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-rw-r--r--rules.js403
1 files changed, 266 insertions, 137 deletions
diff --git a/rules.js b/rules.js
index fcb889a..308bd53 100644
--- a/rules.js
+++ b/rules.js
@@ -11,10 +11,15 @@ const max = Math.max
const min = Math.min
const abs = Math.abs
-const TIMEOUT = 500
+const TIMEOUT = 250
var timeout = 0
+function check_timeout() {
+ if (Date.now() > timeout)
+ throw new Error("timeout (too many withdrawal options)")
+}
+
var states = {}
var game = null
var view = null
@@ -120,6 +125,8 @@ const INFANTRY = 1
const ANTITANK = 2
const ARTILLERY = 3
+const TRAIL = 1
+const TRACK = 2
const HIGHWAY = 4
const SUPPLY_RANGE = [ 1, 2, 3, 0, 3 ]
@@ -1133,151 +1140,273 @@ function shuffle_cards() {
// === SUPPLY NETWORK ===
-var supply_defender, supply_defender_sides, supply_friendly, supply_enemy, supply_net, supply_line
+var supply_friendly_hexes, supply_friendly_sides, supply_friendly, supply_enemy, supply_net, supply_line
var supply_visited = new Array(hexcount).fill(0)
-var supply_src = new Array(hexcount).fill(0)
+// PASS 1: Forward scan from source to compute potential supply net and valid hex side crossings.
+// Simple uniform cost search.
+
+// NOTE: trace direction is from supply to unit
function is_supply_line_blocked(here, next, side) {
// impassable hexside
if (side_limit[side] === 0)
return true
- // undisrupted (only) enemies may block supply lines
- if (supply_enemy[next] > 1) {
- if (supply_friendly[next] > 1) {
- // into battle hex
- // can only trace into if defender
- if (!set_has(supply_defender, next))
- return true
- // can only trace into through friendly sides
- if (!set_has(supply_defender_sides, side))
- return true
- } else {
- // into enemy hex
+ // into enemy hex
+ if (supply_enemy[next] > 1 && supply_friendly[next] === 0)
+ return true
+
+ // into battle hex
+ if (is_battle_hex(next)) {
+ // through friendly hex sides
+ if (!set_has(supply_friendly_sides, side))
return true
- }
}
// out of battle hex
- // can only cannot trace out through friendly sides
- if (supply_friendly[here] > 0 && supply_enemy[here] > 0) {
- if (set_has(game.axis_hexes, here) || set_has(game.allied_hexes, here))
- if (!set_has(supply_defender_sides, side))
- return true
+ if (is_battle_hex(here)) {
+ // only defender (own control)
+ if (!set_has(supply_friendly_hexes, here))
+ return true
+ // through friendly hex sides
+ if (!set_has(supply_friendly_sides, side))
+ return true
}
return false
}
-function check_timeout() {
- if (Date.now() > timeout)
- throw new Error("timeout (supply lines are too complicated)")
-}
+const TRACE_HIGHWAY = 0
+const TRACE_TRACK_1 = 1
+const TRACE_TRACK_2 = 2
+const TRACE_TRAIL_1 = 3
+const TRACE_STOP = 7
+const TRACE_ABORT = 8
+
+// from supply source outwards
+function forward_supply_next_move_type(here_move, road) {
+ if (here_move === TRACE_HIGHWAY) {
+ if (road === HIGHWAY) return TRACE_HIGHWAY
+ if (road === TRACK) return TRACE_TRACK_1
+ if (road === TRAIL) return TRACE_TRAIL_1
+ return TRACE_STOP
+ }
+ else if (here_move === TRACE_TRACK_1) {
+ if (road === HIGHWAY) return TRACE_TRACK_2
+ if (road === TRACK) return TRACE_TRACK_2
