
		log("Passed.")
		spend_all_actions()
	},

	end_command() {
		push_undo()
		end_command()
	},


	forage: goto_forage,
	supply: goto_supply,
	tax: goto_tax,
	sail: goto_sail,

	locale: goto_march,

	lord(lord) {
		set_toggle(game.group, lord)
		/*if (is_upper_lord(lord))
			set_toggle(game.group, get_lower_lord(lord))*/
	},

	card: action_held_event,
}

// === ACTION: PARLEY ===

// 1) During Levy / game.who -- Campaign / game.command
// 2) During Levy / Can reach any locale that has a route of friendly locale (except the target stronghold)
// Campaign / here and adjacent
// The route can go through ports on same sea if the group has ships (note that there is one card that connect all port on all seas)
// 3) Condition : Always parley at lord's locale if not friendly
// 4) Not where any enemy lord, always at stronghold (not at sea or exile box)
// 5) Not where it is already friendly
// 6) Same port on same sea (port_1, port_2, port_3 on data.js)
// 7) From exile, all port on same sea (exile_1 can target port_1, exile_2 can target port_2, exile_3 can target port_3)
// 8) Cost : Levy / 1 always + 1 per way (by land or sea) -- Campaign / No cost here, 1 always + 1 due to the way
// 9) In addition, player may chose to raise current influence rating (current influence rating = printed + caps that may change it) 
// by 1 or 2 by spending 1 or 3 IP
// 10) Roll a die : <= current influence rating success, => failure. 1 always success, 6 always failure. always success at no cost if campaign here
// 11) If success, remove enemy marker if currently enemy, add your marker if there is no marker.
// 12) If success, move the Town or City or Fortress marker one step to succeeding side if the locale just parleyed was a Town / City / Fortress
// 13) The current influence is put back to where it was before the expenditure 
// (he needs to pay again if he wants to improve his influence for a following parley action)

// INFLUENCE CHECK = 8) and 9) and 10) Will happen a lot in the game, so a own function is best that will be modified depending on exceptions

// === ACTION: LEVY VASSAL ===
// 1) During Levy ONLY
// 2) game.who location must be friendly and Vassal seat locale must be friendly
// 3) there need to not be his vassal marker on the calendar (see vassal disband)
// 4) use INFLUENCE CHECK, except that the cost is always 1 (you don't count way cost) before choosing to add extra influence to the lord
// 5) In addition, player may chose to raise current influence rating (current influence rating = printed + caps that may change it) 
// by 1 or 2 by spending 1 or 3 IP
// 6) In addition, substract the left number value (data.vassals.influence) if game.who is Lancaster, add if game.who is yorkist
// 7) Roll a die : <= current influence rating success, => failure. 1 always success, 6 always failure.
// 8) Place one vassal marker on the lord mat
// 9) Place the other vassal marker on the calendar box a number of turn equal to current turn + service (data.vassals.service)
// 10) When the turn reaches back the face down vassal, the vassal marker on the calendar dissapear and the one on the map is turned face up, ready to be mustered again
// 11) The vassals with service 0 are capabilities that will never be put on calendar, there will only be one marker on lord's mat. 


// VASSAL DISBAND
// 1) One vassal marker is placed, face down, on his seat
// 2) The other vassal marker is placed, face down, on the calendar, a number of boxes right to current turn + 6 - service 
// (a service 3 disbanding in turn 8 will come back turn 11)


// === ACTION: MARCH ===

function format_group_move() {
	if (game.group.length > 1) {
		let list = []
		for (let lord of game.group)
			if (lord !== game.command)
				list.push("L" + lord)
		return " with " + list.join(" and ")
	}
	return ""
}
function prompt_march() {
	let from = get_lord_locale(game.command); 
	if (is_first_action())
	for (let to of data.locales[from].adjacent_by_path) {
		gen_action_locale(to);
	  }

	if (game.actions > 0) {
	  for (let to of data.locales[from].adjacent_by_road) {
		gen_action_locale(to);
	  }
	  for (let to of data.locales[from].adjacent_by_highway) {
		gen_action_locale(to);
	  }
	}
	else if (game.actions === 0 && is_first_march_highway()) {
	  for (let to of data.locales[from].adjacent_by_highway) {
		gen_action_locale(to);
		}
	}
}



function goto_march(to) {
	push_undo()
	let from = get_lord_locale(game.command)
	let ways = list_ways(from, to)
	game.march = { from, to, approach: ways[1], avoid: -1 }
	march_with_group_1()
	
}

function march_with_group_1() {
	let transport = count_group_assets(CART)
	let prov = count_group_assets(PROV)

	if (prov <= transport)
		return march_with_group_2()

	 if (prov > transport)
		game.state = "march_laden"
	else
		march_with_group_2()
}

states.march_laden = {
	inactive: "March",
	prompt() {
		let to = game.march.to
		let way = game.march.approach
		let transport = count_group_assets(CART)
		let prov = count_group_assets(PROV)

		view.group = game.group
		view.prompt = `March: Unladen. `
	

		if (prov > transport) {	
			for (let lord of game.group) {
				if (prov > transport) {
					let overflow_prov = prov - transport
					if (get_lord_assets(lord, PROV) > 0) {
						view.prompt += `Please discard ${overflow_prov} Provender`
						gen_action_prov(lord)
					}
				}
			}
		}
		else {
			view.actions.march = 1
			gen_action_locale(to)
	} 
	},
	prov: drop_prov,
	march: march_with_group_2,
	locale: march_with_group_2,
	laden_march: march_with_group_2,
}

function march_with_group_2() {
	let from = get_lord_locale(game.command)
	let way = game.march.approach
	let to = game.march.to
	let transport = count_group_assets(data.ways[way].type)
	let prov = count_group_assets(PROV)
	let ways = list_ways(from, to)


	if (data.ways[way].type === 'highway' && is_first_march_highway()) {
		spend_march_action(0)
	}
	else if (data.ways[way].type === 'highway') {
		spend_march_action(1)
		game.flags.first_march_highway = 1
	}
	else if (data.ways[way].type === 'road') {
		spend_march_action(1)
	}
	else if (data.ways[way].type === 'path') {
		spend_all_actions()
	}

	if (data.ways[way].name)
		log(`Marched to %${to} via W${way}${format_group_move()}.`)
	else
		log(`Marched to %${to}${format_group_move()}.`)

	for (let lord of game.group) {
		set_lord_locale(lord, to)
		set_lord_moved(lord, 1)
	}

	// TODO : Intercept

	if (has_unbesieged_enemy_lord(to)) {
		goto_confirm_approach()
	} else {
		march_with_group_3()
	}
}

function march_with_group_3() {
	let here = get_lord_locale(game.command)

	// Disbanded in battle!
	if (here === NOWHERE) {
		game.march = 0
		spend_all_actions()
		resume_command()
		update_supply_possible()
		return
	}


	game.march = 0

	resume_command()
	update_supply_possible()
}

function goto_confirm_approach() {
	if (game.skip_confirm_approach) {
		goto_avoid_battle()
		return
	}
	game.state = "confirm_approach"
}

states.confirm_approach = {
	inactive: "March",
	prompt() {
		view.prompt = `March: Confirm Approach to enemy Lord.`
		view.group = game.group
		view.actions.approach = 1
	},
	approach() {
		push_undo()
		set_active_defender()
		goto_battle()

	}
}


// === ACTION: MARCH - DIVIDE SPOILS AFTER AVOID BATTLE ===

function list_spoils() {
	let list = []
	for (let type = 0; type < 7; ++type) {
		let n = get_spoils(type)
		if (n > 0)
			list.push(`${n} ${ASSET_TYPE_NAME[type]}`)
	}
	if (list.length > 0)
		return list.join(", ")
	return "nothing"
}

function prompt_spoils() {
	if (get_spoils(PROV) > 0)
		view.actions.take_prov = 1
	if (get_spoils(COIN) > 0)
		view.actions.take_coin = 1
	if (get_spoils(CART) > 0)
		view.actions.take_cart = 1
}

function take_spoils(type) {
	push_undo_without_who()
	add_lord_assets(game.who, type, 1)
	add_spoils(type, -1)
	if (!has_any_spoils())
		game.who = NOBODY
}

function take_spoils_prov() { take_spoils(PROV) }
function take_spoils_cart() { take_spoils(CART) }


// === ACTION: SUPPLY (SEARCHING) ===

let _supply_stop = new Array(last_locale+1)
let _supply_reached = new Array(last_locale+1)

let _supply_seen = new Array(last_locale+1).fill(0)
let _supply_cost = new Array(last_locale+1)
let _supply_carts = new Array(last_locale+1)

function is_supply_forbidden(here) {
	if (is_friendly_territory(here))
		return true
	return false
}

function init_supply_forbidden() {
	for (let here = 0; here <= last_locale; ++here) {
		if (is_supply_forbidden(here))
			_supply_stop[here] = 1
		else
			_supply_stop[here] = 0
	}
}

function init_supply() {
	let season = current_season()
	let here = get_lord_locale(game.command)
	let carts = 0
	let ships = 0
	let available = 2
	carts = get_shared_assets(here, CART)
	ships = count_shared_ships()
	if (ships > 2)
		ships = 2

	let seats = []
	if (available > 0) {
		for_each_seat(game.command, seat => {
			if (!is_supply_forbidden(seat))
				seats.push(seat)
		}, true)
		available = Math.min(seats.length, available)
	}

	let seaports = []
	if (ships > 0) {
		if (game.active === YORK)
			for (let port of data.seaports)
				if (!is_supply_forbidden(port))
					seaports.push(port)
		if (game.active === LANCASTER)
			for (let port of data.seaports)
			if (!is_supply_forbidden(port))
				seaports.push(port)
	}
	if (seaports.length === 0)
		ships = 0

	game.supply = { seats, seaports, available, carts, ships }
}

function search_supply(start, carts, exit) {
	if (_supply_stop[start])
		return 0
	_supply_reached[start] = 1
	_supply_cost[start] = 0
	if (exit && set_has(exit, start))
		return 1
	if (carts === 0)
		return 0
	let queue = [ start ]
	while (queue.length > 0) {
		let item = queue.shift()
		let here = item & 63
		let used = item >> 6
		if (used + 1 <= carts) {
			for (let next of data.locales[here].adjacent) {
				if (!_supply_reached[next] && !_supply_stop[next]) {
					if (exit && set_has(exit, next))
						return 1
					_supply_reached[next] = 1
					_supply_cost[next] = used + 1
					if (used + 1 < carts)
						queue.push(next | ((used + 1) << 6))
				}
			}
		}
	}
	return 0
}

// === ACTION: SUPPLY ===

function update_supply_possible() {
	if (game.actions < 1) {
		game.supply = 0
		return
	}

	update_supply_possible_pass()
}

function update_supply_possible_pass() {
	init_supply()
	init_supply_forbidden()
	_supply_reached.fill(0)
	let sources = []
	for (let loc of game.supply.seats)
		set_add(sources, loc)
	for (let loc of game.supply.seaports)
		set_add(sources, loc)
	game.supply = search_supply(get_lord_locale(game.command), game.supply.carts, sources)
}

function search_supply_cost() {
	init_supply_forbidden()
	_supply_reached.fill(0)
	search_supply(get_lord_locale(game.command), game.supply.carts, null)
}

function can_action_supply() {
	if (game.actions < 1)
		return false
	return !!game.supply
}

function can_supply() {
	if (game.supply.available > 0 && game.supply.seats.length > 0)
		return true
	if (game.supply.ships > 0 && game.supply.seaports.length > 0)
		return true
	return false
}

function goto_supply() {
	push_undo()

	if (is_famine_in_play() && !game.flags.famine) {
		if (game.active === TEUTONS)
			logevent(EVENT_RUSSIAN_FAMINE)
		else
			logevent(EVENT_TEUTONIC_FAMINE)
	}

	log(`Supplied`)
	init_supply()
	resume_supply()
	game.state = "supply_source"
}

function resume_supply() {
	if (game.supply.available + game.supply.ships === 0) {
		game.supply.seats = []
		game.supply.seaports = []
	} else {
		search_supply_cost()
		game.supply.seats = game.supply.seats.filter(loc => _supply_reached[loc])
		game.supply.seaports = game.supply.seaports.filter(loc => _supply_reached[loc])
	}

	if (can_supply())
		game.state = "supply_source"
	else
		end_supply()
}

states.supply_source = {
	inactive: "Supply",
	prompt() {
		if (!can_supply()) {
			view.prompt = "Supply: No valid Supply Sources."
			return
		}

		view.prompt = "Supply: Select Supply Source and Route."

