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"use strict"

// TODO: select hexside for engaging

// TODO: fortress supply
// TODO: oasis supply
// TODO: legal pass withdrawal moves (reduce supply net, withdraw from fortress attack)
// TODO: raiders

// TODO: MINEFIELDS
// TODO: FORCED MARCHES
// TODO: SUPPLY COMMITMENT
// TODO: BUILDUP
// TODO: setup scenario specials

// TODO: when is "fired" status cleared?

// RULES: disrupted units routed again in second enemy turn, will they still recover?
// assume yes, easy to change (remove from game.recover set if routed)

// RULES: reveal minefields moved through (but not stopped at)?

const max = Math.max
const min = Math.min
const abs = Math.abs

var states = {}
var game = null
var view = null

var after_rout_table = {}

const { all_hexes, hex_exists, hex_road, side_road, side_limit, hex_name, units, regions } = require("./data")

function debug_hexes3(n, list) {
	console.log("--", n, "--")
	list = list.map((x,i) => hex_exists[i] ? x : "")
	for (let y = 0; y < hexh; ++y)
		console.log("".padStart(y*2," ") + list.slice(y*hexw, (y+1)*hexw).map(x=>String(x).padStart(3, ' ')).join(" "))
}

function debug_hexes2(n, list) {
	console.log("--", n, "--")
	list = list.map((x,i) => hex_exists[i] ? x : "")
	for (let y = 0; y < hexh; ++y)
		console.log("".padStart(y*2," ") + list.slice(y*hexw, (y+1)*hexw).map(x=>String(x).padStart(3, ' ')).join(" "))
}

function debug_hexes(n, list) {
	console.log("--", n, "--")
	list = list.map((x,i) => hex_exists[i] ? x : "")
	for (let y = 0; y < hexh; ++y)
		console.log("".padStart(y," ") + list.slice(y*hexw, (y+1)*hexw).map(x=>String(x).padStart(2, ' ')).join(""))
}

const AXIS = 'Axis'
const ALLIED = 'Allied'

const hexw = 25
const hexh = 9
const first_hex = 7
const last_hex = 215
const hexdeploy = hexw * hexh
const hexnext = [ 1, hexw, hexw-1, -1, -hexw, -(hexw-1) ]
const hexcount = last_hex + 1
const sidecount = hexcount * 3

const class_name = [ "armor", "infantry", "anti-tank", "artillery" ]
const firepower_name = [ "0", "1", "2", "3", "TF", "DF", "SF" ]
const speed_name = [ "zero", "leg", "motorized", "mechanized", "recon" ]

const SF = 6
const DF = 5
const TF = 4

const ARMOR = 0
const INFANTRY = 1
const ANTITANK = 2
const ARTILLERY = 3

const TRAIL = 1
const TRACK = 2
const HIGHWAY = 4

const SUPPLY_RANGE = [ 1, 2, 3, -1, 3 ]

const FIREPOWER_MATRIX = [
	[ SF, DF, SF, TF ],
	[ SF, SF, SF, TF ],
	[ DF, SF, SF, TF ],
	[ SF, DF, DF, SF ],
]

const EL_AGHEILA = 151
const ALEXANDRIA = 74
const BENGHAZI = 54
const TOBRUK = 37
const BARDIA = 40
const MERSA_BREGA = 152
const JALO_OASIS = 204
const JARABUB_OASIS = 187
const SIWA_OASIS = 213

const BARDIA_FT_CAPUZZO = 122

const SS_NONE = 0
const SS_EL_AGHEILA = 1
const SS_ALEXANDRIA = 2
const SS_BARDIA = 3
const SS_BENGHAZI = 4
const SS_TOBRUK = 5
const SS_OASIS = 6

const hex_from_supply_source = [ 0, EL_AGHEILA, ALEXANDRIA, BARDIA, BENGHAZI, TOBRUK ]

function supply_source_from_hex(hex) {
	switch (hex) {
	case 0: return 0
	case EL_AGHEILA: return 1
	case ALEXANDRIA: return 2
	case BARDIA: return 3
	case BENGHAZI: return 4
	case TOBRUK: return 5
	}
}

const region_egypt = regions["Egypt"]
const region_egypt_and_libya = regions["Libya"].concat(regions["Egypt"])
const region_libya_and_sidi_omar = regions["Libya"].concat(regions["Sidi Omar"])
const region_libya_and_sidi_omar_and_sollum = regions["Libya"].concat(regions["Sidi Omar"]).concat(regions["Sollum"])
const region_egypt_and_tobruk = regions["Egypt"].concat(regions["Tobruk"])
const region_libya_except_tobruk = regions["Libya"].filter(r => r !== TOBRUK)

function calc_distance(a, b) {
	let ax = a % hexw, ay = (a / hexw)|0, az = -ax - ay
	let bx = b % hexw, by = (b / hexw)|0, bz = -bx - by
	return max(abs(bx-ax), abs(by-ay), abs(bz-az))
}

function calc_distance_map(supply) {
	let map = new Array(hexcount)
	for (let x = 0; x < hexcount; ++x)
		map[x] = calc_distance(supply, x)
	return map
}

const distance_to = {
	[EL_AGHEILA]: calc_distance_map(EL_AGHEILA),
	[ALEXANDRIA]: calc_distance_map(ALEXANDRIA),
	[BENGHAZI]: calc_distance_map(BENGHAZI),
	[TOBRUK]: calc_distance_map(TOBRUK),
	[BARDIA]: calc_distance_map(BARDIA),
}

function to_side(a, b, s) {
	if (s < 3)
		return a * 3 + s
	return b * 3 + s - 3
}

function to_side_id(a, b) {
	if (a > b) {
		let c = b
		b = a
		a = c
	}
	if (a + hexnext[0] === b)
		return a * 3 + 0
	else if (a + hexnext[1] === b)
		return a * 3 + 1
	else if (a + hexnext[2] === b)
		return a * 3 + 2
	throw new Error("not a hexside " + a + " to " + b);
}

function is_map_hex(x) {
	return x >= first_hex && x <= last_hex && hex_exists[x] === 1
}

function is_hex_or_adjacent_to(x, where) {
	if (x === where)
		return true
	for (let s = 0; s < 6; ++s)
		if (x === where + hexnext[s])
			return true
	return false
}

// === STATE CACHES ===

const first_axis_unit = 0
const first_allied_unit = units.findIndex(item => item.nationality === 'allied')
const last_axis_unit = first_allied_unit - 1
const last_allied_unit = units.length - 1

var presence_invalid = true
var presence_axis = new Array(hexcount).fill(0)
var presence_allied = new Array(hexcount).fill(0)

var supply_axis_invalid = true
var supply_axis_network = new Array(hexcount).fill(0)
var supply_axis_line = new Array(sidecount).fill(0)

var supply_allied_invalid = true
var supply_allied_network = new Array(hexcount).fill(0)
var supply_allied_line = new Array(sidecount).fill(0)

var first_friendly_unit, last_friendly_unit
var first_enemy_unit, last_enemy_unit

function update_aliases() {
	if (game.active === AXIS) {
		first_friendly_unit = first_axis_unit
		last_friendly_unit = last_axis_unit
		first_enemy_unit = first_allied_unit
		last_enemy_unit = last_allied_unit
	} else {
		first_friendly_unit = first_allied_unit
		last_friendly_unit = last_allied_unit
		first_enemy_unit = first_axis_unit
		last_enemy_unit = last_axis_unit
	}
}

function load_state(state) {
	if (game !== state) {
		game = state
		presence_invalid = true
		supply_axis_invalid = true
		supply_allied_invalid = true
		update_aliases()
	}
}

