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"use strict"

const COMMUNE = "Commune";
const VERSAILLES = "Versailles";

var game, view, states = {}

exports.scenarios = [ "Standard" ]
exports.roles = [ COMMUNE, VERSAILLES ]

const first_commune_cube = 0
const last_commune_cube = 17
const first_versailles_cube = 18
const last_versailles_cube = 35

const first_commune_disc = 36
const last_commune_disc = 37
const first_versailles_disc = 38
const last_versailles_disc = 39

const card_names = [
	"Initiative",
	"Jules Ducatel",
	"The Murder of Vincenzini",
	"Brassardiers",
	"Jules Ferry",
	"Le Figaro",
	"Général Louis Valentin",
	"Général Espivent",
	"Les Amis de l'Ordre",
	"Socialist Newspaper Ban",
	"Fortification of Mont-Valérien",
	"Adolphe Thiers",
	"Otto von Bismarck",
	"Général Ernest de Cissey",
	"Colonel de Lochner",
	"Jules Favre",
	"Hostage Decree",
	"Maréchal Macmahon",
	"Paule Minck",
	"Walery Wroblewski",
	"Banque de France",
	"Le Réveil",
	"Execution of Generals",
	"Les Cantinières",
	"Eugène Protot",
	"Paul Cluseret",
	"Gaston Crémieux",
	"Luise Michel",
	"Jaroslav Dombrowski",
	"Raoul Rigault",
	"Karl Marx",
	"Blanquists",
	"Général Lullier",
	"Jules Vallès",
	"Charles Delescluze",
	"Conciliation",
	"Georges Clemenceau",
	"Archbishop Georges Darboy",
	"Victor Hugo",
	"Léon Gambetta",
	"Elihu Washburne",
	"Freemason Parade",
	"Paris Cannons",
	"Aux Barricades!",
	"Commune's Stronghold",
	"Fighting in Issy Village",
	"Battle of Mont-Valérien",
	"Raid on Château de Vincennes",
	"Revolution in the Press",
	"Pius IX",
	"Socialist International",
	"Royalists Dissension",
	"Rise of Republicanism",
	"Legitimacy",
]

const card_ops = [
	0,
	// Commune
	1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 4,
	// Versailles
	1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 4,
	// Neutral
	3, 3, 3, 3, 3, 3, 3,
	// Objective
	0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
]

const space_names = [
	"National Assembly",
	"Royalists",
	"Republicans",
	"Press",
	"Catholic Church",
	"Social Movements",
	"Mont-Valérien",
	"Fort D'Issy",
	"Château de Vincennes",
	"Butte Montmartre",
	"Butte-Aux-Cailles",
	"Père Lachaise",
	"Prussian Occupied Territory",
	"Versailles HQ",
	"Red Cube Pool 1",
	"Red Cube Pool 2",
	"Red Cube Pool 3",
	"Red Crisis Track Start",
	"Red Crisis Track Escalation",
	"Red Crisis Track Tension",
	"Red Crisis Track Final Crisis",
	"Red Bonus Cubes 1",
	"Red Bonus Cubes 2",
	"Red Bonus Cubes 3",
	"Blue Cube Pool",
	"Blue Crisis Track Start",
	"Blue Crisis Track Escalation",
	"Blue Crisis Track Tension",
	"Blue Crisis Track Final Crisis",
	"Blue Bonus Cubes 1",
	"Blue Bonus Cubes 2",
	"Blue Bonus Cubes 3",
	"Prussian Collaboration 1",
	"Prussian Collaboration 2",
	"Prussian Collaboration 3",
]

const RED_CUBE_POOL = [14, 15, 16]
const RED_CRISIS_TRACK = [17, 18, 19, 20]
const RED_BONUS_CUBES = [21, 22, 23]
const BLUE_CUBE_POOL = 24
const BLUE_CRISIS_TRACK = [25, 26, 27, 28]
const BLUE_BONUS_CUBES = [29, 30, 31]
const PRUSSIAN_COLLABORATION = [32, 33, 34]

const S_NATIONAL_ASSEMBLY = 0
const S_ROYALISTS = 1
const S_REPUBLICANS = 2

const S_PRESS = 3
const S_CATHOLIC_CHURCH = 4
const S_SOCIAL_MOVEMENTS = 5

const S_MONT_VALERIEN = 6
const S_FORT_D_ISSY = 7
const S_CHATEAU_DE_VINCENNES = 8

const S_BUTTE_MONTMARTRE = 9
const S_BUTTE_AUX_CAILLES = 10
const S_PERE_LACHAISE = 11

const S_PRUSSIAN_OCCUPIED_TERRITORY = 12
const S_VERSAILLES_HQ = 13

const first_space = S_NATIONAL_ASSEMBLY
const last_space = S_PERE_LACHAISE
const space_count = last_space + 1

const POLITICAL = [
	S_NATIONAL_ASSEMBLY,
	S_ROYALISTS,
	S_REPUBLICANS,
	S_PRESS,
	S_CATHOLIC_CHURCH,
	S_SOCIAL_MOVEMENTS,
]