+ if (road === TRAIL) return TRACE_STOP
+ return TRACE_ABORT
+ }
+ else if (here_move === TRACE_TRAIL_1) {
+ if (road === HIGHWAY) return TRACE_STOP
+ if (road === TRACK) return TRACE_STOP
+ if (road === TRAIL) return TRACE_STOP
+ return TRACE_ABORT
+ }
+ else if (here_move === TRACE_TRACK_2) {
+ if (road === HIGHWAY) return TRACE_STOP
+ if (road === TRACK) return TRACE_STOP
+ if (road === TRAIL) return TRACE_ABORT
+ return TRACE_ABORT
+ }
+ return TRACE_ABORT
+}
+
+function trace_supply_network_1(start)
+{
+ supply_net[start] = 1
-function trace_supply_highway(here, v) {
- if (supply_src[here])
- return true
+ supply_visited.fill(8)
- check_timeout()
+ let queue = [ (start << 3) | TRACE_HIGHWAY ]
- let has_supply = false
+ while (queue.length > 0) {
+ let item = queue.shift()
+ let here = item >> 3
+ let here_move = item & 7
- let save_v = supply_visited[here]
- supply_visited[here] = v
+ for (let s = 0; s < 6; ++s) {
+ let next = here + hexnext[s]
- for (let s = 0; s < 6; ++s) {
- let next = here + hexnext[s]
+ // can't go off-map
+ if (next < first_hex || next > last_hex || !hex_exists[next])
+ continue
- if (next < first_hex || next > last_hex || !hex_exists[next])
- continue
+ let side = to_side(here, next, s)
+ if (is_supply_line_blocked(here, next, side))
+ continue
- let next_v = supply_visited[next]
- if (next_v === v || (next_v > 0 && supply_friendly[next] > 1))
- continue
+ let next_move = forward_supply_next_move_type(here_move, side_road[side])
+ if (next_move === TRACE_ABORT)
+ continue
- let side = to_side(here, next, s)
- if (is_supply_line_blocked(here, next, side))
- continue
+ if (side_road[side] === HIGHWAY)
+ supply_line[side] = 1
+ else
+ supply_line[side] = 1
- let road = side_road[side]
- if (road === HIGHWAY) {
- if (supply_friendly[next] > 1) {
- if (supply_net[next] || trace_supply_chain(next, 0, 3, v+1)) {
- supply_line[side] = 1
- has_supply = true
- }
- } else {
- if (trace_supply_highway(next, v)) {
- supply_line[side] = 1
- has_supply = true
- }
- }
+ // already seen
+ if (next_move >= supply_visited[next])
+ continue
+
+ // new supply chain at undisrupted friendly unit
+ if (supply_friendly[next] > 1)
+ next_move = TRACE_HIGHWAY
+
+ supply_visited[next] = next_move
+ if (side_road[side] === HIGHWAY)
+ supply_net[next] = 1
+ else
+ supply_net[next] = 1
+
+ if (next_move !== TRACE_STOP)
+ queue.push((next << 3) | next_move)
}
}
+}
- supply_visited[here] = save_v
+// PASS 2: Filter net to only include supply lines used by units.
+// This is a recursive search to find _all_ possible paths.
- if (has_supply)
- supply_net[here] = 1
+const BACK_HEAD = 0
+const BACK_STOP = 7
+const BACK_ABORT = 8
- return has_supply
-}
+const BACK_HIGHWAY_1 = 1
+const BACK_HIGHWAY_2 = 2
+const BACK_HIGHWAY_3 = 3
-function trace_supply_chain(here, n, range, v) {
- if (supply_src[here])
- return true
+const BACK_TRACK_1 = 4
+const BACK_TRACK_2 = 5
+const BACK_TRACK_3 = BACK_STOP
- check_timeout()
+const BACK_TRAIL_1 = 6
+const BACK_TRAIL_2 = BACK_STOP
+const BACK_TRAIL_3 = BACK_ABORT
- let has_supply = false
+// from unit back to supply source
+// TODO - double check all!