		let list = []
		if (game.supply.carts > 0)
			list.push(`${game.supply.carts} Cart`)
		if (game.supply.ships > 0)
			list.push(`${game.supply.ships} Ship`)

		if (list.length > 0)
			view.prompt += " " + list.join(", ") + "."

		if (game.supply.available > 0)
			for (let source of game.supply.seats)
				gen_action_locale(source)
		if (game.supply.ships > 0)
			for (let source of game.supply.seaports)
				gen_action_locale(source)
		view.actions.end_supply = 1
	},
	locale(source) {
		if (game.supply.available > 0 && game.supply.seats.includes(source)) {
			array_remove_item(game.supply.seats, source)

			let cap = used_seat_capability(game.command, source, game.supply.seats)
			if (cap >= 0)
				logi(`Seat at %${source} (C${cap})`)
			else
				logi(`Seat at %${source}`)

			game.supply.available--
			if (is_famine_in_play())
				game.flags.famine = 1
		} else {
			logi(`Seaport at %${source}`)
			game.supply.ships--
		}

		add_lord_assets(game.command, PROV, 1)

		spend_supply_transport(source)
	},
	end_supply: end_supply,
}

function end_supply() {
	spend_action(1)
	resume_command()
	game.supply = 1 // supply is possible!
}

function spend_supply_transport(source) {
	if (source === get_lord_locale(game.command)) {
		resume_supply()
		return
	}

	search_supply_cost()
	game.supply.carts -= _supply_cost[source]
	resume_supply()
}

states.supply_path = {
	inactive: "Supply",
	prompt() {
		view.prompt = "Supply: Trace Route to Supply Source."
		view.supply = [ game.supply.here, game.supply.end ]
		if (game.supply.carts > 0)
			view.prompt += ` ${game.supply.carts} cart`
		for (let i = 0; i < game.supply.path.length; i += 2) {
			let wayloc = game.supply.path[i]
			gen_action_locale(wayloc >> 8)
		}
	},
	locale(next) {
		let useloc = -1
		let useway = -1
		let twoway = false
		for (let i = 0; i < game.supply.path.length; i += 2) {
			let wayloc = game.supply.path[i]
			let way = wayloc & 255
			let loc = wayloc >> 8
			if (loc === next) {
				if (useloc < 0) {
					useloc = loc
					useway = way
				} else {
					twoway = true
				}
			}
		}
		if (twoway) {
			game.state = "supply_path_way"
			game.supply.next = next
		} else {
			walk_supply_path_way(next, useway)
		}
	},
}

function walk_supply_path_way(next, way) {
	let type = data.ways[way].type
	game.supply.carts--
	game.supply.here = next
	game.supply.path = map_get(game.supply.path, (next << 8) | way)
	if (game.supply.path === 0)
		resume_supply()
	else
		// Auto-pick path if only one choice.
		if (AUTOWALK && game.supply.path.length === 2)
			walk_supply_path_way(game.supply.path[0] >> 8, game.supply.path[0] & 255)
}

states.supply_path_way = {
	inactive: "Supply",
	prompt() {
		view.prompt = "Supply: Trace path to supply source."
		view.supply = [ game.supply.here, game.supply.end ]
		if (game.supply.carts > 0)
			view.prompt += ` ${game.supply.carts} cart`
		for (let i = 0; i < game.supply.path.length; i += 2) {
			let wayloc = game.supply.path[i]
			let way = wayloc & 255
			let loc = wayloc >> 8
			if (loc === game.supply.next)
				gen_action_way(way)
		}
	},
	way(way) {
		game.state = "supply_path"
		walk_supply_path_way(game.supply.next, way)
	},
}

// === ACTION: FORAGE ===

function can_action_forage() {
	if (game.actions < 1)
		return false
	let here = get_lord_locale(game.command)
	if (has_exhausted_marker(here) || is_sea(here))
		return false
	return true
}

function has_adjacent_enemy(loc) {
	for (let next of data.locales[loc].adjacent)
		if (has_unbesieged_enemy_lord(next))
			return true
	return false
}

function goto_forage() {
	push_undo()
	let here = get_lord_locale(game.command)
	if (has_adjacent_enemy(here)) {
		let die = roll_die()
		if (die <= 4) {
			add_lord_assets(game.command, PROV, 1)
			log(`${HIT[die]}, Foraged at %${here}`)
			deplete_locale(here)
		}
		else {
			log(`${MISS[die]}, Forage Failure`)
		}
	}
	else {
		add_lord_assets(game.command, PROV, 1)
		log(`Foraged at %${here}`)
		deplete_locale(here)
	}
	spend_action(1)
	resume_command()
}


// === ACTION: TAX ===

function can_action_tax() {
	if (game.actions < 1)
	return false
	// Must have space left to hold Coin
	if (get_lord_assets(game.command, COIN) >= 8)
		return false
	// Must be at own seat TO BE REMOVED
	return is_lord_at_seat(game.command)
}

function goto_tax() {
	push_undo()

	let here = get_lord_locale(game.command)
	
	log(`Taxed %${here}.`)

	if (is_town(here) || is_fortress(here) || is_harlech(here))
	add_lord_assets(game.command, COIN, 1)
	else if (is_city(here)) 
	add_lord_assets(game.command, COIN, 2)
	else 
	add_lord_assets(game.command, COIN, 3)
	spend_action(1)
	resume_command()

}

// === ACTION: SAIL ===

function drop_prov(lord) {
	add_lord_assets(lord, PROV, -1)
}
function drop_cart(lord) {
	add_lord_assets(lord, CART, -1)
}

function has_enough_available_ships_for_army() {
	let ships = count_group_ships()
	let army = count_lord_all_forces(game.group)
	let needed_ships= army/6
	return needed_ships <= ships
}

function can_action_sail() {
	// Must use whole action
	if (!is_first_action())
		return false

	// at a seaport
	let here = get_lord_locale(game.command)
	if (!is_seaport(here))
		return false


	// with enough ships to carry all the army
	if (!has_enough_available_ships_for_army())
		return false

	// and a valid destination
	for (let to of data.seaports)
		if (to !== here && !has_enemy_lord(to))
			return true

	return false
}

function can_march_path() {
	if (!is_first_action())
	return false
}

function goto_sail() {
	push_undo()
	game.state = "sail"
}

states.sail = {
	inactive: "Sail",
	prompt() {
		view.group = game.group

		let here = get_lord_locale(game.command)
		let ships = count_group_ships()
	//	TODO CAPABILITY SHIPS x2
	//  TODO CAPABILITY MOVE EVERYWHERE WITH SHIPS
		let prov = count_group_assets(PROV)
		let cart = count_group_assets(CART)


		let overflow_prov = 0
			overflow_prov = (prov/2 - ships)*2
		let overflow_cart = 0
			overflow_cart = (cart/2 - ships)*2

		if (overflow_prov <= 0 && overflow_cart <= 0) {
			view.prompt = `Sail: Select a destination Seaport.`
		let from = 0
		switch(true){
			case data.exile_1.includes(here):
				from = data.way_exile_1
				break;
			case data.exile_2.includes(here):
				from = data.way_exile_2
				break;
			case data.exile_3.includes(here):
				from = data.way_exile_3
				break;
			case data.sea_1.includes(here):
				from = data.way_sea_1
				break;
			case data.sea_2.includes(here):
				from = data.way_sea_2
				break;
			case data.sea_3.includes(here):
				from = data.way_sea_3
				break;
			case data.port_1.includes(here):
				from = data.way_port_1
				break;
			case data.port_2.includes(here):
				from = data.way_port_2
				break;
			case data.port_3.includes(here):
				from = data.way_port_3
				break;								
		}
			for (let to of from) {
				if (to === here)
					continue
				if (!has_enemy_lord(to))
					gen_action_locale(to)
			}
		}
		else if (overflow_cart > 0) {
			view.prompt = `Sailing with ${ships} Ships. Please discard ${overflow_cart} Cart`
			if (cart > 0) {
				for (let lord of game.group) {
					if (get_lord_assets(lord, CART) > 0)
						gen_action_cart(lord)
				}
			}
		}
		else if (overflow_prov > 0) {
			view.prompt = `Sailing with ${ships} Ships. Please discard ${overflow_prov} Provender`
			if (prov > 0) {
				for (let lord of game.group) {
					if (get_lord_assets(lord, PROV) > 0)
						gen_action_prov(lord)
				}
			}
		}
		else {
			view.prompt = 'ERROR'
		} 
	},
	prov: drop_prov,
	cart: drop_cart,
	locale(to) {
		push_undo()
		log(`Sailed to %${to}${format_group_move()}.`)

		let from = get_lord_locale(game.command)

		for (let lord of game.group) {
			set_lord_locale(lord, to)
			set_lord_moved(lord, 1)
		}
		spend_all_actions()
		resume_command()
		update_supply_possible()
	},
}

// === BATTLE ===

function set_active_attacker() {
	set_active(game.battle.attacker)
}

function set_active_defender() {
	if (game.battle.attacker === P1)
		set_active(P2)
	else
		set_active(P1)
}

function goto_battle() {
	
		start_battle()
	
		//march_with_group_3()
}

function init_battle(here) {
	game.battle = {
		where: here,
		round: 1,
		step: 0,
		relief: 0,
		attacker: game.active,
		ambush: 0,
		conceded: 0,
		loser: 0,
		fought: 0, // flag all lords who participated
		array: [
			-1, game.command, -1,
			-1, -1, -1,
		],
		garrison: 0,
		reserves: [],
		retreated: 0,
		rearguard: 0,
		strikers: 0,
		warrior_monks: 0,
		hits: 0,
		xhits: 0,
		fc: -1,
		rc: -1,
	}
}

function start_battle() {
	let here = get_lord_locale(game.command)

	log_h3(`Battle at %${here}`)

	init_battle(here, 0, 0)

	// All attacking lords to reserve
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
		if (get_lord_locale(lord) === here) {
			set_lord_fought(lord)
			if (lord !== game.command)
				set_add(game.battle.reserves, lord)
		}
	}

	// Array attacking lords if fewer than 3.
	if (game.battle.reserves.length === 2)
		game.battle.array[A3] = game.battle.reserves.pop()
	if (game.battle.reserves.length === 1)
		game.battle.array[A1] = game.battle.reserves.pop()

	// All defending lords to reserve
	for (let lord = first_enemy_lord; lord <= last_enemy_lord; ++lord) {
		if (get_lord_locale(lord) === here) {
			set_lord_fought(lord)
			set_add(game.battle.reserves, lord)
		}
	}
	set_active_attacker()
	goto_array_attacker()
}