const MILITARY = [
	S_MONT_VALERIEN,
	S_FORT_D_ISSY,
	S_CHATEAU_DE_VINCENNES,
	S_BUTTE_MONTMARTRE,
	S_BUTTE_AUX_CAILLES,
	S_PERE_LACHAISE,
]

function is_political_space(s) {
	return (
		s === S_NATIONAL_ASSEMBLY ||
		s === S_ROYALISTS ||
		s === S_REPUBLICANS ||
		s === S_PRESS ||
		s === S_CATHOLIC_CHURCH ||
		s === S_SOCIAL_MOVEMENTS
	)
}

function is_military_space(s) {
	return (
		s === S_MONT_VALERIEN ||
		s === S_FORT_D_ISSY ||
		s === S_CHATEAU_DE_VINCENNES ||
		s === S_BUTTE_MONTMARTRE ||
		s === S_BUTTE_AUX_CAILLES ||
		s === S_PERE_LACHAISE
	)
}

const DIM_INSTITUTIONAL = [ S_NATIONAL_ASSEMBLY, S_ROYALISTS, S_REPUBLICANS ]
const DIM_PUBLIC_OPINION = [ S_PRESS, S_CATHOLIC_CHURCH, S_SOCIAL_MOVEMENTS ]

const DIM_FORTS = [ S_MONT_VALERIEN, S_FORT_D_ISSY, S_CHATEAU_DE_VINCENNES ]
const DIM_PARIS = [ S_BUTTE_MONTMARTRE, S_BUTTE_AUX_CAILLES, S_PERE_LACHAISE ]

const ADJACENT_TO = [
	[ S_ROYALISTS, S_REPUBLICANS ],
	[ S_PRESS, S_CATHOLIC_CHURCH ],
	[ S_PRESS, S_SOCIAL_MOVEMENTS ],
	[ S_ROYALISTS, S_REPUBLICANS, S_CATHOLIC_CHURCH, S_SOCIAL_MOVEMENTS ],
	[ S_ROYALISTS, S_PRESS ],
	[ S_REPUBLICANS, S_PRESS ],
	[ S_BUTTE_MONTMARTRE, S_VERSAILLES_HQ ],
	[ S_CHATEAU_DE_VINCENNES, S_BUTTE_AUX_CAILLES, S_VERSAILLES_HQ ],
	[ S_FORT_D_ISSY, S_PERE_LACHAISE, S_PRUSSIAN_OCCUPIED_TERRITORY ],
	[ S_MONT_VALERIEN, S_BUTTE_AUX_CAILLES, S_PERE_LACHAISE ],
	[ S_FORT_D_ISSY, S_BUTTE_MONTMARTRE, S_PERE_LACHAISE ],
	[ S_CHATEAU_DE_VINCENNES, S_BUTTE_MONTMARTRE, S_BUTTE_AUX_CAILLES, S_PRUSSIAN_OCCUPIED_TERRITORY ],
	[ S_CHATEAU_DE_VINCENNES, S_PERE_LACHAISE ],
	[ S_MONT_VALERIEN, S_FORT_D_ISSY ],
]

const ADJACENT_FROM = [
	[ ],
	[ S_NATIONAL_ASSEMBLY, S_PRESS, S_CATHOLIC_CHURCH ],
	[ S_NATIONAL_ASSEMBLY, S_PRESS, S_SOCIAL_MOVEMENTS ],
	[ S_ROYALISTS, S_REPUBLICANS, S_CATHOLIC_CHURCH, S_SOCIAL_MOVEMENTS ],
	[ S_ROYALISTS, S_PRESS ],
	[ S_REPUBLICANS, S_PRESS ],
	[ S_BUTTE_MONTMARTRE, S_VERSAILLES_HQ ],
	[ S_CHATEAU_DE_VINCENNES, S_BUTTE_AUX_CAILLES, S_VERSAILLES_HQ ],
	[ S_FORT_D_ISSY, S_PERE_LACHAISE, S_PRUSSIAN_OCCUPIED_TERRITORY ],
	[ S_MONT_VALERIEN, S_BUTTE_AUX_CAILLES, S_PERE_LACHAISE ],
	[ S_FORT_D_ISSY, S_BUTTE_MONTMARTRE, S_PERE_LACHAISE ],
	[ S_CHATEAU_DE_VINCENNES, S_BUTTE_MONTMARTRE, S_BUTTE_AUX_CAILLES, S_PRUSSIAN_OCCUPIED_TERRITORY ],
	[ S_CHATEAU_DE_VINCENNES, S_PERE_LACHAISE ],
	[ S_MONT_VALERIEN, S_FORT_D_ISSY ],
]