+function backward_supply_next_move_type(here_move, road) {
+ if (here_move === BACK_HEAD) {
+ if (road === HIGHWAY) return BACK_HIGHWAY_1
+ if (road === TRACK) return BACK_TRACK_1
+ if (road === TRAIL) return BACK_TRAIL_1
+ return BACK_STOP
+ }
+ if (here_move === BACK_HIGHWAY_1) {
+ if (road === HIGHWAY) return BACK_HIGHWAY_2
+ if (road === TRACK) return BACK_TRACK_2
+ if (road === TRAIL) return BACK_TRAIL_2
+ return BACK_ABORT
+ }
+ if (here_move === BACK_HIGHWAY_2) {
+ if (road === HIGHWAY) return BACK_HIGHWAY_3
+ if (road === TRACK) return BACK_TRACK_3
+ if (road === TRAIL) return BACK_TRAIL_3
+ return BACK_ABORT
+ }
+ if (here_move === BACK_HIGHWAY_3) {
+ if (road === HIGHWAY) return BACK_HIGHWAY_3
+ if (road === TRACK) return BACK_ABORT
+ if (road === TRAIL) return BACK_ABORT
+ return BACK_ABORT
+ }
+ if (here_move === BACK_TRACK_1) {
+ if (road === HIGHWAY) return BACK_TRACK_2
+ if (road === TRACK) return BACK_TRACK_2
+ if (road === TRAIL) return BACK_TRAIL_2
+ return BACK_ABORT
+ }
+ if (here_move === BACK_TRACK_2) {
+ if (road === HIGHWAY) return BACK_TRACK_3
+ if (road === TRACK) return BACK_TRACK_3
+ if (road === TRAIL) return BACK_TRAIL_3
+ return BACK_ABORT
+ }
+ if (here_move === BACK_TRAIL_1) {
+ if (road === HIGHWAY) return BACK_TRAIL_2
+ if (road === TRACK) return BACK_TRAIL_2
+ if (road === TRAIL) return BACK_TRAIL_2
+ return BACK_ABORT
+ }
+ return BACK_ABORT
+}
- let save_v = supply_visited[here]
- supply_visited[here] = v
+function trace_unit_supply_line(path, here, here_move, ssrc) {
+ supply_visited[here] = 1
+ let supplied = false
for (let s = 0; s < 6; ++s) {
let next = here + hexnext[s]
- if (next < first_hex || next > last_hex || !hex_exists[next])
+
+ // can't go off-map
+ if (next < first_hex || next > last_hex)
+ continue
+
+ // already seen
+ if (supply_visited[next])
continue
- let next_v = supply_visited[next]
- if (next_v === v || (next_v > 0 && supply_friendly[next] > 1))
+ // not part of supply network (from pass 1)
+ if (!supply_net[next])
continue
+ // supply line blocked (from pass 1)
let side = to_side(here, next, s)
- if (is_supply_line_blocked(here, next, side))
+ if (!supply_line[side])
continue
- let road = side_road[side]
- if (road === HIGHWAY) {
- if (trace_supply_highway(next, v)) {
- supply_line[side] = 1
- has_supply = true
- }
- }
+ let next_move = backward_supply_next_move_type(here_move, side_road[side])
+ if (next_move === TRACE_ABORT)
+ continue
- let next_range = min(range, SUPPLY_RANGE[road])
- if (n + 1 <= next_range) {
- if (supply_friendly[next] > 1) {
- if (supply_net[next] || trace_supply_chain(next, 0, 3, v+1)) {
- supply_line[side] = 1
- has_supply = true
- }
- } else {
- if (trace_supply_chain(next, n + 1, next_range, v)) {
- supply_line[side] = 1
- has_supply = true
- }
- }
+ // reached supply source, or reached supplied highway (that we searched before)
+ /* if (next === ssrc) -- fallback without short cut in case the optimization below is wrong... */
+ if (next === ssrc || (hex_road[next] === HIGHWAY && supply_net[next] === 2)) {
+ for (let x of path)
+ supply_line[x] = 2
+ supply_line[side] = 2
+ supply_net[next] = 2
+ supplied = true
+ continue
}
+
+ // new supply chain at undisrupted friendly unit
+ if (supply_friendly[next] > 1)
+ next_move = BACK_HEAD
+
+ // on highway but cannot depart from it (traveled too far on non-highway already)!