// === BATTLE: BATTLE ARRAY ===

// 0) Defender decides to stand for Battle, not Exile
// 1) Defender decides how he wants to array his lords
// 2) Defender positions front D
// 3) Attacker positions front A.
// 4) Defender plays event
// 5) ATtacker plays event

function has_friendly_reserves() {
	for (let lord of game.battle.reserves)
		if (is_friendly_lord(lord))
			return true
	return false
}

function has_friendly_attacking_reserves() {
	for (let lord of game.battle.reserves)
		if (is_friendly_lord(lord) && (game.battle.sally || is_lord_unbesieged(lord)))
			return true
	return false
}

function has_friendly_sallying_reserves() {
	for (let lord of game.battle.reserves)
		if (is_friendly_lord(lord) && is_lord_besieged(lord))
			return true
	return false
}

function count_friendly_reserves() {
	let n = 0
	for (let lord of game.battle.reserves)
		if (is_friendly_lord(lord))
			++n
	return n
}

function pop_first_reserve() {
	for (let lord of game.battle.reserves) {
		if (is_friendly_lord(lord)) {
			set_delete(game.battle.reserves, lord)
			return lord
		}
	}
	return NOBODY
}

function prompt_array_place_opposed(X1, X2, X3, Y1, Y3) {
	let array = game.battle.array
	if (array[X2] === NOBODY) {
		gen_action_array(X2)
	} else if (array[Y1] !== NOBODY && array[Y3] === NOBODY && array[X1] === NOBODY) {
		gen_action_array(X1)
	} else if (array[Y1] === NOBODY && array[Y3] !== NOBODY && array[X3] === NOBODY) {
		gen_action_array(X3)
	} else {
		if (array[X1] === NOBODY)
			gen_action_array(X1)
		if (array[X3] === NOBODY)
			gen_action_array(X3)
	}
}

function action_array_place(pos) {
	push_undo_without_who()
	game.battle.array[pos] = game.who
	set_delete(game.battle.reserves, game.who)
	game.who = NOBODY
}

function goto_array_attacker() {
	clear_undo()
	set_active_attacker()
	game.state = "array_attacker"
	game.who = NOBODY
	if (!has_friendly_attacking_reserves())
		end_array_attacker()
}

function goto_array_defender() {
	clear_undo()
	set_active_defender()
	game.state = "array_defender"
	game.who = NOBODY
	let n = count_friendly_reserves()
	if (n === 1) {
		game.battle.array[D2] = pop_first_reserve()
		end_array_defender()
	}
	if (n === 0)
		end_array_defender()
}

function goto_array_sally() {
	clear_undo()
	set_active_attacker()
	game.state = "array_sally"
	game.who = NOBODY
	if (!has_friendly_sallying_reserves())
		end_array_sally()
}

function goto_array_rearguard() {
	clear_undo()
	set_active_defender()
	game.state = "array_rearguard"
	game.who = NOBODY
	if (!has_friendly_reserves() || empty(SA2))
		end_array_rearguard()
}

// NOTE: The order here can be easily change to attacker/sally/defender/rearguard if desired.

function end_array_attacker() {
	goto_array_defender()
}

function end_array_defender() {
	goto_array_sally()
}

function end_array_sally() {
	goto_array_rearguard()
}

function end_array_rearguard() {
	goto_attacker_events()
}

states.array_attacker = {
	inactive: "Array Attacking Lords",
	prompt() {
		view.prompt = "Battle Array: Position your Attacking Lords."
		let array = game.battle.array
		let done = true
		if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY) {
			for (let lord of game.battle.reserves) {
				if (lord !== game.who && is_friendly_lord(lord)) {
					if (game.battle.sally || is_lord_unbesieged(lord)) {
						gen_action_lord(lord)
						done = false
					}
				}
			}
		}
		if (game.who === NOBODY && done)
			view.actions.end_array = 1
		if (game.who !== NOBODY) {
			// A2 is already filled by command lord!
			if (array[A1] === NOBODY)
				gen_action_array(A1)
			if (array[A3] === NOBODY)
				gen_action_array(A3)
		}
	},
	array: action_array_place,
	lord: action_select_lord,
	end_array: end_array_attacker,
}

states.array_defender = {
	inactive: "Array Defending Lords",
	prompt() {
		view.prompt = "Battle Array: Position your Defending Lords."
		let array = game.battle.array
		let done = true
		if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY) {
			for (let lord of game.battle.reserves) {
				if (lord !== game.who && is_friendly_lord(lord)) {
					gen_action_lord(lord)
					done = false
				}
			}
		}
		if (done && game.who === NOBODY)
			view.actions.end_array = 1
		if (game.who !== NOBODY)
			prompt_array_place_opposed(D1, D2, D3, A1, A3)
	},
	array: action_array_place,
	lord: action_select_lord,
	end_array: end_array_defender,
}

// === BATTLE: EVENTS ===

function goto_attacker_events() {
	clear_undo()
	set_active_attacker()
	log_br()
	if (can_play_battle_events())
		game.state = "attacker_events"
	else
		end_attacker_events()
}

function end_attacker_events() {
	goto_defender_events()
}

function goto_defender_events() {
	set_active_defender()
	log_br()
	if (can_play_battle_events())
		game.state = "defender_events"
	else
		end_defender_events()
}

function end_defender_events() {
	goto_battle_rounds()
}

function resume_battle_events() {
	game.what = -1
	if (is_attacker())
		goto_attacker_events()
	else
		goto_defender_events()
}

function could_play_card(c) {
	if (set_has(game.capabilities, c))
		return false
	if (!game.hidden) {
		// TODO: check capabilities on lords revealed in battle if hidden
		if (game.pieces.capabilities.includes(c))
			return false
	}
	if (set_has(game.events, c))
		return false
	if (is_york_card(c))
		return game.hand1.length > 0
	if (is_lancaster_card(c))
		return game.hand2.length > 0
	return true
}

function has_lords_in_battle() {
	for (let p = 0; p < 12; ++p)
		if (is_friendly_lord(game.battle.array[p]))
			return true
	return has_friendly_reserves()
}

function can_play_battle_events() {
	/*if (game.active === TEUTONS) {
		if (could_play_card(EVENT_TEUTONIC_AMBUSH))
			return true
		if (is_defender()) {
			if (could_play_card(EVENT_TEUTONIC_HILL))
				return true
			if (!is_winter())
				if (could_play_card(EVENT_TEUTONIC_MARSH))
					return true
		}
		if (!is_winter())
			if (could_play_card(EVENT_TEUTONIC_BRIDGE))
				return true
	}

	if (game.active === RUSSIANS) {
		if (could_play_card(EVENT_RUSSIAN_AMBUSH))
			return true
		if (is_defender()) {
			if (could_play_card(EVENT_RUSSIAN_HILL))
				return true
			if (!is_winter())
				if (could_play_card(EVENT_RUSSIAN_MARSH))
					return true
		}
		if (!is_winter())
			if (could_play_card(EVENT_RUSSIAN_BRIDGE))
				return true
		if (!is_summer())
			if (could_play_card(EVENT_RUSSIAN_RAVENS_ROCK))
				return true
	}

	// Battle or Storm
	if (game.active === TEUTONS) {
		if (could_play_card(EVENT_TEUTONIC_FIELD_ORGAN))
			if (has_lords_in_battle())
				return true
	}*/

	return false
}

function prompt_battle_events() {
	// both attacker and defender events
	if (game.active === TEUTONS) {
		gen_action_card_if_held(EVENT_TEUTONIC_AMBUSH)
		if (!is_winter())
			gen_action_card_if_held(EVENT_TEUTONIC_BRIDGE)
		if (has_lords_in_battle())
			gen_action_card_if_held(EVENT_TEUTONIC_FIELD_ORGAN)
	}

	if (game.active === RUSSIANS) {
		gen_action_card_if_held(EVENT_RUSSIAN_AMBUSH)
		if (!is_winter())
			gen_action_card_if_held(EVENT_RUSSIAN_BRIDGE)
		if (!is_summer())
			gen_action_card_if_held(EVENT_RUSSIAN_RAVENS_ROCK)
	}

	view.actions.done = 1
}

states.attacker_events = {
	inactive: "Attacker Events",
	prompt() {
		view.prompt = "Attacker may play Events."
		prompt_battle_events()
	},
	card: action_battle_events,
	done() {
		end_attacker_events()
	},
}

states.defender_events = {
	inactive: "Defender Events",
	prompt() {
		view.prompt = "Defender may play Events."

		prompt_battle_events()

		// defender only events
		if (game.active === TEUTONS) {
			if (!is_winter())
				gen_action_card_if_held(EVENT_TEUTONIC_MARSH)
			gen_action_card_if_held(EVENT_TEUTONIC_HILL)
		}

		if (game.active === RUSSIANS) {
			if (!is_winter())
				gen_action_card_if_held(EVENT_RUSSIAN_MARSH)
			gen_action_card_if_held(EVENT_RUSSIAN_HILL)
		}
	},
	card: action_battle_events,
	done() {
		end_defender_events()
	},
}

function action_battle_events(c) {
	game.what = c
	set_delete(current_hand(), c)
	set_add(game.events, c)
	switch (c) {
		case EVENT_TEUTONIC_HILL:
		case EVENT_TEUTONIC_MARSH:
		case EVENT_RUSSIAN_HILL:
		case EVENT_RUSSIAN_MARSH:
		case EVENT_RUSSIAN_RAVENS_ROCK:
			// nothing more needs to be done for these
			log(`Played E${c}.`)
			resume_battle_events()
			break
		case EVENT_TEUTONIC_AMBUSH:
		case EVENT_RUSSIAN_AMBUSH:
			log(`Played E${c}.`)
			if (is_attacker())
				game.battle.ambush |= 2
			else
				game.battle.ambush |= 1
			break
		case EVENT_TEUTONIC_BRIDGE:
		case EVENT_RUSSIAN_BRIDGE:
			// must select target lord
			game.state = "bridge"
			break
		case EVENT_TEUTONIC_FIELD_ORGAN:
			// must select target lord
			game.state = "field_organ"
			break
	}
}

states.bridge = {
	inactive: "Bridge",
	prompt() {
		view.prompt = "Bridge: Play on a Center Lord."
		view.what = game.what
		let array = game.battle.array
		if (is_attacker()) {
			if (array[D2] !== NOBODY)
				gen_action_lord(array[D2])
			if (array[RG2] !== NOBODY)
				gen_action_lord(array[RG2])
		} else {
			// Cannot play on Relief Sallying lord
			if (array[A2] !== NOBODY)
				gen_action_lord(array[A2])
		}
	},
	lord(lord) {
		log(`Played E${game.what} on L${lord}.`)
		if (!game.battle.bridge)
			game.battle.bridge = { lord1: NOBODY, lord2: NOBODY, n1: 0, n2: 0 }
		if (is_york_lord(lord))
			game.battle.bridge.lord1 = lord
		else
			game.battle.bridge.lord2 = lord
		resume_battle_events()
	},
}

states.field_organ = {
	inactive: "Field Organ",
	prompt() {
		view.prompt = "Field Organ: Play on a Lord."
		view.what = game.what
		let array = game.battle.array
		if (is_attacker()) {
			for (let pos of battle_attacking_positions)
				if (array[pos] !== NOBODY)
					gen_action_lord(array[pos])
		} else {
			for (let pos of battle_defending_positions)
				if (array[pos] !== NOBODY)
					gen_action_lord(array[pos])
		}
	},
	lord(lord) {
		log(`Played E${game.what} on L${lord}.`)
		game.battle.field_organ = lord
		resume_battle_events()
	},
}


// === BATTLE: CONCEDE THE FIELD ===

function goto_battle_rounds() {
	set_active_attacker()
	goto_concede()
}

function goto_concede() {
	log_h4(`Battle Round ${game.battle.round}`)
	game.state = "concede_battle"
}

states.concede_battle = {
	inactive: "Concede",
	prompt() {
		view.prompt = "Battle: Concede the Field?"
		view.actions.concede = 1
		view.actions.battle = 1
	},
	concede() {
		log(game.active + " Conceded.")
		game.battle.conceded = game.active
		goto_reposition_battle()
	},
	battle() {
		set_active_enemy()
		if (is_attacker())
			goto_reposition_battle()
	},
}