// === UNIT STATE ===

// location (8 bits), supply source (3 bits), steps lost (2 bits), disrupted (1 bit)

function apply_select(u) {
	if (game.selected === u)
		game.selected = -1
	else
		game.selected = u
}

function pop_selected() {
	let u = game.selected
	game.selected = -1
	return u
}

const UNIT_DISRUPTED_SHIFT = 0
const UNIT_DISRUPTED_MASK = 1 << UNIT_DISRUPTED_SHIFT

const UNIT_STEPS_SHIFT = 1
const UNIT_STEPS_MASK = 3 << UNIT_STEPS_SHIFT

const UNIT_SUPPLY_SHIFT = 3
const UNIT_SUPPLY_MASK = 7 << UNIT_SUPPLY_SHIFT

const UNIT_HEX_SHIFT = 6
const UNIT_HEX_MASK = 255 << UNIT_HEX_SHIFT

function is_unit_disrupted(u) {
	return (game.units[u] & UNIT_DISRUPTED_MASK) === UNIT_DISRUPTED_MASK
}

function set_unit_disrupted(u) {
	presence_invalid = true
	supply_axis_invalid = true
	supply_allied_invalid = true
	game.units[u] |= UNIT_DISRUPTED_MASK
}

function clear_unit_disrupted(u) {
	presence_invalid = true
	supply_axis_invalid = true
	supply_allied_invalid = true
	game.units[u] &= ~UNIT_DISRUPTED_MASK
}

function unit_hex(u) {
	return (game.units[u] & UNIT_HEX_MASK) >> UNIT_HEX_SHIFT
}

function set_unit_hex(u, x) {
	presence_invalid = true
	supply_axis_invalid = true
	supply_allied_invalid = true
	game.units[u] = (game.units[u] & ~UNIT_HEX_MASK) | (x << UNIT_HEX_SHIFT)
}

function is_unit_supplied(u) {
	return ((game.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT) !== 0
}

function is_unit_unsupplied(u) {
	return ((game.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT) === 0
}

function unit_supply(u) {
	let src = (game.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT
	return hex_from_supply_source[src]
}

function set_unit_supply(u, hex) {
	let src = supply_source_from_hex(hex)
	game.units[u] = (game.units[u] & ~UNIT_SUPPLY_MASK) | (src << UNIT_SUPPLY_SHIFT)
}

function unit_lost_steps(u) {
	return (game.units[u] & UNIT_STEPS_MASK) >> UNIT_STEPS_SHIFT
}

function set_unit_lost_steps(u, n) {
	game.units[u] = (game.units[u] & ~UNIT_STEPS_MASK) | (n << UNIT_STEPS_SHIFT)
}

function unit_steps(u) {
	return units[u].steps - unit_lost_steps(u)
}

function set_unit_steps(u, n) {
	set_unit_lost_steps(u, units[u].steps - n)
}

function is_unit_moved(u) {
	return set_has(game.moved, u)
}

function set_unit_moved(u) {
	set_add(game.moved, u)
}

function is_unit_fired(u) {
	return set_has(game.fired, u)
}

function set_unit_fired(u) {
	set_add(game.fired, u)
}

function eliminate_unit(u) {
	set_unit_hex(u, 0)
	set_unit_lost_steps(u, 0)
}

function reduce_unit(u) {
	let s = unit_steps(u)
	let hp = unit_hp_per_step(u)
	if (s === 1)
		eliminate_unit(u)
	else
		set_unit_steps(u, s - 1)
	return hp
}

// === UNIT DATA ===

function find_unit(name) {
	for (let u = 0; u < units.length; ++u)
		if (units[u].name === name)
			return u
	throw new Error("cannot find named block: " + name)
}

function unit_name(u) {
	return units[u].name
}

function unit_speed(u) {
	return units[u].speed
}

function unit_class(u) {
	return units[u].class
}

function is_artillery_unit(u) {
	return units[u].class === ARTILLERY
}

function is_armor_unit(u) {
	return units[u].class === ARMOR
}

function is_infantry_unit(u) {
	return units[u].class === INFANTRY
}

function is_antitank_unit(u) {
	return units[u].class === ANTITANK
}

function is_unit_elite(u) {
	return units[u].elite
}

function unit_cv(u) {
	if (is_unit_elite(u))
		return unit_steps(u) * 2
	return unit_steps(u)
}

function unit_hp_per_step(u) {
	return is_unit_elite(u) ? 2 : 1
}

function unit_hp(u) {
	return unit_steps(u) * unit_hp_per_step(u)
}

function is_friendly_hex(x) {
	if (game.active === AXIS)
		return is_axis_hex(x)
	return is_allied_hex(x)
}

function is_enemy_hex(x) {
	if (game.active === ALLIED)
		return is_axis_hex(x)
	return is_allied_hex(x)
}

function is_allied_unit(u) {
	return u >= first_allied_unit && u <= last_allied_unit
}

function is_axis_unit(u) {
	return u >= first_axis_unit && u <= last_axis_unit
}

// === MAP STATE ===

function update_presence() {
	console.log("UPDATE PRESENCE")
	presence_invalid = false
	presence_axis.fill(0)
	for (let u = first_axis_unit; u <= last_axis_unit; ++u)
		if (is_unit_disrupted(u))
			presence_axis[unit_hex(u)] |= 1
		else
			presence_axis[unit_hex(u)] |= 2
	presence_allied.fill(0)
	for (let u = first_allied_unit; u <= last_allied_unit; ++u)
		if (is_unit_disrupted(u))
			presence_allied[unit_hex(u)] |= 1
		else
			presence_allied[unit_hex(u)] |= 2
}

function has_axis_unit(x) {
	if (presence_invalid)
		update_presence()
	return presence_axis[x] !== 0
}

function has_allied_unit(x) {
	if (presence_invalid)
		update_presence()
	return presence_allied[x] !== 0
}

function has_undisrupted_axis_unit(x) {
	if (presence_invalid)
		update_presence()
	return (presence_axis[x] & 2) !== 0
}

function has_disrupted_axis_unit(x) {
	if (presence_invalid)
		update_presence()
	return (presence_axis[x] & 1) !== 0
}

function has_undisrupted_allied_unit(x) {
	if (presence_invalid)
		update_presence()
	return (presence_allied[x] & 2) !== 0
}

function has_disrupted_allied_unit(x) {
	if (presence_invalid)
		update_presence()
	return (presence_allied[x] & 1) !== 0
}

function has_unshielded_disrupted_axis_unit(x) {
	if (presence_invalid)
		update_presence()
	return presence_axis[x] === 1
}

function has_unshielded_disrupted_allied_unit(x) {
	if (presence_invalid)
		update_presence()
	return presence_allied[x] === 1
}