// === GAME STATE ===

function is_objective_card(c) {
	return c >= 42 && c <= 53
}

function is_strategy_card(c) {
	return !is_objective_card(c) && c !== 17 && c !== 34
}

function is_commune_card(c) {
	return c >= 18 && c <= 34
}

function is_versailles_card(c) {
	return c >= 1 && c <= 17
}

function is_neutral_card(c) {
	return c >= 35 && c <= 41
}

function enemy_player() {
	if (game.active === COMMUNE)
		return VERSAILLES
	return COMMUNE
}

function player_hand(current) {
	if (current === COMMUNE)
		return game.red_hand
	return game.blue_hand
}

function is_space(s) {
	return s >= first_space && s <= last_space
}

function can_advance_momentum() {
	if (game.active === COMMUNE)
		return game.red_momentum < 3
	return game.blue_momentum < 3
}

function can_play_event(c) {
	if (game.active === COMMUNE)
		return is_commune_card(c) || is_neutral_card(c)
	return is_versailles_card(c) || is_neutral_card(c)
}

var c_count = new Array(space_count).fill(0)
var v_count = new Array(space_count).fill(0)

function update_presence_and_control() {
	c_count.fill(0)
	v_count.fill(0)

	for (let p = first_commune_cube; p <= last_commune_cube; ++p) {
		let s = game.pieces[p]
		if (is_space(s))
			c_count[s] += 1
	}

	for (let p = first_versailles_cube; p <= last_versailles_cube; ++p) {
		let s = game.pieces[p]
		if (is_space(s))
			v_count[s] += 1
	}

	for (let p = first_commune_disc; p <= last_commune_disc; ++p) {
		let s = game.pieces[p]
		if (is_space(s))
			c_count[s] += 1
	}

	for (let p = first_versailles_disc; p <= last_versailles_disc; ++p) {
		let s = game.pieces[p]
		if (is_space(s))
			v_count[s] += 1
	}

	game.presence = 0
	game.control = 0

	// Permanent Presence
	game.presence |= (1 << (S_PERE_LACHAISE))
	game.presence |= (1 << (S_SOCIAL_MOVEMENTS))
	game.presence |= (1 << (S_ROYALISTS + space_count))

	for (let s = first_space; s <= last_space; ++s) {
		let c_bit = (1 << (s))
		let v_bit = (1 << (s + space_count))
		if (c_count[s] > 0)
			game.presence |= c_bit
		if (v_count[s] > 0)
			game.presence |= v_bit
		if (c_count[s] > v_count[s])
			game.control |= c_bit
		if (v_count[s] > c_count[s])
			game.control |= v_bit
	}

}

function is_present(side, s) {
	if (side === COMMUNE)
		return game.presence & (1 << (s))
	return game.presence & (1 << (s + space_count))
}

function is_commune_control(s) {
	if (s === S_VERSAILLES_HQ)
		return false
	if (s === S_PRUSSIAN_OCCUPIED_TERRITORY)
		return false
	return game.control & (1 << (s))
}

function is_versailles_control(s) {
	if (s === S_VERSAILLES_HQ)
		return true
	if (s === S_PRUSSIAN_OCCUPIED_TERRITORY)
		return game.blue_momentum === 3
	return game.control & (1 << (s + space_count))
}

function is_control(side, s) {
	if (side === COMMUNE)
		return is_commune_control(s)
	return is_versailles_control(s)
}

function is_adjacent_to_control(side, here) {
	for (let s of ADJACENT_TO[here])
		if (is_control(side, s))
			return true
	return false
}

function is_control_dimension(side, dim) {
	for (let s of dim)
		if (!is_control(side, s))
			return false
	return true
}

function count_commune_cubes(s) {
	let n = 0
	for (let p = first_commune_cube; p <= last_commune_cube; ++p)
		if (game.pieces[p] === s)
			++n
	return n
}

function count_versailles_cubes(s) {
	let n = 0
	for (let p = first_versailles_cube; p <= last_versailles_cube; ++p)
		if (game.pieces[p] === s)
			++n
	return n
}

function count_commune_discs(s) {
	let n = 0
	for (let p = first_commune_disc; p <= last_commune_disc; ++p)
		if (game.pieces[p] === s)
			++n
	return n
}

function count_versailles_discs(s) {
	let n = 0
	for (let p = first_versailles_disc; p <= last_versailles_disc; ++p)
		if (game.pieces[p] === s)
			++n
	return n
}

function count_commune_pieces(s) {
	return count_commune_cubes(s) + count_commune_discs(s)
}

function count_versailles_pieces(s) {
	return count_versailles_cubes(s) + count_versailles_discs(s)
}

function count_enemy_pieces(s) {
	if (game.active === COMMUNE)
		return count_versailles_pieces(s)
	return count_commune_pieces(s)
}

function find_commune_cube(s) {
	for (let p = first_commune_cube; p <= last_commune_cube; ++p)
		if (game.pieces[p] === s)
			return p
	return -1
}

function find_versailles_cube(s) {
	for (let p = first_versailles_cube; p <= last_versailles_cube; ++p)
		if (game.pieces[p] === s)
			return p
	return -1
}

function find_commune_disc(s) {
	for (let p = first_commune_disc; p <= last_commune_disc; ++p)
		if (game.pieces[p] === s)
			return p
	return -1
}

function find_versailles_disc(s) {
	for (let p = first_versailles_disc; p <= last_versailles_disc; ++p)
		if (game.pieces[p] === s)
			return p
	return -1
}

function find_enemy_cube(s) {
	if (game.active === COMMUNE)
		return find_versailles_cube(s)
	return find_commune_cube(s)
}