// === BATTLE: REPOSITION ===

function send_to_reserve(pos) {
	if (game.battle.array[pos] !== NOBODY) {
		set_add(game.battle.reserves, game.battle.array[pos])
		game.battle.array[pos] = NOBODY
	}
}

function slide_array(from, to) {
	game.battle.array[to] = game.battle.array[from]
	game.battle.array[from] = NOBODY
}

function goto_reposition_battle() {
	let array = game.battle.array

	// If all D routed.
	if (array[D1] === NOBODY && array[D2] === NOBODY && array[D3] === NOBODY) {
		log("Defenders Routed.")
	}

	// If all A routed.
	if (array[A1] === NOBODY && array[A2] === NOBODY && array[A3] === NOBODY) {
		log("Attackers Routed.")
	}

	set_active_attacker()
	goto_reposition_advance()
}

function goto_reposition_advance() {
	if (can_reposition_advance())
		game.state = "reposition_advance"
	else
		end_reposition_advance()
}

function end_reposition_advance() {
	game.who = NOBODY
	set_active_enemy()
	if (is_attacker())
		goto_reposition_center()
	else
		goto_reposition_advance()
}

function goto_reposition_center() {
	if (can_reposition_center())
		game.state = "reposition_center"
	else
		end_reposition_center()
}

function end_reposition_center() {
	game.who = NOBODY
	set_active_enemy()
	if (is_attacker())
		goto_first_strike()
	else
		goto_reposition_center()
}

function can_reposition_advance() {
	if (has_friendly_reserves()) {
		let array = game.battle.array
		if (is_attacker()) {
			if (array[A1] === NOBODY || array[A2] === NOBODY || array[A3] === NOBODY)
				return true
		} else {
			if (array[D1] === NOBODY || array[D2] === NOBODY || array[D3] === NOBODY)
				return true
		}
	}
	return false
}

states.reposition_advance = {
	inactive: "Reposition",
	prompt() {
		view.prompt = "Reposition: Advance from Reserve."
		let array = game.battle.array

		for (let lord of game.battle.reserves)
			if (is_friendly_lord(lord) && lord !== game.who)
				gen_action_lord(lord)

		if (game.who !== NOBODY) {
			if (is_attacker()) {
				if (array[A1] === NOBODY) gen_action_array(A1)
				if (array[A2] === NOBODY) gen_action_array(A2)
				if (array[A3] === NOBODY) gen_action_array(A3)
			} else {
				if (array[D1] === NOBODY) gen_action_array(D1)
				if (array[D2] === NOBODY) gen_action_array(D2)
				if (array[D3] === NOBODY) gen_action_array(D3)
			}
		}
	},
	lord(lord) {
		game.who = lord
	},
	array(pos) {
		set_delete(game.battle.reserves, game.who)
		game.battle.array[pos] = game.who
		game.who = NOBODY
		goto_reposition_advance()
	},
}

function can_reposition_center() {
	let array = game.battle.array
	if (is_attacker()) {
		if (array[A2] === NOBODY && (array[A1] !== NOBODY || array[A3] !== NOBODY))
			return true
	} else {
		if (array[D2] === NOBODY && (array[D1] !== NOBODY || array[D3] !== NOBODY))
			return true
	}
	return false
}

states.reposition_center = {
	inactive: "Reposition",
	prompt() {
		view.prompt = "Reposition: Slide to Center."
		let array = game.battle.array

		if (is_attacker()) {
			if (array[A2] === NOBODY) {
				if (array[A1] !== NOBODY) gen_action_lord(game.battle.array[A1])
				if (array[A3] !== NOBODY) gen_action_lord(game.battle.array[A3])
			}
		} else {
			if (array[D2] === NOBODY) {
				if (array[D1] !== NOBODY) gen_action_lord(game.battle.array[D1])
				if (array[D3] !== NOBODY) gen_action_lord(game.battle.array[D3])
			}
		}

		if (game.who !== NOBODY) {
			let from = get_lord_array_position(game.who)
			if (from === A1 || from === A3) gen_action_array(A2)
			if (from === D1 || from === D3) gen_action_array(D2)
		}
	},
	lord(lord) {
		game.who = lord
	},
	array(pos) {
		let from = get_lord_array_position(game.who)
		slide_array(from, pos)
		game.who = NOBODY
		goto_reposition_center()
	},
}

// === BATTLE: STRIKE ===

// Strike groups:
// 	Strike opposing lord
// 	Strike closest flanked lord (choice left/right) if not directly opposed
// 	Combine strikes with lords targeting same position
// 
// Target groups:
// 	If any striker is flanking target, single target.
// 	If any other lords flank all strikers, add them to target group.

function get_battle_array(pos) {
	if (game.battle.ambush & 1)
		if (pos === A1 || pos === A3)
			return NOBODY
	if (game.battle.ambush & 2)
		if (pos === D1 || pos === D3)
			return NOBODY
	return game.battle.array[pos]
}

function filled(pos) {
	return get_battle_array(pos) !== NOBODY
}

function empty(pos) {
	return get_battle_array(pos) === NOBODY
}

const battle_defending_positions = [ D1, D2, D3 ]
const battle_attacking_positions = [ A1, A2, A3 ]

const battle_steps = [
	{ name: "Defending Archery", hits: count_archery_hits },
	{ name: "Attacking Archery", hits: count_archery_hits },
	{ name: "Defending Foot", hits: count_foot_hits, xhits: count_zero_hits },
	{ name: "Attacking Foot", hits: count_foot_hits, xhits: count_zero_hits },
]

function count_zero_hits(_) {
	return 0
}

function count_archery_hits(lord) {
	let hits = 0
	hits += get_lord_forces(lord, LONGBOWMEN)
	hits += get_lord_forces(lord, MILITIA)
	
	return hits
}

function count_melee_hits(lord) {
	return count_foot_hits(lord)
}

function assemble_melee_forces(lord) {
	let forces = {
		retinue: get_lord_forces(lord, RETINUE),
		men_at_arms: get_lord_forces(lord, MEN_AT_ARMS),
		militia: get_lord_forces(lord, MILITIA),
		burgundians: get_lord_forces(lord, BURGUNDIANS),
		mercenaries: get_lord_forces(lord, MERCENARIES),
	}
	return forces
}

function count_foot_hits(lord) {
	let forces = assemble_melee_forces(lord)
	let hits = 0
	hits += forces.men_at_arms << 1
	hits += forces.militia
	hits += forces.burgundians
	hits += forces.mercenaries
	return hits
}

function count_lord_hits(lord) {
	return battle_steps[game.battle.step].hits(lord)
}

function is_battle_over() {
	set_active_attacker()
	if (has_no_unrouted_forces())
		return true
	set_active_defender()
	if (has_no_unrouted_forces())
		return true
	return false
}

function has_no_unrouted_forces() {
	// All unrouted lords are either in battle array or in reserves
	for (let p = 0; p < 12; ++p)
		if (is_friendly_lord(game.battle.array[p]))
			return false
	for (let lord of game.battle.reserves)
		if (is_friendly_lord(lord))
			return false
	return true
}

function is_attacker() {
	return game.active === game.battle.attacker
}

function is_defender() {
	return game.active !== game.battle.attacker
}

function is_attacker_step() {
	return (game.battle.step & 1) === 1
}

function is_defender_step() {
	return (game.battle.step & 1) === 0
}

function is_archery_step() {
	return game.battle.step < 2
}

function is_melee_step() {
	return game.battle.step >= 2
}

function is_horse_step() {
	return game.battle.step === 2 || game.battle.step === 3
}

function is_foot_step() {
	return game.battle.step === 4 || game.battle.step === 5
}

function did_concede() {
	return game.active === game.battle.conceded
}

function did_not_concede() {
	return game.active !== game.battle.conceded
}

function has_strike(pos) {
	return game.battle.ah[pos] > 0
}

function current_strike_positions() {
	return is_attacker_step() ? battle_attacking_positions : battle_defending_positions
}

function find_closest_target(A, B, C) {
	if (filled(A)) return A
	if (filled(B)) return B
	if (filled(C)) return C
	return -1
}

function find_closest_target_center(T2) {
	if (game.battle.fc < 0) throw Error("unset front l/r choice")
	if (game.battle.rc < 0) throw Error("unset rear l/r choice")
	if (filled(T2))
		return T2
	if (T2 >= A1 && T2 <= D3)
		return game.battle.fc
	return game.battle.rc
}

function find_strike_target(S) {
	switch (S) {
	case A1: return find_closest_target(D1, D2, D3)
	case A2: return find_closest_target_center(D2)
	case A3: return find_closest_target(D3, D2, D1)
	case D1: return find_closest_target(A1, A2, A3)
	case D2: return find_closest_target_center(A2)
	case D3: return find_closest_target(A3, A2, A1)
	}
}

function has_strike_target(S) {
	if (is_attacker_step())
		return true
	if (S === A1 || S === A2 || S === A3)
		return filled(D1) || filled(D2) || filled(D3)
	if (S === D1 || S === D2 || S === D3)
		return filled(A1) || filled(A2) || filled(A3)
}

function has_no_strike_targets() {
	if (is_defender_step())
		if (has_strike_target(D2))
			return false
	for (let striker of game.battle.strikers)
		if (has_strike_target(striker))
			return false
	return true
}

function has_no_strikers_and_strike_targets() {
	if (is_defender_step()) {
		if (is_archery_step())
			if (has_strike_target(D2))
				return false
		if (is_melee_step())
			if (has_strike_target(D2))
				return false
	}
	for (let pos of current_strike_positions())
		if (has_strike(pos) && has_strike_target(pos))
			return false
	return true
}

function create_strike_group(start) {
	let strikers = [ start ]
	let target = find_strike_target(start)
	for (let pos of current_strike_positions())
		if (pos !== start && filled(pos) && find_strike_target(pos) === target)
			set_add(strikers, pos)
	return strikers
}

function flanks_position_row(S, T, S1, S2, S3, T1, T2, T3) {
	// S and T are not empty
	switch (S) {
		case S1:
			switch (T) {
				case T1: return false
				case T2: return empty(T1)
				case T3: return empty(T1) && empty(T2)
			}
			break
		case S2:
			return empty(T2)
		case S3:
			switch (T) {
				case T1: return empty(T3) && empty(T2)
				case T2: return empty(T3)
				case T3: return false
			}
			break
	}
	return false
}

function flanks_position(S, T) {
	if (S === A1 || S === A2 || S === A3)
		return flanks_position_row(S, T, A1, A2, A3, D1, D2, D3)
	if (S === D1 || S === D2 || S === D3)
		return flanks_position_row(S, T, D1, D2, D3, A1, A2, A3)
}

function flanks_all_positions(S, TT) {
	for (let T of TT)
		if (!flanks_position(S, T))
			return false
	return true
}

function strike_left_or_right(S2, T1, T2, T3) {
	if (has_strike(S2)) {
		if (filled(T2))
			return T2
		let has_t1 = filled(T1)
		let has_t3 = filled(T3)
		if (has_t1 && has_t3)
			return -1
		if (has_t1)
			return T1
		if (has_t3)
			return T3
	}
	return 1000 // No target!
}

function strike_defender_row() {
	let has_d1 = filled(D1)
	let has_d2 = filled(D2)
	let has_d3 = filled(D3)
	if (has_d1 && !has_d2 && !has_d3) return D1
	if (!has_d1 && has_d2 && !has_d3) return D2
	if (!has_d1 && !has_d2 && has_d3) return D3
	return -1
}