function is_axis_hex(x) {
	if (presence_invalid)
		update_presence()
	return (presence_axis[x] !== 0) && (presence_allied[x] === 0)
}

function is_allied_hex(x) {
	if (presence_invalid)
		update_presence()
	return (presence_axis[x] === 0) && (presence_allied[x] !== 0)
}

function is_battle_hex(x) {
	if (presence_invalid)
		update_presence()
	return (presence_axis[x] !== 0) && (presence_allied[x] !== 0)
}

function is_empty_hex(x) {
	if (presence_invalid)
		update_presence()
	return (presence_axis[x] === 0) && (presence_allied[x] === 0)
}

function has_friendly_unit(x) {
	if (game.active === AXIS)
		return has_axis_unit(x)
	return has_allied_unit(x)
}

function has_undisrupted_friendly_unit(x) {
	if (game.active === AXIS)
		return has_undisrupted_axis_unit(x)
	return has_undisrupted_allied_unit(x)
}

function has_enemy_unit(x) {
	if (game.active === ALLIED)
		return has_axis_unit(x)
	return has_allied_unit(x)
}

function has_disrupted_enemy_unit(x) {
	if (game.active === ALLIED)
		return has_disrupted_axis_unit(x)
	return has_disrupted_allied_unit(x)
}

function has_undisrupted_enemy_unit(x) {
	if (game.active === ALLIED)
		return has_undisrupted_axis_unit(x)
	return has_undisrupted_allied_unit(x)
}

function has_unshielded_disrupted_enemy_unit(x) {
	if (game.active === ALLIED)
		return has_unshielded_disrupted_axis_unit(x)
	return has_unshielded_disrupted_allied_unit(x)
}

function has_unshielded_disrupted_friendly_unit(x) {
	if (game.active === ALLIED)
		return has_unshielded_disrupted_allied_unit(x)
	return has_unshielded_disrupted_axis_unit(x)
}

function is_overrun_hex(x) {
	return has_undisrupted_friendly_unit(x) && has_unshielded_disrupted_enemy_unit(x)
}

function is_enemy_rout_hex(x) {
	return has_undisrupted_friendly_unit(x) && has_unshielded_disrupted_enemy_unit(x)
}

function is_friendly_rout_hex(x) {
	return has_undisrupted_enemy_unit(x) && has_unshielded_disrupted_friendly_unit(x)
}

function is_new_battle_hex(a) {
	if (is_battle_hex(a))
		return !set_has(game.axis_hexes, a) && !set_has(game.allied_hexes, a)
	return false
}

function claim_hexside_control(side) {
	if (is_axis_player()) {
		set_add(game.axis_sides, side)
		set_delete(game.allied_sides, side)
	} else {
		set_add(game.allied_sides, side)
		set_delete(game.axis_sides, side)
	}
}

function release_hex_control(a) {
	// no longer a battle hex: release hexsides if possible
	set_delete(game.axis_hexes, a)
	set_delete(game.allied_hexes, a)
	for_each_adjacent_hex(a, b => {
		if (!is_battle_hex(b)) {
			let side = to_side_id(a, b)
			set_delete(game.axis_sides, side)
			set_delete(game.allied_sides, side)
		}
	})
}

function claim_hex_control_for_defender(a) {
	// a new battle hex: claim hex and hexsides for defender

	if (is_axis_player())
		set_add(game.allied_hexes, a)
	else
		set_add(game.axis_hexes, a)

	for_each_adjacent_hex(a, b => {
		let side = to_side_id(a, b)
		if (side_limit[side] > 0) {
			if (is_axis_player()) {
				if (!set_has(game.axis_sides, side))
					set_add(game.allied_sides, side)
			} else {
				if (!set_has(game.allied_sides, side))
					set_add(game.axis_sides, side)
			}
		}
	})
}

function capture_fortress(fortress, capacity, control_prop, captured_prop) {
	if (game[control_prop] !== game.active) {
		if (has_undisrupted_friendly_unit(fortress) && !has_enemy_unit(fortress)) {
			supply_axis_invalid = true
			supply_allied_invalid = true

			log(`Captured #${fortress}!`)

			game[control_prop] = game.active
			if (!game[captured_prop]) {
				game[captured_prop] = 1
				if (is_axis_player()) {
					let award = capacity
					log(`Awarded ${award} supply cards.`)
					deal_axis_supply_cards(award)
				} else {
					let award = Math.floor(capacity / 2)
					log(`Awarded ${award} supply cards.`)
					deal_allied_supply_cards(award)
				}
			}
		}
	}
}

// === ITERATORS ===

function for_each_adjacent_hex(here, fn) {
	for (let s = 0; s < 6; ++s) {
		let next = here + hexnext[s]
		if (is_map_hex(next))
			fn(next)
	}
}

function for_each_hex_and_adjacent_hex(here, fn) {
	fn(here)
	for (let s = 0; s < 6; ++s) {
		let next = here + hexnext[s]
		if (is_map_hex(next))
			fn(next)
	}
}

function for_each_axis_unit(fn) {
	for (let u = first_axis_unit; u <= last_axis_unit; ++u)
		fn(u)
}

function for_each_allied_unit(fn) {
	for (let u = first_axis_unit; u <= last_axis_unit; ++u)
		fn(u)
}

function for_each_friendly_unit(fn) {
	for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
		fn(u)
}

function for_each_enemy_unit(fn) {
	for (let u = first_enemy_unit; u <= last_enemy_unit; ++u)
		fn(u)
}

function for_each_friendly_unit_in_hex(x, fn) {
	for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
		if (unit_hex(u) === x)
			fn(u)
}

function for_each_undisrupted_friendly_unit_in_hex(x, fn) {
	for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
		if (!is_unit_disrupted(u) && unit_hex(u) === x)
			fn(u)
}

function for_each_undisrupted_and_unmoved_friendly_unit_in_hex(x, fn) {
	for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
		if (!is_unit_disrupted(u) && unit_hex(u) === x && !is_unit_moved(u))
			fn(u)
}

function has_undisrupted_and_moved_friendly_unit_in_hex(x) {
	for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
		if (!is_unit_disrupted(u) && unit_hex(u) === x && is_unit_moved(u))
			return true
}


function for_each_undisrupted_friendly_unit_in_hex_or_adjacent(x, fn) {
	for (let u = first_friendly_unit; u <= last_friendly_unit; ++u)
		if (!is_unit_disrupted(u) && is_hex_or_adjacent_to(unit_hex(u), x))
			fn(u)
}

function for_each_enemy_unit_in_hex(x, fn) {
	for (let u = first_enemy_unit; u <= last_enemy_unit; ++u)
		if (unit_hex(u) === x)
			fn(u)
}

function for_each_undisrupted_enemy_unit_in_hex(x, fn) {
	for (let u = first_enemy_unit; u <= last_enemy_unit; ++u)
		if (!is_unit_disrupted(u) && unit_hex(u) === x)
			fn(u)
}

function count_battle_hexes() {
	let n = 0
	for (let x of all_hexes)
		if (is_battle_hex(x))
			++n
	return n
}