+ if (next_move === BACK_STOP && hex_road[next] === HIGHWAY)
+ next_move = BACK_HIGHWAY_3
+
+ path.push(side)
+ if (trace_unit_supply_line(path, next, next_move, ssrc))
+ supplied = true
+ path.pop()
}
+ supply_visited[here] = 0
- supply_visited[here] = save_v
+ if (supplied)
+ supply_net[here] = 2
- if (has_supply)
- supply_net[here] = 1
+ return supplied
+}
- return has_supply
+// finalize state after pass 2
+function trace_supply_network_3() {
+ for (let i = 0; i < sidecount; ++i) {
+ if (supply_line[i] === 2)
+ supply_line[i] = 1
+ else
+ supply_line[i] = 0
+ }
+ for (let i = 0; i < hexcount; ++i) {
+ if (supply_net[i] === 2)
+ supply_net[i] = 1
+ else
+ supply_net[i] = 0
+ }
}
function all_hexes_sorted_by_distance_to_base(x) {
@@ -1292,47 +1421,55 @@ const all_hexes_for_axis_supply = all_hexes_sorted_by_distance_to_base(EL_AGHEI
const all_hexes_for_allied_supply = all_hexes_sorted_by_distance_to_base(ALEXANDRIA)
function trace_supply_network(start) {
+ check_timeout()
+
let search_order = (start === EL_AGHEILA ? all_hexes_for_axis_supply : all_hexes_for_allied_supply)
- supply_visited.fill(0)
- supply_src.fill(0)
supply_net.fill(0)
supply_line.fill(0)
- supply_src[start] = 1
- supply_net[start] = 1
+ // Pass 1: Find hexes that are in supply range.
- for (let x of search_order) {
- if (supply_friendly[x] > 0 && x !== start) {
- if (supply_friendly[x] > 1 && supply_net[x])
- continue
- trace_supply_chain(x, 0, 3, 1)
- }
- }
+ trace_supply_network_1(start)
+
+ // Pass 2: Filter hexes that have actual supply lines from units.
+ supply_visited.fill(0)
+ let path = []
+ for (let x of search_order)
+ if (supply_friendly[x] > 0 && x !== start)
+ trace_unit_supply_line(path, x, BACK_HEAD, start)
+
+ trace_supply_network_3()
+ supply_net[start] = 1
}
function trace_fortress_network(fortress, ss) {
- supply_visited.fill(0)
- supply_src.fill(0)
+ check_timeout()
+
supply_net.fill(0)
supply_line.fill(0)
if (supply_enemy[fortress] > 1 && supply_friendly[fortress] <= 1)
return
- supply_src[fortress] = 1
- supply_net[fortress] = 1
+ // Pass 1: Find hexes that could hold units supplied by fortress.
+ trace_supply_network_1(fortress)
+ // Pass 2: Filter hexes that have actual supply lines from units.