// === BATTLE: STRIKE ===

// for each battle step:
// 	generate strikes for each lord
// 	while strikes remain:
// 		create list of strike groups (choose left/right both rows)
// 		select strike group
// 		create target group (choose if sally)
// 		total strikes and roll for walls
// 		while hits remain:
// 			assign hit to unit in target group
// 			if lord routs:
// 				forget choice of left/right strike group in current row
// 				create new target group (choose if left/right/sally)

function format_strike_step() {
	return battle_steps[game.battle.step].name
}

function format_hits() {
	if (game.battle.xhits > 0 && game.battle.hits > 0) {
		if (game.battle.xhits > 1 && game.battle.hits > 1)
			return `${game.battle.xhits} Crossbow Hits and ${game.battle.hits} Hits`
		else if (game.battle.xhits > 1)
			return `${game.battle.xhits} Crossbow Hits and ${game.battle.hits} Hit`
		else if (game.battle.hits > 1)
			return `${game.battle.xhits} Crossbow Hit and ${game.battle.hits} Hits`
		else
			return `${game.battle.xhits} Crossbow Hit and ${game.battle.hits} Hit`
	} else if (game.battle.xhits > 0) {
		if (game.battle.xhits > 1)
			return `${game.battle.xhits} Crossbow Hits`
		else
			return `${game.battle.xhits} Crossbow Hit`
	} else {
		if (game.battle.hits > 1)
			return `${game.battle.hits} Hits`
		else
			return `${game.battle.hits} Hit`
	}
}

function goto_first_strike() {
	game.battle.step = 0

	if (game.battle.bridge) {
		game.battle.bridge.n1 = game.battle.round * 2
		game.battle.bridge.n2 = game.battle.round * 2
	}

	goto_strike()
}

function goto_next_strike() {
	let end = 6
	game.battle.step++
	if (game.battle.step >= end)
		end_battle_round()
	else
		goto_strike()
}

function goto_strike() {
	// Exit early if one side is completely routed
	if (is_battle_over()) {
		end_battle_round()
		return
	}

	if (is_attacker_step())
		set_active_attacker()
	else
		set_active_defender()

	log_h5(battle_steps[game.battle.step].name)

	// Generate hits
	game.battle.ah = [ 0, 0, 0, 0, 0, 0 ]

	for (let pos of current_strike_positions()) {
		let lord = get_battle_array(pos)
		if (lord !== NOBODY) {
			let hits = count_lord_hits(lord)

			game.battle.ah[pos] = hits

			if (hits > 2)
				log(`L${lord} ${frac(hits)} Hits.`)
			else if (hits > 0)
				log(`L${lord} ${frac(hits)} Hit.`)
		}
	}

	if (did_concede())
		log("Pursuit.")

	// Strike left or right or defender
	if (is_attacker_step())
		game.battle.fc = strike_left_or_right(A2, D1, D2, D3)
	else
		game.battle.fc = strike_left_or_right(D2, A1, A2, A3)

	if (has_no_strikers_and_strike_targets())
		log("None.")

	resume_strike()
}

function resume_strike() {
	if (has_no_strikers_and_strike_targets())
		goto_next_strike()
	else if (game.battle.fc < 0 || game.battle.rc < 0)
		game.state = "strike_left_right"
	else
		goto_strike_group()
}

function prompt_target_2(S1, T1, T3) {
	view.who = game.battle.array[S1]
	gen_action_lord(game.battle.array[T1])
	gen_action_lord(game.battle.array[T3])
}

function prompt_left_right() {
	view.prompt = `${format_strike_step()}: Strike left or right?`
	if (is_attacker_step())
		prompt_target_2(A2, D1, D3)
	else
		prompt_target_2(D2, A1, A3)
}

function action_left_right(lord) {
	log(`Targeted L${lord}.`)
	let pos = get_lord_array_position(lord)
	if (game.battle.fc < 0)
		game.battle.fc = pos
	else
		game.battle.rc = pos
}

states.strike_left_right = {
	get inactive() {
		return format_strike_step() + " \u2014 Strike"
	},
	prompt: prompt_left_right,
	lord(lord) {
		action_left_right(lord)
		resume_strike()
	},
}

states.assign_left_right = {
	get inactive() {
		return format_strike_step() + " \u2014 Strike"
	},
	prompt: prompt_left_right,
	lord(lord) {
		action_left_right(lord)
		set_active_enemy()
		goto_assign_hits()
	},
}

function goto_strike_group() {
	game.state = "strike_group"
}

function select_strike_group(pos) {
	game.battle.strikers = create_strike_group(pos)
	goto_strike_total_hits()
}

states.strike_group = {
	get inactive() {
		return format_strike_step() + " \u2014 Strike"
	},
	prompt() {
		view.prompt = `${format_strike_step()}: Strike.`
		for (let pos of current_strike_positions())
			if (has_strike(pos))
				gen_action_lord(game.battle.array[pos])
	},
	lord(lord) {
		select_strike_group(get_lord_array_position(lord))
	},
	garrison() {
		if (has_strike(D2))
			select_strike_group(D2)
		else
			select_strike_group(-1)
	},
}

// === BATTLE: TOTAL HITS (ROUND UP) ===

function goto_strike_total_hits() {
	let hits = 0
	let xhits = 0

	let slist = []

	// Total hits
	for (let pos of game.battle.strikers) {
		if (game.battle.ah[pos]) {
			slist.push(lord_name[game.battle.array[pos]])
			hits += game.battle.ah[pos]
		}
	}

	// Round in favor of crossbow hits.
	if (xhits & 1) {
		hits = (hits >> 1)
		xhits = (xhits >> 1) + 1
	} else {
		if (hits & 1)
			hits = (hits >> 1) + 1
		else
			hits = (hits >> 1)
		xhits = (xhits >> 1)
	}

	// Conceding side halves its total Hits, rounded up.
	if (did_concede()) {
		hits = (hits + 1) >> 1
		xhits = (xhits + 1) >> 1
	}

	game.battle.hits = hits
	game.battle.xhits = xhits

	log_br()
	log(slist.join(", "))

	goto_strike_roll_walls()
}

// === BATTLE: ROLL WALLS ===

function goto_strike_roll_walls() {
	set_active_enemy()

	if (game.battle.xhits > 0)
		log_hits(game.battle.xhits, "Crossbow Hit")
	if (game.battle.hits > 0)
		log_hits(game.battle.hits, "Hit")

	game.who = -2
	goto_assign_hits()
}

function log_hits(total, name) {
	if (total === 1)
		logi(`${total} ${name}`)
	else if (total > 1)
		logi(`${total} ${name}s`)
	else
		logi(`No ${name}s`)
}

// === BATTLE: ASSIGN HITS TO UNITS / ROLL BY HIT / ROUT ===

function goto_assign_hits() {
	if (game.battle.hits + game.battle.xhits === 0)
		return end_assign_hits()

	if (has_no_strike_targets()) {
		log("Lost " + format_hits() + ".")
		return end_assign_hits()
	}

	if (is_attacker_step()) {
		if (game.battle.fc < 0 && set_has(game.battle.strikers, A2))
			return goto_assign_left_right()
	} else {
		if (game.battle.fc < 0 && set_has(game.battle.strikers, D2))
			return goto_assign_left_right()
	}

	game.state = "assign_hits"
}

function goto_assign_left_right() {
	set_active_enemy()
	game.state = "assign_left_right"
}

function end_assign_hits() {
	for (let pos of game.battle.strikers) {
		game.battle.ah[pos] = 0
	}
	game.who = NOBODY
	game.battle.strikers = 0
	game.battle.hits = 0
	set_active_enemy()
	resume_strike()
}

function for_each_target(fn) {
	if (is_defender_step()) {
		if (filled(A2))
			fn(game.battle.array[A2])
		return
	}

	let start = game.battle.strikers[0]

	let target = find_strike_target(start)

	fn(game.battle.array[target])

	// If any striker flanks target, target must take all hits
	for (let striker of game.battle.strikers)
		if (flanks_position(striker, target))
			return

	// If other lord flanks all strikers, he may take hits instead
	for (let flanker of ARRAY_FLANKS[target])
		if (filled(flanker) && flanks_all_positions(flanker, game.battle.strikers))
			fn(game.battle.array[flanker])
}

function prompt_hit_forces() {
	for_each_target(lord => {
		if (get_lord_forces(lord, RETINUE) > 0)
			gen_action_retinue(lord)
		if (get_lord_forces(lord, MEN_AT_ARMS) > 0)
			gen_action_men_at_arms(lord)
		if (get_lord_forces(lord, LONGBOWMEN) > 0)
			gen_action_longbowmen(lord)
		if (get_lord_forces(lord, MILITIA) > 0)
			gen_action_militia(lord)
		if (get_lord_forces(lord, BURGUNDIANS) > 0)
			gen_action_burgundians(lord)
		if (get_lord_forces(lord, MERCENARIES) > 0)
			gen_action_mercenaries(lord)
	})
}

states.assign_hits = {
	get inactive() {
		return format_strike_step() + " \u2014 Assign " + format_hits()
	},
	prompt() {
		view.prompt = `${format_strike_step()}: Assign ${format_hits()} to units.`

		view.group = game.battle.strikers.map(p => game.battle.array[p])

		prompt_hit_forces()
	},
	retinue(lord) {
		action_assign_hits(lord, RETINUE)
	},
	men_at_arms(lord) {
		action_assign_hits(lord, MEN_AT_ARMS)
	},
	longbowmen(lord) {
		action_assign_hits(lord, LONGBOWMEN)
	},
	militia(lord) {
		action_assign_hits(lord, MILITIA)
	},
	burgundians(lord) {
		action_assign_hits(lord, BURGUNDIANS)
	},
	mercenaries(lord) {
		action_assign_hits(lord, MERCENARIES)
	},
}

function rout_lord(lord) {
	log(`L${lord} Routed.`)

	let pos = get_lord_array_position(lord)

	// Remove from battle array
	game.battle.array[pos] = NOBODY

	// Strike left or right or defender

	if (pos >= A1 && pos <= A3) {
		game.battle.fc = strike_left_or_right(D2, A1, A2, A3)
	}

	else if (pos >= D1 && pos <= D3) {
		game.battle.fc = strike_left_or_right(A2, D1, D2, D3)
		if (is_sa_without_rg())
			game.battle.rc = strike_defender_row()
	}
}

function rout_unit(lord, type) {
		add_lord_forces(lord, type, -1)
		add_lord_routed_forces(lord, type, 1)
}

function which_lord_capability(lord, list) {
	for (let c of list)
		if (lord_has_capability_card(lord, c))
			return c
	return -1
}

function assign_hit_roll(what, prot, extra) {
	let die = roll_die()
	if (die <= prot) {
		logi(`${what} ${range(prot)}: ${MISS[die]}${extra}`)
		return false
	} else {
		logi(`${what} ${range(prot)}: ${HIT[die]}${extra}`)
		return true
	}

}

function action_assign_hits(lord, type) {
	let protection = FORCE_PROTECTION[type]
	let evade = FORCE_EVADE[type]

	if (game.who !== lord) {
		game.who = lord
		log(`L${lord}`)
	}

	let extra = ""

	// Evade only in Battle Melee steps
	if (evade > 0 && is_melee_step()) {
		if (assign_hit_roll(FORCE_TYPE_NAME[type], evade, extra))
			rout_unit(lord, type)
	} else if (protection > 0) {
		if (assign_hit_roll(FORCE_TYPE_NAME[type], protection, extra)) {
			rout_unit(lord, type)
		}
	} else {
		logi(`${FORCE_TYPE_NAME[type]} removed`)
		remove_serf(lord, type)
	}

	if (game.battle.xhits)
		game.battle.xhits--
	else
		game.battle.hits--

	if (!lord_has_unrouted_units(lord))
		rout_lord(lord)

	goto_assign_hits()
}

// === BATTLE: NEW ROUND ===

function end_battle_round() {
	if (game.battle.conceded) {
		game.battle.loser = game.battle.conceded
		end_battle()
		return
	}

	set_active_attacker()
	if (has_no_unrouted_forces()) {
		game.battle.loser = game.active
		end_battle()
		return
	}

	set_active_defender()
	if (has_no_unrouted_forces()) {
		game.battle.loser = game.active
		end_battle()
		return
	}

	game.battle.round ++

	game.battle.ambush = 0

	set_active_attacker()
	goto_concede()
}

// === ENDING THE BATTLE ===

// Ending the Battle - optimized from rules as written
//   Loser retreat / withdraw / remove
//   Loser losses
//   Loser service
//   Victor losses
//   Victor spoils