function has_friendly_units_in_battle() {
	let result = false
	for_each_undisrupted_friendly_unit_in_hex(game.battle, u => {
		if (!is_unit_retreating(u))
			result = true
	})
	return result
}

function count_normal_steps_in_battle() {
	let steps = [ 0, 0, 0, 0 ]
	for_each_undisrupted_enemy_unit_in_hex(game.battle, u => {
		if (!is_unit_elite(u))
			if (!is_unit_retreating(u))
				steps[unit_class(u)] += unit_steps(u)
	})
	return steps
}

function count_elite_steps_in_battle() {
	let steps = [ 0, 0, 0, 0 ]
	for_each_undisrupted_enemy_unit_in_hex(game.battle, u => {
		if (is_unit_elite(u))
			if (!is_unit_retreating(u))
				steps[unit_class(u)] += unit_steps(u)
	})
	return steps
}

function count_hp_in_battle() {
	let hp = [ 0, 0, 0, 0 ]
	for_each_undisrupted_enemy_unit_in_hex(game.battle, u => {
		if (!is_unit_retreating(u))
			hp[unit_class(u)] += unit_hp(u)
	})
	return hp
}

function count_normal_steps_in_pursuit() {
	let steps = 0
	for_each_undisrupted_enemy_unit_in_hex(game.pursuit, u => {
		if (!is_unit_elite(u))
			steps += unit_steps(u)
	})
	return steps
}

function count_elite_steps_in_pursuit() {
	let steps = 0
	for_each_undisrupted_enemy_unit_in_hex(game.pursuit, u => {
		if (is_unit_elite(u))
			steps += unit_steps(u)
	})
	return steps
}

function count_hp_in_pursuit() {
	let hp = 0
	for_each_undisrupted_enemy_unit_in_hex(game.pursuit, u => {
		hp += unit_hp(u)
	})
	return hp
}

function count_normal_steps_in_rout() {
	let steps = 0
	for_each_enemy_unit_in_hex(game.pursuit, u => {
		if (!is_unit_elite(u))
			steps += unit_steps(u)
	})
	return steps
}

function count_elite_steps_in_rout() {
	let steps = 0
	for_each_enemy_unit_in_hex(game.pursuit, u => {
		if (is_unit_elite(u))
			steps += unit_steps(u)
	})
	return steps
}

function count_hp_in_rout() {
	let hp = 0
	for_each_enemy_unit_in_hex(game.pursuit, u => {
		hp += unit_hp(u)
	})
	return hp
}

// === SUPPLY CARDS ===

function draw_supply_card(pile) {
	let x = random(pile[0] + pile[1])
	if (x < pile[0]) {
		pile[0] --
		return 0
	} else {
		pile[1] --
		return 1
	}
}

function deal_axis_supply_cards(n) {
	for (let i = 0; i < n; ++i)
		game.axis_hand[draw_supply_card(game.draw_pile)]++
}

function deal_allied_supply_cards(n) {
	for (let i = 0; i < n; ++i)
		game.allied_hand[draw_supply_card(game.draw_pile)]++
}

// === SUPPLY NETWORK ===

function ind(d, msg, here, ...extra) {
	console.log(new Array(d).fill("-").join("") + msg, here, "("+hex_name[here]+")", extra.join(" "))
}

var supply_defender, supply_defender_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)
var trace_highway
var trace_chain

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) {
			// battle hex, can only trace through if defender
			if (!set_has(supply_defender, next))
				return true
		} else {
			// enemy hex
			return true
		}
	}

	// cannot trace through enemy hexsides
	if (supply_friendly[here] && supply_enemy[here])
		if (!set_has(supply_defender_sides, side))
			return true

	return false
}

function trace_supply_highway(here, d) {
	trace_highway++
	ind(d, "> highway", here)

	// TODO: hoist to call sites to avoid function call overhead
	if (supply_src[here]) {
		ind(d, "! source highway", here)
		return true
	}

	let has_supply = false

	supply_visited[here] = 1

	for (let s = 0; s < 6; ++s) {
		let next = here + hexnext[s]
		if (supply_visited[next])
			continue

		let side = to_side(here, next, s)
		if (is_supply_line_blocked(here, next, side))
			continue

		let road = side_road[side]
		if (road === HIGHWAY) {
			if (supply_friendly[next] > 1) {
				ind(d, "? highway head", next)
				if (trace_supply_chain(next, d+1, 0, 3)) {
					ind(d, "< highway chain", here, next)
					supply_line[side] = 1
					has_supply = true
				}
			} else {
				if (trace_supply_highway(next, d+1)) {
					ind(d, "< highway", here, next)
					supply_line[side] = 1
					has_supply = true
				}
			}
		}
	}

	supply_visited[here] = 0

	if (has_supply) {
		supply_net[here] = 1
		if (supply_enemy[here] <= 1)
			supply_src[here] = 1
	}

	return has_supply
}

function trace_supply_chain(here, d, n, range) {
	ind(d, "> chain", here, n, range)
	trace_chain++

	if (supply_src[here]) {
		ind(d, "! source chain", here)
		return true
	}

	let has_supply = false

	supply_visited[here] = 1

	for (let s = 0; s < 6; ++s) {
		let next = here + hexnext[s]
		if (supply_visited[next])
			continue

		let side = to_side(here, next, s)
		if (is_supply_line_blocked(here, next, side))
			continue

		let road = side_road[side]
		if (road === HIGHWAY) {
			ind(d, "? chain highway", next)
			if (supply_friendly[next] > 1) {
				ind(d, "? chain highway head", next)
				if (trace_supply_chain(next, d+1, 0, 3)) {
					ind(d, "< highway chain", here, next)
					supply_line[side] = 1
					has_supply = true
				}
			} else {
				if (trace_supply_highway(next, d+1)) {
					ind(d, "< chain highway", here, next)
					supply_line[side] = 1
					has_supply = true
				}
			}
		} else {
			let next_range = min(range, SUPPLY_RANGE[road])
			if (n + 1 <= next_range) {
				if (supply_friendly[next] > 1) {
					ind(d, "? chain head", next)
					if (trace_supply_chain(next, d+1, 0, 3)) {
						ind(d, "< highway chain", here, next)
						supply_line[side] = 1
						has_supply = true
					}
				} else {
					if (trace_supply_chain(next, d+1, n+1, next_range)) {
						ind(d, "< chain trail", here, next_range)
						supply_line[side] = 1
						has_supply = true
					}
				}
			}
		}
	}

	supply_visited[here] = 0

	if (has_supply) {
		supply_net[here] = 1
		// undisrupted units can chain supply
		if (supply_friendly[here] > 1 && supply_enemy[here] <= 1)
			supply_src[here] = 1
	}

	return has_supply
}

function trace_supply_network(start) {
	supply_visited.fill(0)
	supply_src.fill(0)
	supply_net.fill(0)
	supply_line.fill(0)

	supply_src[start] = 1
	supply_net[start] = 1

	console.log("=== SUPPLY NETWORK ===")
	// debug_hexes("FH", supply_friendly)
	// debug_hexes("EH", supply_enemy)
	// debug_hexes("SS1", supply_src)