function find_enemy_disc(s) {
	if (game.active === COMMUNE)
		return find_versailles_disc(s)
	return find_commune_disc(s)
}

function find_friendly_cube(s) {
	if (game.active === COMMUNE)
		return find_commune_cube(s)
	return find_versailles_cube(s)
}

function find_friendly_disc(s) {
	if (game.active === COMMUNE)
		return find_commune_disc(s)
	return find_versailles_disc(s)
}

function has_enemy_cube(s) {
	return find_enemy_cube(s) >= 0
}

function has_enemy_disc(s) {
	return find_enemy_disc(s) >= 0
}

function has_enemy_piece(s) {
	return has_enemy_cube(s) || has_enemy_disc(s)
}

function is_commune_cube(p) {
	return p >= first_commune_cube && p <= last_commune_cube
}

function is_versailles_cube(p) {
	return p >= first_versailles_cube && p <= last_versailles_cube
}

function is_disc(p) {
	return p >= 36
}

function remove_piece(p) {
	if (is_commune_cube(p)) {
		game.pieces[p] = RED_CUBE_POOL[0] // TODO...
	} else if (is_versailles_cube(p)) {
		game.pieces[p] = BLUE_CUBE_POOL
	} else {
		game.pieces[p] = -1
	}
}

function place_piece(p, s) {
	game.pieces[p] = s
}

function find_available_cube() {
	let p = -1
	if (game.active === COMMUNE) {
		for (let i = 0; i < 3; ++i) {
			p = find_commune_cube(RED_CUBE_POOL[i])
			if (p >= 0)
				return p
		}
		for (let i = 0; i < 4; ++i) {
			p = find_commune_cube(RED_CRISIS_TRACK[i])
			if (p >= 0)
				return p
		}
	} else {
		p = find_versailles_cube(BLUE_CUBE_POOL)
		if (p >= 0)
			return p
		for (let i = 0; i < 4; ++i) {
			p = find_versailles_cube(BLUE_CRISIS_TRACK[i])
			if (p >= 0)
				return p
		}
	}
}

function for_each_enemy_cube(s, f) {
	if (game.active === COMMUNE)
		for_each_versailles_cube(s, f)
	else
		for_each_commune_cube(s, f)
}

function for_each_friendly_cube(s, f) {
	if (game.active === COMMUNE)
		for_each_commune_cube(s, f)
	else
		for_each_versailles_cube(s, f)
}

function for_each_enemy_disc(s, f) {
	if (game.active === COMMUNE)
		for_each_versailles_disc(s, f)
	else
		for_each_commune_disc(s, f)
}

function for_each_friendly_disc(s, f) {
	if (game.active === COMMUNE)
		for_each_commune_disc(s, f)
	else
		for_each_versailles_disc(s, f)
}

function for_each_commune_cube(s, f) {
	for (let p = first_commune_cube; p <= last_commune_cube; ++p)
		if (game.pieces[p] === s)
			f(p)
}

function for_each_versailles_cube(s, f) {
	for (let p = first_versailles_cube; p <= last_versailles_cube; ++p)
		if (game.pieces[p] === s)
			f(p)
}

function for_each_commune_disc(s, f) {
	for (let p = first_commune_disc; p <= last_commune_disc; ++p)
		if (game.pieces[p] === s)
			f(p)
}

function for_each_versailles_disc(s, f) {
	for (let p = first_versailles_disc; p <= last_versailles_disc; ++p)
		if (game.pieces[p] === s)
			f(p)
}

// === OBJECTIVE PHASE ===

states.choose_objective_card = {
	inactive: "choose an objective card",
	prompt(current) {
		view.prompt = "Choose an Objective card."
		for (let c of player_hand(current))
			if (is_objective_card(c))
				gen_action_card(c)
	},
	card(c, current) {
		if (current === COMMUNE) {
			game.red_objective = c
			game.red_hand = game.red_hand.filter(c => !is_objective_card(c))
		} else {
			game.blue_objective = c
			game.blue_hand = game.blue_hand.filter(c => !is_objective_card(c))
		}
		if (game.red_objective > 0 && game.blue_objective > 0)
			goto_initiative_phase()
		else if (game.red_objective > 0)
			game.active = VERSAILLES
		else if (game.blue_objective > 0)
			game.active = COMMUNE
		else
			game.active = "Both"
	},
}

// === INITIATIVE PHASE ===

function commune_political_vp() {
	return game.political_vp
}

function versailles_political_vp() {
	return -game.political_vp
}

function goto_initiative_phase() {
	let c_level = commune_political_vp() - game.red_momentum
	let v_level = versailles_political_vp() - game.blue_momentum
	if (c_level >= v_level)
		game.active = game.initiative = COMMUNE
	else
		game.active = game.initiative = VERSAILLES
	game.state = "initiative_phase"
}

states.initiative_phase = {
	inactive: "decide player order",
	prompt() {
		view.prompt = "Decide player order."
		view.actions.commune = 1
		view.actions.versailles = 1
	},
	commune() {
		log("Initiative: Commune")
		game.initiative = COMMUNE
		game.active = game.initiative
		goto_strategy_phase()
	},
	versailles() {
		log("Initiative: Versailles")
		game.initiative = VERSAILLES
		game.active = game.initiative
		goto_strategy_phase()
	},
}