// Ending the Storm
//   Sack (loser removes lords)
//   Victor losses
//   Victor spoils

function set_active_loser() {
	set_active(game.battle.loser)
}

function set_active_victor() {
	if (game.battle.loser === P1)
		set_active(P2)
	else
		set_active(P1)
}

function end_battle() {
	log_h4(`${game.battle.loser} Lost`)

	game.battle.array = 0

	goto_battle_withdraw()
}

// === ENDING THE STORM: SACK ===

function award_spoils(n) {
	add_spoils(PROV, n)
	add_spoils(COIN, n)
}
// === ENDING THE BATTLE: WITHDRAW ===

function withdrawal_capacity_needed(here) {
	let has_upper = 0
	let has_other = 0
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
		if (get_lord_locale(lord) === here && is_lord_unbesieged(lord) && !is_lower_lord(lord)) {
			if (is_upper_lord(lord))
				has_upper++
			else
				has_other++
		}
	}
	if (has_upper)
		return 2
	if (has_other)
		return 1
	return 0
}

function goto_battle_withdraw() {
	set_active_loser()
	game.spoils = 0
	let here = game.battle.where
	let wn = withdrawal_capacity_needed(here)
	if (wn > 0 && can_withdraw(here, wn)) {
		game.state = "battle_withdraw"
	} else {
		end_battle_withdraw()
	}
}

function end_battle_withdraw() {
	goto_retreat()
}

states.battle_withdraw = {
	inactive: "Withdraw",
	prompt() {
		let here = game.battle.where
		let capacity = stronghold_capacity(here)

		view.prompt = "Battle: Select Lords to Withdraw into Stronghold."

		// NOTE: Sallying lords are still flagged "besieged" and are thus already withdrawn!

		if (capacity >= 1) {
			for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
				if (get_lord_locale(lord) === here && !is_lower_lord(lord) && is_lord_unbesieged(lord)) {
					if (is_upper_lord(lord)) {
						if (capacity >= 2)
							gen_action_lord(lord)
					} else {
						gen_action_lord(lord)
					}
				}
			}
		}

		view.actions.end_withdraw = 1
	},
	lord(lord) {
		push_undo()
		let lower = get_lower_lord(lord)

		log(`L${lord} Withdrew.`)
		set_lord_besieged(lord, 1)

		if (lower !== NOBODY) {
			log(`L${lower} Withdrew.`)
			set_lord_besieged(lower, 1)
		}
	},
	end_withdraw() {
		clear_undo()
		end_battle_withdraw()
	},
}

// === ENDING THE BATTLE: RETREAT ===

function count_retreat_transport(type) {
	let n = 0
	for (let lord of game.battle.retreated)
		n += count_lord_transport(lord, type)
	return n
}

function count_retreat_assets(type) {
	let n = 0
	for (let lord of game.battle.retreated)
		n += get_lord_assets(lord, type)
	return n
}

function transfer_assets_except_ships(lord) {
	add_spoils(PROV, get_lord_assets(lord, PROV))
	add_spoils(COIN, get_lord_assets(lord, COIN))
	add_spoils(CART, get_lord_assets(lord, CART))
	set_lord_assets(lord, PROV, 0)
	set_lord_assets(lord, COIN, 0)
	set_lord_assets(lord, CART, 0)
}

function can_retreat_to(to) {
	return !has_unbesieged_enemy_lord(to) && !is_unbesieged_enemy_stronghold(to)
}

function can_retreat() {
	if (game.march) {
		// Battle after March
		if (is_attacker())
			return can_retreat_to(game.march.from)
		for (let [to, way] of data.locales[game.battle.where].ways)
			if (way !== game.march.approach && can_retreat_to(to))
				return true
	} else {
		// Battle after Sally
		for (let to of data.locales[game.battle.where].adjacent)
			if (can_retreat_to(to))
				return true
	}
	return false
}

function goto_retreat() {
	let here = game.battle.where
	if (count_unbesieged_friendly_lords(here) > 0 && can_retreat()) {
		game.battle.retreated = []
		for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
			if (get_lord_locale(lord) === here && is_lord_unbesieged(lord))
				set_add(game.battle.retreated, lord)
		game.state = "retreat"
	} else {
		end_retreat()
	}
}

function end_retreat() {
	goto_battle_remove()
}

states.retreat = {
	inactive: "Retreat",
	prompt() {
		view.prompt = "Battle: Retreat losing Lords."
		view.group = game.battle.retreated
		if (game.march) {
			// after March
			if (is_attacker()) {
				gen_action_locale(game.march.from)
			} else {
				for (let [to, way] of data.locales[game.battle.where].ways)
				if (way !== game.march.approach && can_retreat_to(to))
					gen_action_locale(to)
			}
		} else {
			// after Sally
			for (let to of data.locales[game.battle.where].adjacent)
				if (can_retreat_to(to))
					gen_action_locale(to)
		}
	},
	locale(to) {
		push_undo()
		if (game.march) {
			if (is_attacker()) {
				game.battle.retreat_to = to
				game.battle.retreat_way = game.march.approach
				retreat_1()
			} else {
				let ways = list_ways(game.battle.where, to)
				if (ways.length > 2) {
					game.battle.retreat_to = to
					game.state = "retreat_way"
				} else {
					game.battle.retreat_to = to
					game.battle.retreat_way = ways[1]
					retreat_1()
				}
			}
		} else {
			let ways = list_ways(game.battle.where, to)
			if (ways.length > 2) {
				game.battle.retreat_to = to
				game.state = "retreat_way"
			} else {
				game.battle.retreat_to = to
				game.battle.retreat_way = ways[1]
				retreat_1()
			}
		}
	},
}

states.retreat_way = {
	inactive: "Retreat",
	prompt() {
		view.prompt = `Retreat: Select Way.`
		view.group = game.battle.retreated
		let from = game.battle.where
		let to = game.battle.retreat_to
		let ways = list_ways(from, to)
		for (let i = 1; i < ways.length; ++i)
			gen_action_way(ways[i])
	},
	way(way) {
		game.battle.retreat_way = way
		retreat_1()
	},
}

function retreat_1() {
	// Retreated without having conceded the Field
	if (did_not_concede()) {
		for (let lord of game.battle.retreated)
			transfer_assets_except_ships(lord)
		retreat_2()
	} else {
		let way = game.battle.retreat_way
		let transport = count_retreat_transport(data.ways[way].type)
		let prov = count_retreat_assets(PROV)
		if (prov > transport)
			game.state = "retreat_laden"
		else
			retreat_2()
	}
}

states.retreat_laden = {
	inactive: "Retreat",
	prompt() {
		let to = game.battle.retreat_to
		let way = game.battle.retreat_way
		let transport = count_retreat_transport(data.ways[way].type)
		let prov = count_retreat_assets(PROV)

		if (prov > transport)
			view.prompt = `Retreat: Hindered with ${prov} Provender and ${transport} Transport.`
		else
			view.prompt = `Retreat: Unladen.`
		view.group = game.battle.retreated

		if (prov > transport) {
			view.prompt += " Discard Provender."
			for (let lord of game.battle.retreated) {
				if (get_lord_assets(lord, PROV) > 0)
					gen_action_prov(lord)
			}
		} else {
			gen_action_locale(to)
			view.actions.retreat = 1
		}
	},
	prov(lord) {
		spoil_prov(lord)
	},
	locale(_) {
		retreat_2()
	},
	retreat() {
		retreat_2()
	},
}

function retreat_2() {
	let to = game.battle.retreat_to
	let way = game.battle.retreat_way

	if (data.ways[way].name)
		log(`Retreated via W${way} to %${to}.`)
	else
		log(`Retreated to %${to}.`)

	for (let lord of game.battle.retreated)
		set_lord_locale(lord, to)

	if (is_trade_route(to))
		conquer_trade_route(to)

	game.battle.retreat_to = 0
	game.battle.retreat_way = 0
	end_retreat()
}

// === ENDING THE BATTLE: REMOVE ===

function goto_battle_remove() {
	if (count_unbesieged_friendly_lords(game.battle.where) > 0)
		game.state = "battle_remove"
	else
		goto_battle_losses_loser()
}

states.battle_remove = {
	inactive: "Remove Lords",
	prompt() {
		view.prompt = "Battle: Remove losing Lords who cannot Retreat or Withdraw."
		let here = game.battle.where
		for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
			if (get_lord_locale(lord) === here && is_lord_unbesieged(lord))
				gen_action_lord(lord)
	},
	lord(lord) {
		transfer_assets_except_ships(lord)
		if (can_ransom_lord_battle(lord)) {
			goto_ransom(lord)
		} else {
			disband_lord(lord, true)
			goto_battle_remove()
		}
	},
}

function end_ransom_battle_remove() {
	goto_battle_remove()
}

// === ENDING THE BATTLE: LOSSES ===

function has_battle_losses() {
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
		if (lord_has_routed_units(lord))
			return true
	return false
}

function goto_battle_losses_loser() {
	clear_undo()
	set_active_loser()
	game.who = NOBODY
	if (has_battle_losses())
		if (game.active === P1)
			log_h4("Yorkist Losses")
		else
			log_h4("Lancastrian Losses")
	resume_battle_losses()
}

function goto_battle_losses_victor() {
	clear_undo()
	set_active_victor()
	game.who = NOBODY
	if (has_battle_losses())
		if (game.active === P1)
			log_h4("Yorkist Losses")
		else
			log_h4("Lancastrian Losses")
	resume_battle_losses()
}

function resume_battle_losses() {
	game.state = "battle_losses"
	if (!has_battle_losses())
		goto_battle_losses_remove()
}

function action_losses(lord, type) {
	let protection = FORCE_PROTECTION[type]
	let evade = FORCE_EVADE[type]
	let target = Math.max(protection, evade)

	// Losers in a Battle roll vs 1 if they did not concede
	if (game.active === game.battle.loser && did_not_concede())
		// unless they withdrow
		if (is_lord_unbesieged(lord))
			target = 1

	if (game.who !== lord) {
		log(`L${lord}`)
		game.who = lord
	}

	let die = roll_die()
	if (die <= target) {
		logi(`${FORCE_TYPE_NAME[type]} ${range(target)}: ${MISS[die]}`)
		add_lord_routed_forces(lord, type, -1)
		add_lord_forces(lord, type, 1)
	} else {
		logi(`${FORCE_TYPE_NAME[type]} ${range(target)}: ${HIT[die]}`)
		add_lord_routed_forces(lord, type, -1)
	}

	resume_battle_losses()
}

states.battle_losses = {
	inactive: "Losses",
	prompt() {
		view.prompt = "Losses: Determine the fate of your Routed units."
		for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
			if (is_lord_on_map(lord) && lord_has_routed_units(lord)) {
				if (get_lord_routed_forces(lord, RETINUE) > 0)
					gen_action_retinue(lord)
				if (get_lord_routed_forces(lord, MEN_AT_ARMS) > 0)
					gen_action_routed_men_at_arms(lord)
				if (get_lord_routed_forces(lord, MILITIA) > 0)
					gen_action_routed_militia(lord)
				if (get_lord_routed_forces(lord, LONGBOWMEN) > 0)
					gen_action_routed_longbowmen(lord)
				if (get_lord_routed_forces(lord, BURGUNDIANS) > 0)
					gen_action_routed_burgundians(lord)
				if (get_lord_routed_forces(lord, MERCENARIES) > 0)
					gen_action_routed_mercenaries(lord)
			}
		}
	},
	routed_knights(lord) {
		action_losses(lord, KNIGHTS)
	},
	routed_sergeants(lord) {
		action_losses(lord, SERGEANTS)
	},
	routed_light_horse(lord) {
		action_losses(lord, LIGHT_HORSE)
	},
	routed_asiatic_horse(lord) {
		action_losses(lord, ASIATIC_HORSE)
	},
	routed_men_at_arms(lord) {
		action_losses(lord, MEN_AT_ARMS)
	},
	routed_militia(lord) {
		action_losses(lord, MILITIA)
	},
	routed_serfs(lord) {
		action_losses(lord, SERFS)
	},
}