	var trace_total = 0
	for (let x of all_hexes) {
		if (supply_friendly[x] > 0) {
			trace_highway = trace_chain = 0
			ind(0, "START", x)
			trace_supply_chain(x, 0, 0, 3)
			console.log("END", trace_highway, trace_chain)
			trace_total += trace_highway + trace_chain
		}
	}
	console.log("VISITS", trace_total)

	debug_hexes("SS", supply_src)
	debug_hexes("SN", supply_net)
}

function update_axis_supply() {
	supply_axis_invalid = false
	if (presence_invalid)
		update_presence()

	supply_net = supply_axis_network
	supply_line = supply_axis_line
	supply_defender = game.axis_hexes
	supply_defender_sides = game.axis_sides
	supply_friendly = presence_axis
	supply_enemy = presence_allied

	trace_supply_network(EL_AGHEILA)
}

function update_allied_supply() {
	supply_allied_invalid = false
	if (presence_invalid)
		update_presence()

	supply_net = supply_allied_network
	supply_line = supply_allied_line
	supply_defender = game.allied_hexes
	supply_defender_sides = game.allied_sides
	supply_friendly = presence_allied
	supply_enemy = presence_axis

	trace_supply_network(ALEXANDRIA)
}

function update_supply() {
	if (supply_axis_invalid)
		update_axis_supply()
	if (supply_allied_invalid)
		update_allied_supply()
}

function axis_supply_line() {
	if (supply_axis_invalid)
		update_axis_supply()
	return supply_axis_line
}

function axis_supply_network() {
	if (supply_axis_invalid)
		update_axis_supply()
	return supply_axis_network
}

function allied_supply_line() {
	if (supply_allied_invalid)
		update_allied_supply()
	return supply_allied_line
}

function allied_supply_network() {
	if (supply_allied_invalid)
		update_allied_supply()
	return supply_allied_network
}

function unit_supply_line(who) {
	// TODO: fortress supply
	if (is_axis_unit(who))
		return axis_supply_line()
	return allied_supply_line()
}

function unit_supply_distance(who) {
	// TODO: fortress supply
	if (is_axis_unit(who))
		return distance_to[EL_AGHEILA]
	return distance_to[ALEXANDRIA]
}

function friendly_supply_base() {
	if (is_axis_player())
		return EL_AGHEILA
	return ALEXANDRIA
}

function friendly_supply_network() {
	if (is_axis_player())
		return axis_supply_network()
	return allied_supply_network()
}

// === PATHING ===

const path_from = [ new Array(hexcount), new Array(hexcount), new Array(hexcount), null, new Array(hexcount) ]
const path_cost = [ new Array(hexcount), new Array(hexcount), new Array(hexcount), null, new Array(hexcount) ]
const path_valid = new Array(hexcount)

function print_path(who, from, to, road) {
	let p = [ hex_name[to] ]
	while (to && to !== from) {
		to = path_from[road][to]
		p.unshift(hex_name[to])
	}
	log(">" + p.join(" - ") + ".")
}

// normal move: may not leave battle hex. may engage any enemy. may move freely.
// normal withdrawal: may not leave battle hex. may engage disrupted enemy. must follow supply lines.
// retreat move: must leave battle hex via friendly side. may ignore disrupted enemy. may move freely.
// retreat withdrawal: must leave battle hex via friendly side. may ignore disrupted enemy. must follow supply lines.

// TODO: cache search results from previous invocation

function search_move(start, speed) {
	// Normal moves.
	search_init()
	search_move_bfs(path_from[0], path_cost[0], start, 0, speed, false, null, null)
	search_move_bfs(path_from[1], path_cost[1], start, 1, speed + 1, false, null, null)
	search_move_bfs(path_from[2], path_cost[2], start, 2, speed + 2, false, null, null)
	search_move_bfs(path_from[4], path_cost[4], start, 4, speed + 4, false, null, null)
}

function search_move_retreat(start, speed) {
	search_move_bfs(path_from[0], path_cost[0], start, 0, speed, true, null, null)
	search_move_bfs(path_from[1], path_cost[1], start, 1, speed + 1, true, null, null)
	search_move_bfs(path_from[2], path_cost[2], start, 2, speed + 2, true, null, null)
	search_move_bfs(path_from[4], path_cost[4], start, 4, speed + 4, true, null, null)
}

function search_withdraw(who, bonus) {
	let sline = unit_supply_line(who)
	let sdist = unit_supply_distance(who)
	let speed = unit_speed(who) + bonus

	search_move_bfs(path_from[0], path_cost[0], start, 0, speed, false, sline, sdist)
	search_move_bfs(path_from[1], path_cost[1], start, 1, speed + 1, false, sline, sdist)
	search_move_bfs(path_from[2], path_cost[2], start, 2, speed + 2, false, sline, sdist)
	search_move_bfs(path_from[4], path_cost[4], start, 4, speed + 4, false, sline, sdist)
}

function search_withdraw_retreat(who, bonus) {
	let sline = unit_supply_line(who)
	let sdist = unit_supply_distance(who)
	let speed = unit_speed(who) + bonus

	search_move_bfs(path_from[0], path_cost[0], start, 0, speed, true, sline, sdist)
	search_move_bfs(path_from[1], path_cost[1], start, 1, speed + 1, true, sline, sdist)
	search_move_bfs(path_from[2], path_cost[2], start, 2, speed + 2, true, sline, sdist)
	search_move_bfs(path_from[4], path_cost[4], start, 4, speed + 4, true, sline, sdist)
}

function search_init() {
}

// Breadth First Search
function search_move_bfs(from, cost, start, road, max_cost, retreat, sline, sdist) {
	let path_enemy, friendly_sides

	if (presence_invalid)
		update_presence()
	if (is_axis_player()) {
		path_enemy = presence_axis
		friendly_sides = game.axis_sides
	} else {
		path_enemy = presence_allied
		friendly_sides = game.allied_sides
	}

	from.fill(0)
	cost.fill(15)
	cost[start] = 0

	if (hex_road[start] < road)
		return

	let queue = [ start << 4 ]

	while (queue.length > 0) {
		let item = queue.shift()
		let here = item >> 4
		let here_cost = item & 15
		let next_cost = here_cost + 1

		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

			// already seen
			if (cost[next] < 15)
				continue

			let side = to_side(here, next, s)
			let max_side = side_limit[side]

			// can't cross this hexside
			if (max_side === 0)
				continue

			// must stay on road for current bonus
			if (side_road[side] < road)
				continue

			if (sline) {
				// must follow supply line
				if (sline[side] === 0)
					continue

				// may not increase distance to supply source (except Bardia/Ft. Capuzzo)
				if (sdist[next] > sdist[here] && side !== BARDIA_FT_CAPUZZO)
					continue
			}

			let next_enemy = path_enemy[next]
			if (retreat) {
				// must cross friendly hex-side to disengage
				if (here === start && !set_has(friendly_sides, side))
					continue
				// may only ignore unshielded disrupted units
				if (next_enemy & 2) // has undisrupted enemy
					continue
			} else {
				if (sline) {
					// may only engage unshielded disrupted units
					if (next_enemy & 2) // has undisrupted enemy
						continue
				}
				// check hexside limit when engaging enemy units
				if (next_enemy)
					if ((game.side_limit[side] | 0) >= max_side)
						continue
			}

			from[next] = here
			cost[next] = next_cost

			if (!retreat) {
				// must stop when engaging enemy units
				if (next_enemy)
					continue
			}