// === STRATEGY PHASE ===

function goto_strategy_phase() {
	clear_undo()
	log_h2(game.active)
	game.state = "strategy_phase"
}

function resume_strategy_phase() {
	game.active = enemy_player()
	goto_strategy_phase()
}

states.strategy_phase = {
	inactive: "play a card",
	prompt() {
		view.prompt = "Play a card."
		let hand = player_hand(game.active)
		let n_strategy = 0
		for (let c of hand)
			if (is_strategy_card(c))
				n_strategy += 1
		for (let c of hand) {
			if (is_strategy_card(c)) {
				if (can_play_event(c))
					gen_action("card_event", c)
				gen_action("card_ops_political", c)
				gen_action("card_ops_military", c)
				if (game.discard > 0 && can_play_event(game.discard))
					gen_action("card_use_discarded", c)
				if (can_advance_momentum())
					gen_action("card_advance_momentum", c)
			}
			if (c === 17 || c === 34) {
				if (n_strategy > 0) {
					gen_action("card_ops_political", c)
					gen_action("card_ops_military", c)
				}
			}
		}
	},
	card_event(c) {
		push_undo()
		log(`Played #${c} for event.`)
		array_remove_item(player_hand(game.active), c)
		game.discard = c
		goto_play_event()
	},
	card_ops_political(c) {
		push_undo()
		if (c === 17 || c === 34)
			return goto_final_crisis_discard(c, POLITICAL)
		log(`Played #${c} for ${card_ops[c]} Political ops.`)
		array_remove_item(player_hand(game.active), c)
		game.discard = c
		goto_operations(card_ops[c], POLITICAL)
	},
	card_ops_military(c) {
		push_undo()
		if (c === 17 || c === 34)
			return goto_final_crisis_discard(c, MILITARY)
		log(`Played #${c} for ${card_ops[c]} Military ops.`)
		array_remove_item(player_hand(game.active), c)
		game.discard = c
		goto_operations(card_ops[c], MILITARY)
	},
	card_advance_momentum(c) {
		push_undo()
		log(`Played #${c} to advance momentum.`)
		array_remove_item(player_hand(game.active), c)
		game.discard = c
		if (game.active === COMMUNE)
			game.red_momentum += 1
		else
			game.blue_momentum += 1
		// TODO: momentum trigger
		resume_strategy_phase()
	},
	card_use_discarded(c) {
		push_undo()
		log(`Discarded #${c} to play #${game.discard}.`)
		let old_c = game.discard
		array_remove_item(player_hand(game.active), c)
		game.discard = c
		goto_play_event(old_c)
	},
}

// === OPERATIONS ===

function goto_operations(count, spaces) {
	game.count = count
	game.spaces = spaces
	goto_operations_remove()
}

function goto_final_crisis_discard(c, spaces) {
	game.state = "discard_final_crisis"
	game.count = 4
	game.spaces = spaces
	array_remove_item(player_hand(game.active), c)
}

states.discard_final_crisis = {
	inactive: "discard a card to play final crisis",
	prompt() {
		view.prompt = "Discard a card to play Final Crisis card for ops."
		let hand = player_hand(game.active)
		for (let c of hand)
			if (is_strategy_card(c))
				gen_action("card", c)
	},
	card(c) {
		push_undo()
		log(`Discarded #${c} to play Final Crisis card for ops.`)
		array_remove_item(player_hand(game.active), c)
		game.discard = c
		goto_operations_remove()
	},
}

// OPERATIONS: REMOVE

function goto_operations_remove() {
	update_presence_and_control()
	if (can_operations_remove())
		game.state = "operations_remove"
	else
		goto_operations_place()
}

function can_operations_remove() {
	for (let s of game.spaces)
		if (can_operations_remove_space(s))
			return true
	return false
}

function can_operations_remove_space(s) {
	if (is_present(game.active, s) || is_adjacent_to_control(game.active, s)) {
		let c = has_enemy_cube(s)
		let d = has_enemy_disc(s)
		if (c || d) {
			if (is_political_space(s))
				return true
			if (is_military_space(s))
				if (!d || game.count >= 2)
					return true
		}
	}
	return false
}

function military_strength(s) {
	let str = 0
	for (let next of ADJACENT_FROM[s])
		if (is_control(game.active, next))
			str += 1
	if (is_present(game.active, s))
		str += 1
	if (is_control(game.active, s))
		str += 1
	return str
}

states.operations_remove = {
	prompt() {
		view.prompt = "Operations: Remove opponent's pieces."
		for (let s of game.spaces) {
			if (can_operations_remove_space(s)) {
				if (has_enemy_cube(s))
					for_each_enemy_cube(s, gen_action_piece)
				else
					for_each_enemy_disc(s, gen_action_piece)
			}
		}
		view.actions.end_remove = 1
	},
	piece(p) {
		push_undo()
		let s = game.pieces[p]