// === ENDING THE BATTLE: LOSSES (REMOVE LORDS) ===

function goto_battle_losses_remove() {
	game.state = "battle_losses_remove"
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
		if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord))
			return
	end_battle_losses_remove()
}

function end_battle_losses_remove() {
	game.who = NOBODY
	if (game.active === game.battle.loser)
		goto_battle_service()
	else
		goto_battle_spoils()
}

states.battle_losses_remove = {
	inactive: "Remove Lords",
	prompt() {
		view.prompt = "Losses: Remove Lords who lost all their Forces."
		for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
			if (is_lord_on_map(lord) && !lord_has_unrouted_units(lord))
				gen_action_lord(lord)
	},
	lord(lord) {
		set_delete(game.battle.retreated, lord)
		if (game.active === game.battle.loser)
			transfer_assets_except_ships(lord)
		if (can_ransom_lord_battle(lord)) {
			goto_ransom(lord)
		} else {
			disband_lord(lord, true)
			goto_battle_losses_remove()
		}
	},
}

function end_ransom_battle_losses_remove() {
	goto_battle_losses_remove()
}

// === ENDING THE BATTLE: SPOILS (VICTOR) ===

function log_spoils() {
	if (game.spoils[PROV] > 0)
		logi(game.spoils[PROV] + " Provender")
	if (game.spoils[COIN] > 0)
		logi(game.spoils[COIN] + " Coin")
	if (game.spoils[CART] > 0)
		logi(game.spoils[CART] + " Cart")
	if (game.spoils[SHIP] > 0)
		logi(game.spoils[SHIP] + " Ship")
}

function find_lone_friendly_lord_at(loc) {
	let who = NOBODY
	let n = 0
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
		if (get_lord_locale(lord) === loc) {
			who = lord
			++n
		}
	}
	if (n === 1)
		return who
	return NOBODY
}

function goto_battle_spoils() {
	if (has_any_spoils() && has_friendly_lord(game.battle.where)) {
		log_h4("Spoils")
		log_spoils()
		game.state = "battle_spoils"
		game.who = find_lone_friendly_lord_at(game.battle.where)
	} else {
		end_battle_spoils()
	}
}

function end_battle_spoils() {
	game.who = NOBODY
	game.spoils = 0
	goto_battle_aftermath()
}

states.battle_spoils = {
	inactive: "Spoils",
	prompt() {
		if (has_any_spoils()) {
			view.prompt = "Spoils: Divide " + list_spoils() + "."
			let here = game.battle.where
			for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
				if (get_lord_locale(lord) === here)
					prompt_select_lord(lord)
			if (game.who !== NOBODY)
				prompt_spoils()
		} else {
			view.prompt = "Spoils: All done."
			view.actions.end_spoils = 1
		}
	},
	lord: action_select_lord,
	take_prov: take_spoils_prov,
	take_cart: take_spoils_cart,
	end_spoils() {
		clear_undo()
		end_battle_spoils()
	},
}

// === ENDING THE BATTLE: SERVICE (LOSER) ===

function goto_battle_service() {
	if (game.battle.retreated) {
		log_h4("Service")
		resume_battle_service()
	} else {
		end_battle_service()
	}
}

function resume_battle_service() {
	if (game.battle.retreated.length > 0)
		game.state = "battle_service"
	else
		end_battle_service()
}
/*
states.battle_service = {
	inactive: "Service",
	prompt() {
		view.prompt = "Battle: Roll to shift Service of each Retreated Lord."
		for (let lord of game.battle.retreated)
			gen_action_service_bad(lord)
	},
	service_bad(lord) {
		let die = roll_die()
		if (die <= 2)
			add_lord_service(lord, -1)
		else if (die <= 4)
			add_lord_service(lord, -2)
		else if (die <= 6)
			add_lord_service(lord, -3)
		log(`L${lord} ${HIT[die]}, shifted to ${get_lord_service(lord)}.`)
		set_delete(game.battle.retreated, lord)
		resume_battle_service()
	},
}*/

function end_battle_service() {
	goto_battle_losses_victor()
}

// === ENDING THE BATTLE: AFTERMATH ===

function goto_battle_aftermath() {
	set_active(game.battle.attacker)

	// Events
	discard_events("hold")

	// Recovery
	spend_all_actions()

	if (check_campaign_victory())
		return

	// Siege/Conquest
	if (game.march) {
		game.battle = 0
		march_with_group_3()
	} else {
		game.battle = 0
		resume_command()
	}
}

// === CAMPAIGN: FEED ===

function can_feed_from_shared(lord) {
	let loc = get_lord_locale(lord)
	return get_shared_assets(loc, PROV) > 0
}
function can_pay_from_shared(lord) {
	let loc = get_lord_locale(lord)
	return get_shared_assets(loc, COIN) > 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() {
	log_br()

	// 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_all_forces(lord) >= 7)
				set_lord_unfed(lord, 2)
			else
				set_lord_unfed(lord, 1)
		} else {
			set_lord_unfed(lord, 0)
		}
	}

	if (has_friendly_lord_who_must_feed()) {
		game.state = "feed"
	} else {
		end_feed()
	}
}


states.feed = {
	inactive: "Feed",
	prompt() {
		view.prompt = "Feed: You must Feed Lords who Moved or Fought."

		let done = true

		prompt_held_event()

		// 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
					}
				}
			}
		}

		// Sharing
		if (done) {
			view.prompt = "Feed: You must Feed Lords with Shared Loot or Provender."
			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 = "Feed: 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)) {
				// TODO PILLAGE	gen_action_service_bad(lord)
				done = true
				}
			}
		}

		// All done!
		if (done) {
			view.prompt = "Feed: All done."
			view.actions.end_feed = 1
		}
	},
	prov(lord) {
		push_undo()
		add_lord_assets(lord, PROV, -1)
		feed_lord(lord)
	},
	lord(lord) {
		push_undo()
		game.who = lord
		game.state = "feed_lord_shared"
	},
	// TODO : PILLAGE
/*	service_bad(lord) {
		push_undo()
		add_lord_service(lord, -1)
		log(`Unfed L${lord} to ${get_lord_service(lord)}.`)
		set_lord_unfed(lord, 0)
	},*/
	end_feed() {
		push_undo()
		end_feed()
	},
	card: action_held_event,
}

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 = {
	inactive: "Feed",
	prompt() {
		view.prompt = `Feed: You must Feed ${lord_name[game.who]} with 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)
			}
		}
	},
	prov(lord) {
		push_undo()
		add_lord_assets(lord, PROV, -1)
		feed_lord(game.who)
		resume_feed_lord_shared()
	},
}

function end_feed() {
	
	goto_remove_markers()
}

// === LEVY & CAMPAIGN: PAY ===

function can_pay_lord(lord) {
	let loc = get_lord_locale(lord)
	if (get_shared_assets(loc, COIN) > 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() {
	log_br()
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
			if (count_lord_all_forces(lord) >= 13)
				set_lord_unfed(lord, 3)
			else if (count_lord_all_forces(lord) >= 7)
				set_lord_unfed(lord, 2)
			else
				set_lord_unfed(lord, 1)
		}
	game.state = "pay"
}

function resume_pay() {
	if (!can_pay_lord(game.who))
		game.who = NOBODY
}

states.pay = {
	inactive: "Pay",
	prompt() {
		view.prompt = "Pay: You must Pay your Lord's Troops"
		let done = true

		
	
		// Pay 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, COIN) > 0) {
						gen_action_coin(lord)
						done = false
					}
				}
			}
		}

		// Sharing
		if (done) {
			view.prompt = "Pay: You must Pay Lords with Shared Coin."
			for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
				if (is_lord_unfed(lord) && can_pay_from_shared(lord)) {
					gen_action_lord(lord)
					done = false
				}
			}
		}

		// TODO : PILLAGE 
		// Unpaid
		if (done) {
			view.prompt = "Pay: You must Pillage and/or Disband."
			for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
				/* if (is_lord_unpaid(lord)) {
					gen_action_pillage(lord)
					done = false
				} */
			}
		}

		// All done!
		if (done) {
			view.prompt = "Pay: All done."
			view.actions.end_pay = 1
		}
	},
	coin(lord) {
		push_undo()
		add_lord_assets(lord, COIN, -1)
		pay_lord(lord)
	},
	lord(lord) {
		push_undo()
		game.who = lord
		game.state = "pay_lord_shared"
	},
	// TODO : PILLAGE
/*	service_bad(lord) {
		push_undo()
		add_lord_service(lord, -1)
		log(`Unfed L${lord} to ${get_lord_service(lord)}.`)
		set_lord_unfed(lord, 0)
	},*/
	end_pay() {
		push_undo()
		end_pay()
	},
	card: action_held_event,
}

function end_pay() {

	// NOTE: We can combine Pay & Disband steps because disband is mandatory only.
	game.who = NOBODY
	set_active_enemy()
	if (game.active === P2) {
		goto_pay()
	}	
	else
		goto_levy_muster()
	
//	goto_disband()
}

// === LEVY & CAMPAIGN: DISBAND ===

function has_friendly_lord_who_must_disband() {
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
	return false
}

function goto_disband() {
	game.state = "disband"
	if (!has_friendly_lord_who_must_disband())
		end_disband()
}

function disband_lord(lord, permanently = false) {
	let here = get_lord_locale(lord)
	let turn = current_turn()

	if (permanently) {
		log(`Removed L${lord}.`)
		set_lord_locale(lord, NOWHERE)
		set_lord_service(lord, NEVER)
	}
	else {
		if (is_levy_phase())
			set_lord_cylinder_on_calendar(lord, turn + data.lords[lord].service)
		else
			set_lord_cylinder_on_calendar(lord, turn + data.lords[lord].service + 1)
		set_lord_service(lord, NEVER)
		log(`Disbanded L${lord} to ${get_lord_calendar(lord)}.`)
	}

	if (game.scenario === "Pleskau" || game.scenario === "Pleskau (Quickstart)") {
		if (is_russian_lord(lord))
			game.pieces.elr1 ++
		else
			game.pieces.elr2 ++
	}


	discard_lord_capability_n(lord, 0)
	discard_lord_capability_n(lord, 1)
	game.pieces.assets[lord] = 0
	game.pieces.forces[lord] = 0
	game.pieces.routed[lord] = 0

	set_lord_besieged(lord, 0)
	set_lord_moved(lord, 0)

	for (let v of data.lords[lord].vassals)
		game.pieces.vassals[v] = VASSAL_UNAVAILABLE
}

states.disband = {
	inactive: "Disband",
	prompt() {
		view.prompt = "Disband: You must Disband Lords at their Service limit."