			// enough movement allowance to keep going
			if (next_cost < max_cost)
				queue.push(next << 4 | next_cost)
		}
	}
}

function can_move_to(to, speed) {
	if (path_cost[4][to] <= speed + 4)
		return true
	if (path_cost[2][to] <= speed + 2)
		return true
	if (path_cost[1][to] <= speed + 1)
		return true
	if (path_cost[0][to] <= speed)
		return true
	return false
}

function pick_path(to, speed) {
	let road = 4
	let next_cost = 15, next_road = 0
	if (path_cost[0][to] <= speed) {
		next_cost = path_cost[0][to]
		next_road = 0
	}
	if (road >= 1 && path_cost[1][to] <= speed + 1) {
		if (path_cost[1][to] <= next_cost) {
			next_cost = path_cost[1][to]
			next_road = 1
		}
	}
	if (road >= 2 && path_cost[2][to] <= speed + 2) {
		if (path_cost[2][to] <= next_cost) {
			next_cost = path_cost[2][to]
			next_road = 2
		}
	}
	if (road >= 4 && path_cost[4][to] <= speed + 4) {
		if (path_cost[4][to] <= next_cost) {
			next_cost = path_cost[4][to]
			next_road = 4
		}
	}
	return next_road
}

function adjacent_hex_has_undisrupted_friendly_unit(here) {
	for (let s = 0; s < 6; ++s) {
		let next = here + hexnext[s]
		if (is_map_hex(next))
			if (has_undisrupted_friendly_unit(next))
				return true
	}
	return false
}

function max_speed_of_undisrupted_and_unmoved_friendly_unit_in_hex(from) {
	let max_speed = 0
	for_each_undisrupted_and_unmoved_friendly_unit_in_hex(from, u => {
		let s = unit_speed(u)
		if (s > max_speed)
			max_speed = s
	})
	return max_speed
}

function find_valid_regroup_destinations(from, rommel) {
	// TODO: forced march
	let speed = max_speed_of_undisrupted_and_unmoved_friendly_unit_in_hex(from)
	if (speed > 0) {
		search_move(from, speed + rommel)
		for (let x of all_hexes)
			if (!path_valid[x])
				if (can_move_to(x, speed + rommel))
					path_valid[x] = 1
	}
}

// === TURN ===

function set_active_player() {
	game.active = game.phasing
	update_aliases()
}

function set_passive_player() {
	if (game.phasing === AXIS)
		game.active = ALLIED
	else
		game.active = AXIS
	update_aliases()
}

function set_enemy_player() {
	if (is_active_player())
		set_passive_player()
	else
		set_active_player()
}

function is_active_player() {
	return game.active === game.phasing
}

function is_passive_player() {
	return game.active !== game.phasing
}

function is_axis_player() {
	return game.active === AXIS
}

function is_allied_player() {
	return game.active === ALLIED
}

function end_player_turn() {
	set_clear(game.partial_retreats)

	// TODO: end when both pass
	if (game.phasing === AXIS)
		game.phasing = ALLIED
	else
		game.phasing = AXIS
	set_active_player()
	goto_player_turn()
}

function goto_player_turn() {
	log_h2(game.phasing)

	// paranoid resetting of state
	game.side_limit = {}
	game.rommel = 0
	game.from1 = game.from2 = 0
	game.to1 = game.to2 = 0

	// reset moved and fired flags
	set_clear(game.fired)
	set_clear(game.moved)

	goto_initial_supply_check()
}

function goto_turn_option() {
	set_active_player()
	game.state = 'turn_option'
}

states.turn_option = {
	inactive: "turn option",
	prompt() {
		view.prompt = "Select Turn Option"
		gen_action('basic')
		gen_action('offensive')
		gen_action('assault')
		gen_action('blitz')
		gen_action('pass')
	},
	basic() {
		push_undo()
		game.turn_option = 'basic'
		goto_move_phase()
	},
	offensive() {
		push_undo()
		game.turn_option = 'offensive'
		goto_move_phase()
	},
	assault() {
		push_undo()
		game.turn_option = 'assault'
		goto_move_phase()
	},
	blitz() {
		push_undo()
		game.turn_option = 'blitz'
		goto_move_phase()
	},
	pass() {
		push_undo()
		game.turn_option = 'pass'
		goto_move_phase()
	},
}

// === INITIAL & FINAL SUPPLY CHECK ===

function goto_initial_supply_check() {
	let snet = friendly_supply_network()
	let ssrc = friendly_supply_base()

	// TODO: fortress supply
	// TODO: assign fortress supply

	for_each_friendly_unit(u => {
		let x = unit_hex(u)
		if (snet[x]) {
			set_unit_supply(u, ssrc)
			if (is_unit_disrupted(u) && set_has(game.recover, u) && !is_battle_hex(x)) {
				log(`Recovered at #${x}`)
				set_delete(game.recover, u)
				clear_unit_disrupted(u)
			}
		}
	})

	set_clear(game.recover)
	for_each_enemy_unit(u => {
		if (is_unit_disrupted(u))
			set_add(game.recover, u)
	})

	goto_initial_supply_check_rout()
}

function goto_initial_supply_check_rout() {
	let n = 0, where = 0
	for (let x of all_hexes) {
		if (is_friendly_rout_hex(x)) {
			where = x
			n++
		}
	}
	if (n === 0)
		goto_turn_option()
	else if (n === 1)
		goto_rout(where, false, goto_initial_supply_check_rout)
	else
		game.state = 'initial_supply_check_routs'
}

states.initial_supply_check_routs = {
	prompt() {
		view.prompt = `Initial Supply Check: Rout!`
		for (let x of all_hexes)
			if (is_enemy_rout_hex(x))
				gen_action_hex(x)
	},
	hex(where) {
		goto_rout(where, true, goto_initial_supply_check_rout)
	}
}

function goto_final_supply_check() {
	set_active_player()

	capture_fortress(BARDIA, 2, "bardia", "bardia_captured")
	capture_fortress(BENGHAZI, 2, "benghazi", "benghazi_captured")
	capture_fortress(TOBRUK, 5, "tobruk", "tobruk_captured")

	let snet = friendly_supply_network()
	let ssrc = friendly_supply_base()