		if (has_enemy_disc(s))
			game.count -= 2
		else
			game.count -= 1

		if (is_military_space(s)) {
			let str = military_strength(s)
			if (str >= 3) {
				log("Military strength " + str + ".")
				remove_piece(p)
			} else if (game.count >= 1) {
				log("Military strength " + str + ".")
				game.who = p
				game.state = "operations_remove_spend"
			} else {
				log("Military strength " + str + ".")
				game.who = p
				game.state = "operations_remove_draw"
			}
		} else {
			remove_piece(p)
		}

		resume_operations_remove()
	},
	end_remove() {
		push_undo()
		goto_operations_place()
	},
}

states.operations_remove_spend = {
	prompt() {
		view.prompt = "Operations: Spend extra Operations Point before drawing?"
		view.actions.spend = 1
		view.actions.draw = 1
	},
	spend() {
		log("Spent 1 ops.")
		game.count -= 1
		attempt_remove_piece(1)
	},
	draw() {
		attempt_remove_piece(0)
	},
}

states.operations_remove_draw = {
	prompt() {
		view.prompt = "Operations: Draw card for Military removal."
		view.actions.draw = 1
	},
	draw() {
		attempt_remove_piece(0)
	},
}

function attempt_remove_piece(extra) {
	clear_undo()
	let p = game.who
	let s = game.pieces[p]
	let c = game.strategy_deck.pop()
	let str = military_strength(s) + extra
	let ops = card_ops[c]
	log("Military strength " + str + ".")
	log("Removed card #" + c + " for " + ops + " strength.")
	if (str >= ops)
		remove_piece(p)
	game.who = -1
	resume_operations_remove()
}

function resume_operations_remove() {
	if (game.count === 0)
		goto_operations_done()
	else if (!can_operations_remove())
		goto_operations_place()
}

// OPERATIONS: PLACE

function goto_operations_place() {
	update_presence_and_control()
	if (can_operations_place())
		game.state = "operations_place"
	else
		game.state = "operations_done"
}

function can_operations_place() {
	if (find_available_cube() < 0)
		return false
	for (let s of game.spaces)
		if (can_operations_place_space(s))
			return true
	return false
}

function can_operations_place_space(s) {
	if (is_present(game.active, s) || is_adjacent_to_control(game.active, s)) {
		let d = has_enemy_disc(s)
		if (!d || game.count >= 2)
			return true
	}
	return false
}

states.operations_place = {
	prompt() {
		view.prompt = "Operations: Place cubes into Political spaces."
		for (let s of game.spaces)
			if (can_operations_place_space(s))
				gen_action_space(s)
		view.actions.end_turn = 1
	},
	space(s) {
		push_undo()
		if (has_enemy_disc(s))
			game.count -= 2
		else
			game.count -= 1
		place_piece(find_available_cube(), s)
		resume_operations_place()
	},
	end_turn() {
		end_operations()
	},
}

function resume_operations_place() {
	if (game.count === 0 || !can_operations_place())
		goto_operations_done()
}

// OPERATIONS: DONE

function goto_operations_done() {
	game.state = "operations_done"
}

states.operations_done = {
	prompt() {
		view.prompt = "Operations: All done."
		view.actions.end_turn = 1
	},
	end_turn() {
		end_operations()
	},
}

function end_operations() {
	clear_undo()
	resume_strategy_phase()
}

// === EVENTS ===

function goto_play_event(c) {
	switch (c) {
	// TODO
	}
	resume_strategy_phase()
}


// === SETUP ===

exports.setup = function (seed, scenario, options) {
	game = {
		seed: seed,
		log: [],
		undo: [],
		active: "Both",
		state: "choose_objective_card",

		round: 1,
		initiative: null,
		political_vp: 0,
		military_vp: 0,
		red_momentum: 0,
		blue_momentum: 0,

		strategy_deck: [],
		objective_deck: [],
		discard: 0,

		red_hand: [ 34 ],
		red_final: [],
		red_objective: 0,

		blue_hand: [ 17 ],
		blue_final: [],
		blue_objective: 0,

		presence: 0,
		control: 0,

		pieces: [
			// Commune cubes
			RED_CRISIS_TRACK[0],
			RED_CRISIS_TRACK[0],
			RED_CRISIS_TRACK[0],
			RED_CRISIS_TRACK[1],
			RED_CRISIS_TRACK[1],
			RED_CRISIS_TRACK[2],
			RED_CRISIS_TRACK[2],
			RED_CRISIS_TRACK[3],
			RED_CRISIS_TRACK[3],
			RED_BONUS_CUBES[0],
			RED_BONUS_CUBES[0],
			RED_BONUS_CUBES[1],
			RED_BONUS_CUBES[1],
			RED_BONUS_CUBES[2],
			RED_BONUS_CUBES[2],
			S_PRESS,
			S_SOCIAL_MOVEMENTS,
			S_PERE_LACHAISE,
			// Versailles cubes
			BLUE_CRISIS_TRACK[0],
			BLUE_CRISIS_TRACK[1],
			BLUE_CRISIS_TRACK[1],
			BLUE_CRISIS_TRACK[2],
			BLUE_CRISIS_TRACK[3],
			BLUE_CRISIS_TRACK[3],
			BLUE_BONUS_CUBES[0],
			BLUE_BONUS_CUBES[1],
			BLUE_BONUS_CUBES[2],
			BLUE_BONUS_CUBES[2],
			BLUE_CUBE_POOL,
			BLUE_CUBE_POOL,
			BLUE_CUBE_POOL,
			BLUE_CUBE_POOL,
			BLUE_CUBE_POOL,
			BLUE_CUBE_POOL,
			S_ROYALISTS,
			S_PRESS,
			// Commune discs
			-1, -1,
			// Versailles discs
			-1, -1,
		],