+ supply_visited.fill(0)
+ let path = []
for (let u = 0; u < unit_count; ++u) {
if (unit_supply(u) === ss) {
let x = unit_hex(u)
if (is_map_hex(x) && x !== fortress) {
- if (supply_friendly[x] > 1 && supply_net[x])
- continue
- trace_supply_chain(x, 0, 3, 1)
+ //if (supply_friendly[x] > 1 && supply_net[x]) continue
+ trace_unit_supply_line(path, x, BACK_HEAD, fortress)
}
}
}
+
+ trace_supply_network_3()
+ supply_net[fortress] = 1
}
function init_trace_supply(net, line, friendly) {
@@ -1341,31 +1478,28 @@ function init_trace_supply(net, line, friendly) {
supply_net = net
supply_line = line
if (friendly === AXIS) {
- supply_defender = game.axis_hexes
- supply_defender_sides = game.axis_sides
+ supply_friendly_hexes = game.axis_hexes
+ supply_friendly_sides = game.axis_sides
supply_friendly = presence_axis
supply_enemy = presence_allied
} else {
- supply_defender = game.allied_hexes
- supply_defender_sides = game.allied_sides
+ supply_friendly_hexes = game.allied_hexes
+ supply_friendly_sides = game.allied_sides
supply_friendly = presence_allied
supply_enemy = presence_axis
}
}
-// For repeated supplied hex checks during deployment and fortress assignment
-function init_trace_supply_to_base_or_fortress() {
+// For supplied hex checks during deployment and fortress assignment
+function trace_supply_to_base_or_fortress(source) {
init_trace_supply(supply_temp_network, supply_temp_line, game.active)
supply_net.fill(0)
+ supply_line.fill(0)
+ trace_supply_network_1(source)
}
-function can_trace_supply_to_base_or_fortress(base, from) {
- if (from === base)
- return true
- supply_visited.fill(0)
- supply_src.fill(0)
- supply_src[base] = 1
- return trace_supply_chain(from, 0, 3, 1, 1)
+function can_trace_supply_to_base_or_fortress(from) {
+ return supply_net[from] > 0
}
function update_axis_supply() {
@@ -2662,10 +2796,10 @@ function end_fortress_supply() {
function list_fortress_supply_candidates(fortress) {
let dist = distance_to[fortress]
let list = []
- init_trace_supply_to_base_or_fortress()
+ trace_supply_to_base_or_fortress(fortress)
for_each_friendly_unit_on_map(u => {
if (is_unit_unsupplied(u))
- if (can_trace_supply_to_base_or_fortress(fortress, unit_hex(u)))
+ if (can_trace_supply_to_base_or_fortress(unit_hex(u)))
list.push(u)
})
list.sort((a,b) => dist[unit_hex(a)] - dist[unit_hex(b)])
@@ -6690,11 +6824,8 @@ function goto_free_deployment() {
game.summary = {}
}
-function is_valid_deployment_hex(base, x, n) {
- // we've already seen this hex during a previous supplied hex check this go
- if (supply_temp_network[x] > 0)
- return true
- if (can_trace_supply_to_base_or_fortress(base, x))
+function is_valid_deployment_hex(x, n) {
+ if (can_trace_supply_to_base_or_fortress(x))
return true
if (x === TOBRUK)
return count_friendly_units_in_hex(x) + n <= 5
@@ -6722,8 +6853,7 @@ states.free_deployment = {
gen_action('end_deployment')
if (game.selected.length > 0) {
- let base = friendly_base()
- init_trace_supply_to_base_or_fortress()
+ trace_supply_to_base_or_fortress(friendly_base())
for (let x of (axis ? scenario.axis_deployment : scenario.allied_deployment)) {
if (!is_enemy_hex(x)) {
@@ -6731,7 +6861,7 @@ states.free_deployment = {
if (scenario.deployment_limit)
limit = scenario.deployment_limit[x] | 0
if (!limit || count_friendly_units_in_hex(x) + game.selected.length <= limit) {
- if (is_valid_deployment_hex(base, x, game.selected.length))
+ if (is_valid_deployment_hex(x, game.selected.length))
gen_action_hex(x)
}
}
@@ -7578,7 +7708,6 @@ exports.resign = function (state, current) {
exports.action = function (state, current, action, arg) {
timeout = Date.now() + TIMEOUT // don't think too long!
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)