	// TODO: fortress supply
	// TODO: assign unused fortress supply

	for_each_friendly_unit(u => {
		let x = unit_hex(u)
		if (is_map_hex(x) && !snet[x] && !is_unit_disrupted(u) && !is_unit_supplied(u)) {
			log(`Disrupted at #${x}`)
			set_unit_disrupted(u)
		}
	})

	goto_final_supply_check_rout()
}

function goto_final_supply_check_rout() {
	let n = 0, where = 0
	for (let x of all_hexes) {
		if (is_friendly_rout_hex(x)) {
			where = x
			n++
		}
	}
	if (n === 0)
		end_player_turn()
	else if (n === 1)
		goto_rout(where, false, goto_final_supply_check_rout)
	else
		game.state = 'final_supply_check_routs'
}

states.final_supply_check_routs = {
	prompt() {
		view.prompt = `Final Supply Check: Rout!`
		for (let x of all_hexes)
			if (is_friendly_rout_hex(x))
				gen_action_hex(x)
	},
	hex(where) {
		goto_rout(where, false, goto_final_supply_check_rout)
	}
}

states.final_supply_check_routs = {
	prompt() {
		view.prompt = `Final Supply Check: Rout!`
		for (let x of all_hexes)
			if (is_friendly_rout_hex(x))
				gen_action_hex(x)
	},
	hex(where) {
		goto_rout(where, false, goto_final_supply_check_rout)
	}
}

// ==== MOVEMENT PHASE ===

function goto_move_phase() {
	game.state = 'select_moves'
	if (game.phasing === AXIS) {
		// Automatically select Rommel Move for 1-move turn options
		if (game.turn_option !== 'offensive' && game.turn_option !== 'blitz' && game.scenario !== "1940")
			game.rommel = 1
	}
}

states.select_moves = {
	inactive: "move phase",
	prompt() {
		if (game.turn_option === 'offensive') {
			if (game.from1)
				view.prompt = `Designate second offensive move.`
			else
				view.prompt = `Designate first offensive move.`
		} else {
			view.prompt = `Designate ${game.turn_option} move.`
		}
		gen_action('group')
		if (game.turn_option !== 'pass')
			gen_action('regroup') // TODO: needs work...
		if (game.turn_option === 'pass')
			gen_action('end_turn')
	},
	group() {
		push_undo()
		game.state = 'group_move_from'
	},
	regroup() {
		push_undo()
		game.state = 'regroup_move_command_point'
	},
	end_turn() {
		clear_undo()
		goto_final_supply_check()
	}
}

function gen_rommel_move() {
	if (game.phasing === AXIS && game.scenario !== "1940")
		view.actions.rommel = game.rommel ? 0 : 1
}

states.group_move_from = {
	inactive: "group move (from)",
	prompt() {
		view.prompt = `Group Move: Select hex to move from.`
		gen_rommel_move()
		for (let x = first_hex; x <= last_hex; ++x) {
			if (x === game.from1 && !game.to1)
				continue
			if (has_undisrupted_friendly_unit(x))
				gen_action_hex(x)
		}
	},
	rommel() {
		push_undo()
		if (game.from1 === 0)
			game.rommel = 1
		else
			game.rommel = 2
	},
	hex(x) {
		push_undo()
		if (game.from1 === 0)
			game.from1 = x
		else
			game.from2 = x
		if (game.turn_option === 'offensive' && !game.from2)
			game.state = 'select_moves'
		else
			goto_move()
	},
}

states.regroup_move_command_point = {
	inactive: "regroup move (command point)",
	prompt() {
		view.prompt = `Regroup Move: Designate the command point hex.`
		gen_rommel_move()
		for (let x = first_hex; x <= last_hex; ++x) {
			if (!is_enemy_hex(x)) {
				if (has_undisrupted_friendly_unit(x) || adjacent_hex_has_undisrupted_friendly_unit(x))
					gen_action_hex(x)
			}
		}
	},
	rommel() {
		push_undo()
		if (game.from1 === 0)
			game.rommel = 1
		else
			game.rommel = 2
	},
	hex(x) {
		push_undo()
		if (game.from1 === 0)
			game.from1 = x
		else
			game.from2 = x
		game.state = 'regroup_move_destination'
	},
}

states.regroup_move_destination = {
	inactive: "regroup move (destination)",
	prompt() {
		view.prompt = `Regroup Move: Select destination hex.`
		gen_rommel_move()
		let cp, rommel = false
		if (game.from2 === 0)
			cp = game.from1, rommel = (game.rommel === 1 ? 1 : 0)
		else
			cp = game.from2, rommel = (game.rommel === 2 ? 1 : 0)

		path_valid.fill(0)
		for_each_hex_and_adjacent_hex(cp, x => {
			find_valid_regroup_destinations(x, rommel)
		})
		for (let x of all_hexes)
			if (path_valid[x])
				gen_action_hex(x)
	},
	rommel() {
		push_undo()
		if (game.from2 === 0)
			game.rommel = 1
		else
			game.rommel = 2
	},
	hex(x) {
		push_undo()
		if (game.from2 === 0)
			game.to1 = x
		else
			game.to2 = x
		if (game.turn_option === 'offensive' && !game.from2)
			game.state = 'select_moves'
		else
			goto_move()
	},
}

function end_move_phase() {
	game.side_limit = {}
	game.from1 = game.from2 = game.to1 = game.to2 = 0
	// TODO: forced marches
	goto_refuse_battle()
}

// === GROUP AND REGROUP MOVEMENT ===

function goto_move() {
	if (game.rommel === 1) {
		if (game.from1 && game.to1)
			log(`Regroup move from #${game.from1} to #${game.to1} (Rommel).`)
		else if (game.from1)
			log(`Group move from #${game.from1} (Rommel).`)
	} else {
		if (game.from1 && game.to1)
			log(`Regroup move\nfrom #${game.from1}\nto #${game.to1}.`)
		else if (game.from1)
			log(`Group move from #${game.from1}.`)
	}
	if (game.rommel === 2) {
		if (game.from2 && game.to2)
			log(`Regroup move from #${game.from2} to #${game.to2} (Rommel).`)
		else if (game.from2)
			log(`Group move from #${game.from2} (Rommel).`)
	} else {
		if (game.from2 && game.to2)
			log(`Regroup move from #${game.from2} to #${game.to2}.`)
		else if (game.from2)
			log(`Group move from #${game.from2}.`)
	}
	log_br()
	game.state = 'move'
}

states.move = {
	inactive: "move",
	prompt() {
		view.prompt = `Move: Select unit to move.`

		let rommel1 = (game.rommel === 1) ? 1 : 0
		let rommel2 = (game.rommel === 2) ? 1 : 0

		if (game.selected < 0) {

			// Select Group Move 1
			if (!game.to1 && game.from1) {
				if (!is_battle_hex(game.from1)) {
					for_each_undisrupted_and_unmoved_friendly_unit_in_hex(game.from1, u => {
						gen_action_unit(u)
					})
				}
			}

			// Select Group Move 2
			if (!game.to2 && game.from2) {
				if (!is_battle_hex(game.from2)) {
					for_each_undisrupted_and_unmoved_friendly_unit_in_hex(game.from2, u => {
						gen_action_unit(u)
					})
				}
			}

			// Select Regroup Move 1
			if (game.to1) {
				for_each_hex_and_adjacent_hex(game.from1, from => {
					let speed = max_speed_of_undisrupted_and_unmoved_friendly_unit_in_hex(from)
					if (speed > 0 && !has_enemy_unit(from)) {
						// TODO: withdraw pass move
						search_move(from, speed + rommel1)
						for_each_undisrupted_and_unmoved_friendly_unit_in_hex(from, u => {
							if (can_move_to(game.to1, unit_speed(u) + rommel1))
								gen_action_unit(u)
						})
					}
				})
			}