		count: 0,
		spaces: null,
		who: -1,
	}

	log_h1("Red Flag Over Paris")
	log_h1("Round 1")

	for (let c = 1; c <= 41; ++c)
		if (c !== 17 && c !== 34)
			game.strategy_deck.push(c)

	for (let c = 42; c <= 53; ++c)
		game.objective_deck.push(c)

	shuffle(game.strategy_deck)
	shuffle(game.objective_deck)

	for (let i = 0; i < 4; ++i) {
		game.red_hand.push(game.strategy_deck.pop())
		game.blue_hand.push(game.strategy_deck.pop())
	}

	for (let i = 0; i < 2; ++i) {
		game.red_hand.push(game.objective_deck.pop())
		game.blue_hand.push(game.objective_deck.pop())
	}

	return game
}

// === VIEW ===

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

exports.view = function(state, player) {
	game = state

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

		round: game.round,
		initiative: game.initiative,
		political_vp: game.political_vp,
		military_vp: game.military_vp,

		red_hand: game.red_hand.length,
		blue_hand: game.blue_hand.length,
		red_momentum: game.red_momentum,
		blue_momentum: game.blue_momentum,

		pieces: game.pieces,

		discard: game.discard,
		hand: 0,
		final: 0,
		objective: 0
	}

	if (player === COMMUNE) {
		view.hand = game.red_hand
		view.final = game.red_final
		view.objective = game.red_objective
	}
	if (player === VERSAILLES) {
		view.hand = game.blue_hand
		view.final = game.blue_final
		view.objective = game.blue_objective
	}

	if (game.state === "game_over") {
		view.prompt = game.victory
	} else if (player === "Observer" || (game.active !== player && game.active !== "Both")) {
		if (states[game.state]) {
			let inactive = states[game.state].inactive || game.state
			view.prompt = `Waiting for ${game.active} to ${inactive}...`
		} else {
			view.prompt = "Unknown state: " + game.state
		}
	} else {
		view.actions = {}
		if (states[game.state])
			states[game.state].prompt(player)
		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, player, action, arg) {
	game = state
	if (states[game.state] && action in states[game.state]) {
		states[game.state][action](arg, player)
	} else {
		if (action === "undo" && game.undo && game.undo.length > 0)
			pop_undo()
		else
			throw new Error("Invalid action: " + action)
	}
	return game
}

// === GAME OVER ===

exports.resign = function (state, player) {
	game = state
	if (game.state !== "game_over") {
		if (current === COMMUNE)
			goto_game_over(VERSAILLES, "Commune resigned.");
		if (current === VERSAILLES)
			goto_game_over(COMMON, "Versailles resigned.");
	}
	return game
}

function goto_game_over(result, victory) {
	game.state = "game_over"
	game.active = "None"
	game.result = result
	game.victory = victory
	log_br()
	log(game.victory)
}

states.game_over = {
	get inactive() {
		return game.victory
	},
	prompt() {
		view.prompt = game.victory
	},
}

// === ACTIONS ===

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

function gen_action_card(c) {
	gen_action("card", c)
}

function gen_action_piece(p) {
	gen_action("piece", p)
}

function gen_action_space(s) {
	gen_action("space", s)
}

// === LOGGING ===

function log(msg) {
	game.log.push(msg)
}

function log_br() {
	if (game.log.length > 0 && game.log[game.log.length - 1] !== "")
		game.log.push("")
}

function logi(msg) {
	game.log.push(">" + msg)
}

function log_h1(msg) {
	log_br()
	log(".h1 " + msg)
	log_br()
}

function log_h2(msg) {
	log_br()
	log(".h2 " + msg)
	log_br()
}

// === COMMON LIBRARY ===

function clear_undo() {
	if (game.undo.length > 0)
		game.undo = []
}

function push_undo() {
	let copy = {}
	for (let k in game) {
		let v = game[k]
		if (k === "undo")
			continue
		else if (k === "log")
			v = v.length
		else if (typeof v === "object" && v !== null)
			v = object_copy(v)
		copy[k] = v
	}
	game.undo.push(copy)
}

function pop_undo() {
	let save_log = game.log
	let save_undo = game.undo
	game = save_undo.pop()
	save_log.length = game.log
	game.log = save_log
	game.undo = save_undo
}

function random(range) {
	// An MLCG using integer arithmetic with doubles.
	// https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
	// m = 2**35 − 31
	return (game.seed = game.seed * 200105 % 34359738337) % range
}