		prompt_held_event()

		let done = true
		for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
		}
		if (done)
			view.actions.end_disband = 1
	},
	service_bad(lord) {
		this.lord(lord)
	},
	lord(lord) {
		if (is_lord_besieged(lord) && can_ransom_lord_siege(lord)) {
			clear_undo()
			goto_ransom(lord)
		} else {
			push_undo()
			disband_lord(lord)
		}
	},
	end_disband() {
		end_disband()
	},
	card: action_held_event,
}

function end_ransom_disband() {
	// do nothing
}

function end_disband() {
	clear_undo()

	if (is_campaign_phase()) {
		if (check_campaign_victory())
			return
	}

	set_active_enemy()
	if (is_campaign_phase()) {
		if (is_active_command())
			goto_remove_markers()
		else
			goto_feed()
	} else {
		if (game.active === P1)
			goto_levy_muster()
		else
			goto_feed()
	}
}

// === CAMPAIGN: REMOVE MARKERS ===

function goto_remove_markers() {
	clear_lords_moved()
	goto_command_activation()
}

// === END CAMPAIGN: GROWTH ===
// TODO : PLANTAGENET GROW
function count_enemy_ravaged() {
	let n = 0
	for (let loc of game.pieces.ravaged)
		if (is_friendly_territory(loc))
			++n
	return n
}

function goto_grow() {
	game.count = count_enemy_ravaged() >> 1
	log_br()
	if (game.active === TEUTONS)
		log("Teutonic Growth")
	else
		log("Russian Growth")
	if (game.count === 0) {
		logi("Nothing")
		end_growth()
	} else {
		game.state = "growth"
	}
}

function end_growth() {
	set_active_enemy()
	if (game.active === P2)
		goto_grow()
	else
		goto_game_end()
}

states.growth = {
	inactive: "Grow",
	prompt() {
		view.prompt = `Grow: Remove ${game.count} enemy Ravaged markers.`
		if (game.count > 0) {
			for (let loc of game.pieces.ravaged)
				if (is_friendly_territory(loc))
					gen_action_locale(loc)
		} else {
			view.actions.end_growth = 1
		}
	},
	locale(loc) {
		push_undo()
		logi(`%${loc}`)
		remove_ravaged_marker(loc)
		game.count--
	},
	end_growth() {
		clear_undo()
		end_growth()
	},
}

// === END CAMPAIGN: GAME END ===

function check_campaign_victory_york() {
	for (let lord = first_lancaster_lord; lord <= last_lancaster_lord; ++lord)
		if (is_lord_on_map(lord))
			return false
	return true
}

function check_campaign_victory_lancaster() {
	for (let lord = first_york_lord; lord <= last_york_lord; ++lord)
		if (is_lord_on_map(lord))
			return false
	return true
}

function check_campaign_victory() {
	if (check_campaign_victory_york()) {
		goto_game_over(P1, `${P1} won a Campaign Victory!`)
		return true
	}
	if (check_campaign_victory_lancaster()) {
		goto_game_over(P2, `${P2} won a Campaign Victory!`)
		return true
	}
	return false
}

function goto_end_campaign() {
	log_h1("End Campaign")

	set_active(P1)

	if (current_turn() === 8 || current_turn() === 16) {
		goto_grow()
	} else {
		goto_game_end()
	}
}

function goto_game_end() {
	// GAME END
	if (current_turn() === scenario_last_turn[game.scenario]) {
		goto_game_over("Draw", "The game ended in a draw.")
	} else {
		goto_plow_and_reap()
	}
}

// === END CAMPAIGN: PLOW AND REAP ===

function goto_plow_and_reap() {
	let turn = current_turn()
	end_plow_and_reap()
}

function end_plow_and_reap() {
	goto_wastage()
}

// === END CAMPAIGN: WASTAGE ===
// TODO : WASTE
function goto_wastage() {
	if (game.turn === 5 || game.turn === 10) {
	clear_lords_moved()
	let done = true
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
		if (check_lord_wastage(lord)) {
			set_lord_moved(lord, 3)
			done = false
		}
	}
	if (done)
		end_wastage()
	else
		game.state = "wastage"
}
	else {
		push_undo()
		goto_reset()
	}
}

function check_lord_wastage(lord) {
	if (get_lord_assets(lord, PROV) > 1)
		return true
	if (get_lord_assets(lord, COIN) > 1)
		return true
	if (get_lord_assets(lord, CART) > 1)
		return true
	if (get_lord_assets(lord, SHIP) > 1)
		return true
	return false
}

function prompt_wastage(lord) {
	if (get_lord_assets(lord, PROV) > 0)
		gen_action_prov(lord)
	if (get_lord_assets(lord, COIN) > 0)
		gen_action_coin(lord)
	if (get_lord_assets(lord, CART) > 0)
		gen_action_cart(lord)
	if (get_lord_assets(lord, SHIP) > 0)
		gen_action_ship(lord)
	for (let i = 0; i < 2; ++i) {
		let c = get_lord_capability(lord, i)
		if (c !== NOTHING)
			gen_action_card(c)
	}
}

function action_wastage(lord, type) {
	push_undo()
	set_lord_moved(lord, 0)
	add_lord_assets(lord, type, -1)
}

function find_lord_with_capability_card(c) {
	for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord)
		if (lord_has_capability_card(lord, c))
			return lord
	return NOBODY
}

states.wastage = {
	inactive: "Wastage",
	prompt() {
		let done = true
		for (let lord = first_friendly_lord; lord <= last_friendly_lord; ++lord) {
			if (get_lord_moved(lord)) {
				prompt_wastage(lord)
				done = false
			}
		}
		if (done) {
			view.prompt = "Wastage: All done."
			view.actions.end_wastage = 1
		} else {
			view.prompt = "Wastage: Discard one Asset or Capability from each affected Lord."
		}
	},
	card(c) {
		push_undo()
		let lord = find_lord_with_capability_card(c)
		set_lord_moved(lord, 0)
		discard_lord_capability(lord, c)
	},
	prov(lord) { action_wastage(lord, PROV) },
	coin(lord) { action_wastage(lord, COIN) },
	cart(lord) { action_wastage(lord, CART) },
	ship(lord) { action_wastage(lord, SHIP) },
	end_wastage() {
		end_wastage()
	},
}

function end_wastage() {
	push_undo()
	set_active_enemy()
	goto_reset()
}

// === END CAMPAIGN: RESET (DISCARD ARTS OF WAR) ===

function goto_reset() {

	// Discard "This Campaign" events from play.
	discard_friendly_events("this_campaign")
	end_reset()
}

function end_reset() {
	clear_undo()
	set_active_enemy()
	if (game.active === P2)
		goto_plow_and_reap()
	else
		goto_advance_campaign()
}

// === END CAMPAIGN: RESET (ADVANCE CAMPAIGN) ===

function goto_advance_campaign() {
	game.turn++

	log_h1("Levy " + current_turn_name())

	// First turns of late winter
	if (current_turn() === 5 || current_turn() === 13)
		goto_discard_crusade_late_winter()
	else
		goto_levy_arts_of_war()
}

// === GAME OVER ===

function goto_game_over(result, victory) {
	game.state = "game_over"
	game.active = "None"
	game.result = result
	game.victory = victory
	log_h1("Game Over")
	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 logevent(cap) {
	game.log.push(`E${cap}.`)
}

function logcap(cap) {
	game.log.push(`C${cap}.`)
}

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()
	if (game.active === YORK)
		log(".h2t " + msg)
	else
		log(".h2r " + msg)
	log_br()
}

function log_h3(msg) {
	log_br()
	if (game.active === YORK)
		log(".h3t " + msg)
	else
		log(".h3r " + msg)
	log_br()
}

function log_h4(msg) {
	log_br()
	log(".h4 " + msg)
}

function log_h5(msg) {
	log_br()
	log(".h5 " + msg)
}

function gen_action(action, argument) {
	if (!(action in view.actions))
		view.actions[action] = []
	set_add(view.actions[action], argument)
}

function gen_action_card_if_held(c) {
	if (has_card_in_hand(c))
		gen_action_card(c)
}

function prompt_select_lord_on_calendar(lord) {
	if (lord !== game.who) {
		if (is_lord_on_calendar(lord))
			gen_action_lord(lord)
		else
			gen_action_service(lord)
	}
}

function prompt_select_lord(lord) {
	if (lord !== game.who)
		gen_action_lord(lord)
}

function prompt_select_service(lord) {
	if (lord !== game.who)
		gen_action_service(lord)
}

function action_select_lord(lord) {
	if (game.who === lord)
		game.who = NOBODY
	else
		game.who = lord
}

function gen_action_calendar(calendar) {
	if (calendar < 0)
		calendar = 0
	if (calendar > 17)
		calendar = 17
	gen_action("calendar", calendar)
}

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_array(pos) {
	gen_action("array", pos)
}

function gen_action_service(service) {
	gen_action("service", service)
}

function gen_action_service_bad(service) {
	gen_action("service_bad", 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_cart(lord) {
	gen_action("cart", lord)
}

function gen_action_ship(lord) {
	gen_action("ship", lord)
}

function gen_action_mercenaries(lord) {
	gen_action("mercenaries", lord)
}

function gen_action_burgundians(lord) {
	gen_action("burgundians", lord)
}

function gen_action_longbowmen(lord) {
	gen_action("longbowmen", lord)
}

function gen_action_retinue(lord) {
	gen_action("retinue", lord)
}

function gen_action_men_at_arms(lord) {
	gen_action("men_at_arms", lord)
}

function gen_action_militia(lord) {
	gen_action("militia", lord)
}

function gen_action_routed_knights(lord) {
	gen_action("routed_knights", lord)
}

function gen_action_routed_sergeants(lord) {
	gen_action("routed_sergeants", lord)
}

function gen_action_routed_light_horse(lord) {
	gen_action("routed_light_horse", lord)
}

function gen_action_routed_asiatic_horse(lord) {
	gen_action("routed_asiatic_horse", lord)
}

function gen_action_routed_men_at_arms(lord) {
	gen_action("routed_men_at_arms", lord)
}

function gen_action_routed_militia(lord) {
	gen_action("routed_militia", lord)
}

function gen_action_routed_serfs(lord) {
	gen_action("routed_serfs", lord)
}

const P1_LORD_MASK = 1 | 2 | 4 | 8 | 16 | 32 | 64 | 128 | 256 | 512 | 1024 | 2048
const P2_LORD_MASK = P1_LORD_MASK << 6

exports.view = function (state, current) {
	load_state(state)

	view = {
		prompt: null,
		actions: null,
		log: game.log,
		reveal: 0,

		end: scenario_last_turn[game.scenario],
		turn: game.turn,
		victory_check: game.victory_check,
		townl: game.townl,
		towny: game.townl,
		fortressl: game.fortressl,
		fortressy: game.fortressy,
		citiesl: game.citiesl,
		citiesy: game.citiesy,
		influence_point_l: game.influence_point_l,
		influence_point_y: game.influence_point_y,


		events: game.events,
		pieces: game.pieces,
		battle: game.battle,


		held1: game.hand1.length,
		held2: game.hand2.length,

		command: game.command,
		hand: null,
		plan: null,
	}

	if (!game.hidden)
		view.reveal = -1

	if (current === YORK) {
		view.hand = game.hand1
		view.plan = game.plan1
		if (game.hidden)
			view.reveal |= P1_LORD_MASK
	}
	if (current === LANCASTER) {
		view.hand = game.hand2
		view.plan = game.plan2
		if (game.hidden)
			view.reveal |= P2_LORD_MASK
	}

	if (game.battle) {
		if (game.battle.array) {
			for (let lord of game.battle.array)
				if (lord !== NOBODY)
					view.reveal |= (1 << lord)
		}
		for (let lord of game.battle.reserves)
			view.reveal |= (1 << lord)
	}

	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 (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
}

exports.is_checkpoint = function (a, b) {
	return a.turn !== b.turn
}

// === COMMON TEMPLATE ===

// 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_without_who() {
	let save_who = game.who
	game.who = NOBODY
	push_undo()
	game.who = save_who
}

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
}

// 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_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_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
		}
	}
}