function random_bigint(range) {
	// Largest MLCG that will fit its state in a double.
	// Uses BigInt for arithmetic, so is an order of magnitude slower.
	// https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
	// m = 2**53 - 111
	return (game.seed = Number(BigInt(game.seed) * 5667072534355537n % 9007199254740881n)) % range
}

function shuffle(list) {
	// Fisher-Yates shuffle
	for (let i = list.length - 1; i > 0; --i) {
		let j = random(i + 1)
		let tmp = list[j]
		list[j] = list[i]
		list[i] = tmp
	}
}

function shuffle_bigint(list) {
	// Fisher-Yates shuffle
	for (let i = list.length - 1; i > 0; --i) {
		let j = random_bigint(i + 1)
		let tmp = list[j]
		list[j] = list[i]
		list[i] = tmp
	}
}

// Fast deep copy for objects without cycles
function object_copy(original) {
	if (Array.isArray(original)) {
		let n = original.length
		let copy = new Array(n)
		for (let i = 0; i < n; ++i) {
			let v = original[i]
			if (typeof v === "object" && v !== null)
				copy[i] = object_copy(v)
			else
				copy[i] = v
		}
		return copy
	} else {
		let copy = {}
		for (let i in original) {
			let v = original[i]
			if (typeof v === "object" && v !== null)
				copy[i] = object_copy(v)
			else
				copy[i] = v
		}
		return copy
	}
}

// Array remove and insert (faster than splice)

function array_remove_item(array, item) {
	let n = array.length
	for (let i = 0; i < n; ++i)
		if (array[i] === item)
			return array_remove(array, i)
}

function array_remove(array, index) {
	let n = array.length
	for (let i = index + 1; i < n; ++i)
		array[i - 1] = array[i]
	array.length = n - 1
}

function array_insert(array, index, item) {
	for (let i = array.length; i > index; --i)
		array[i] = array[i - 1]
	array[index] = item
}

function array_remove_pair(array, index) {
	let n = array.length
	for (let i = index + 2; i < n; ++i)
		array[i - 2] = array[i]
	array.length = n - 2
}

function array_insert_pair(array, index, key, value) {
	for (let i = array.length; i > index; i -= 2) {
		array[i] = array[i-2]
		array[i+1] = array[i-1]
	}
	array[index] = key
	array[index+1] = value
}

// Set as plain sorted array

function set_clear(set) {
	set.length = 0
}

function set_has(set, item) {
	let a = 0
	let b = set.length - 1
	while (a <= b) {
		let m = (a + b) >> 1
		let x = set[m]
		if (item < x)
			b = m - 1
		else if (item > x)
			a = m + 1
		else
			return true
	}
	return false
}

function set_add(set, item) {
	let a = 0
	let b = set.length - 1
	while (a <= b) {
		let m = (a + b) >> 1
		let x = set[m]
		if (item < x)
			b = m - 1
		else if (item > x)
			a = m + 1
		else
			return
	}
	array_insert(set, a, item)
}

function set_delete(set, item) {
	let a = 0
	let b = set.length - 1
	while (a <= b) {
		let m = (a + b) >> 1
		let x = set[m]
		if (item < x)
			b = m - 1
		else if (item > x)
			a = m + 1
		else {
			array_remove(set, m)
			return
		}
	}
}

function set_toggle(set, item) {
	let a = 0
	let b = set.length - 1
	while (a <= b) {
		let m = (a + b) >> 1
		let x = set[m]
		if (item < x)
			b = m - 1
		else if (item > x)
			a = m + 1
		else {
			array_remove(set, m)
			return
		}
	}
	array_insert(set, a, item)
}

// Map as plain sorted array of key/value pairs

function map_clear(map) {
	map.length = 0
}

function map_has(map, key) {
	let a = 0
	let b = (map.length >> 1) - 1
	while (a <= b) {
		let m = (a + b) >> 1
		let x = map[m<<1]
		if (key < x)
			b = m - 1
		else if (key > x)
			a = m + 1
		else
			return true
	}
	return false
}

function map_get(map, key, missing) {
	let a = 0
	let b = (map.length >> 1) - 1
	while (a <= b) {
		let m = (a + b) >> 1
		let x = map[m<<1]
		if (key < x)
			b = m - 1
		else if (key > x)
			a = m + 1
		else
			return map[(m<<1)+1]
	}
	return missing
}

function map_set(map, key, value) {
	let a = 0
	let b = (map.length >> 1) - 1
	while (a <= b) {
		let m = (a + b) >> 1
		let x = map[m<<1]
		if (key < x)
			b = m - 1
		else if (key > x)
			a = m + 1
		else {
			map[(m<<1)+1] = value
			return
		}
	}
	array_insert_pair(map, a<<1, key, value)
}

function map_delete(map, item) {
	let a = 0
	let b = (map.length >> 1) - 1
	while (a <= b) {
		let m = (a + b) >> 1
		let x = map[m<<1]
		if (item < x)
			b = m - 1
		else if (item > x)
			a = m + 1
		else {
			array_remove_pair(map, m<<1)
			return
		}
	}
}