			// Select Regroup Move 2
			if (game.to1) {
				for_each_hex_and_adjacent_hex(game.from2, from => {
					let speed = max_speed_of_undisrupted_and_unmoved_friendly_unit_in_hex(from)
					if (speed > 0 && !has_enemy_unit(from)) {
						// TODO: withdraw pass move
						search_move(from, speed + rommel2)
						for_each_undisrupted_and_unmoved_friendly_unit_in_hex(from, u => {
							if (can_move_to(game.to2, unit_speed(u) + rommel2))
								gen_action_unit(u)
						})
					}
				})
			}

			// Retreat
			if (can_select_retreat_hex())
				gen_action('retreat')

			// Overrun
			let has_overrun_hex = false
			for (let x of all_hexes) {
				if (is_overrun_hex(x)) {
					has_overrun_hex = true
					break
				}
			}

			if (has_overrun_hex)
				gen_action('overrun')
			else
				gen_action('end_move')
		} else {

			// Deselect
			gen_action_unit(game.selected)

			// Move
			if (game.turn_option === 'pass')
				search_withdraw(game.selected, (rommel1 | rommel2))
			else
				search_move(unit_hex(game.selected), unit_speed(game.selected) + (rommel1 | rommel2))
			gen_move()
		}
	},
	unit(who) {
		apply_select(who)
	},
	hex(to) {
		apply_move(to)
	},
	retreat() {
		push_undo()
		log_br()
		game.state = 'retreat_from'
	},
	overrun() {
		let n = 0
		let where = 0
		for (let x of all_hexes) {
			if (is_overrun_hex(x)) {
				n ++
				where = x
			}
		}
		if (n === 1) {
			goto_overrun(where)
		} else {
			push_undo()
			game.state = 'overrun'
		}
	},
	end_move() {
		clear_undo()
		log_br()
		end_move_phase()
	}
}

states.overrun = {
	prompt() {
		view.prompt = `Overrun!`
		for (let x of all_hexes)
			if (is_overrun_hex(x))
				gen_action_hex(x)
	},
	hex(where) {
		// return to move state afterwards
		game.state = 'move'
		goto_overrun(where)
	},
}

function goto_overrun(where) {
	log_h3(`Overrun at #${where}`)
	goto_rout(where, true, null)
}

function gen_move() {
	let rommel1 = (game.rommel === 1) ? 1 : 0
	let rommel2 = (game.rommel === 2) ? 1 : 0
	let speed = unit_speed(game.selected)
	let from = unit_hex(game.selected)

	if (!game.to1 && game.from1 === from) {
		for (let to of all_hexes)
			if (to != from && can_move_to(to, speed + rommel1))
				gen_action_hex(to)
	}

	if (!game.to2 && game.from2 === from) {
		for (let to of all_hexes)
			if (to != from && can_move_to(to, speed + rommel2))
				gen_action_hex(to)
	}

	if (game.to1 && is_hex_or_adjacent_to(from, game.from1)) {
		if (can_move_to(game.to1, speed + rommel1))
			gen_action_hex(game.to1)
	}

	if (game.to2 && is_hex_or_adjacent_to(from, game.from2)) {
		if (can_move_to(game.to2, speed + rommel2))
			gen_action_hex(game.to2)
	}
}

function apply_move(to) {
	let rommel1 = (game.rommel === 1) ? 1 : 0
	let rommel2 = (game.rommel === 2) ? 1 : 0
	let who = pop_selected()
	let from = unit_hex(who)
	let speed = unit_speed(who)

	push_undo()

	console.log("apply_move", hex_name[to])

	if (has_enemy_unit(to)) {
		// TODO: pick hex-side manually when engaging
	}

	search_move(from, speed + (rommel1 | rommel2))

	if (!game.to1 && game.from1 === from)
		if (can_move_to(to, speed + rommel1))
			return move_unit(who, to, speed + rommel1)

	if (!game.to2 && game.from2 === from)
		if (can_move_to(to, speed + rommel2))
			return move_unit(who, to, speed + rommel2)

	if (game.to1 === to && is_hex_or_adjacent_to(from, game.from1))
		if (can_move_to(to, speed + rommel1))
			return move_unit(who, to, speed + rommel1)

	if (game.to2 === to && is_hex_or_adjacent_to(from, game.from2))
		if (can_move_to(to, speed + rommel2))
			return move_unit(who, to, speed + rommel2)
}

function move_unit(who, to, speed) {
	let from = unit_hex(who)
	let road = pick_path(to, speed)

	set_unit_moved(who)
	set_unit_hex(who, to)

	log(`>from #${from} to #${to}`)

	// TODO: pick hex-side manually
	if (is_battle_hex(to)) {
		let side = to_side_id(to, path_from[road][to])

		if (game.side_limit[side])
			game.side_limit[side] = 2
		else
			game.side_limit[side] = 1

		claim_hexside_control(side)
		if (is_new_battle_hex(to)) {
			claim_hex_control_for_defender(to)
			set_add(game.active_battles, to)
		}
		return true
	}
}

// === RETREAT ===

function is_valid_retreat_hex(from) {
	if (game.turn_option === 'pass')
		return can_all_retreat(from)
	else
		return can_any_retreat(from)
}

function can_any_retreat(from) {
	let result = false
	for_each_undisrupted_friendly_unit_in_hex(from, u => {
		if (result === false) {
			if (can_unit_retreat(u))
				result = true
		}
	})
	return result
}

function can_all_retreat(from) {
	let result = true
	for_each_undisrupted_friendly_unit_in_hex(from, u => {
		if (result === true && !can_unit_retreat(u))
			result = false
	})
	return result
}

function can_unit_retreat(who) {
	let from = unit_hex(who)
	if (!game.to1 && game.from1 === from)
		return can_unit_retreat_group_move(from)
	if (!game.to2 && game.from2 === from)
		return can_unit_retreat_group_move(from)
	if (game.to1 && is_hex_or_adjacent_to(from, game.from1))
		if (can_unit_retreat_regroup_move(u, game.to1, rommel1))
			return true
	if (game.to2 && is_hex_or_adjacent_to(from, game.from2))
		if (can_unit_retreat_regroup_move(u, game.to2, rommel2))
			return true
	return false
}

function can_unit_retreat_group_move(who) {
	if (game.turn_option === 'pass')
		return can_unit_disengage_and_withdraw(who)
	else
		return can_unit_disengage_and_move(who)
}

function can_unit_retreat_regroup_move(who, to, rommel) {
	if (game.turn_option === 'pass')
		return can_unit_disengage_and_withdraw_to(who, to, rommel)
	else
		return can_unit_disengage_and_move_to(who, to, rommel)
}

function can_unit_disengage_and_withdraw(who) {
	let sline = unit_supply_line(who)
	let sdist = unit_supply_distance(who)
	let from = unit_hex(who)
	let result = false
	for_each_adjacent_hex(from, to => {
		let side = to_side_id(from, to)
		if (is_friendly_hexside(side) && !has_enemy_unit(to))
			if (sline[side] && sdist[to] <= sdist[from])
				result = true
	})
	return result
}

function can_unit_disengage_and_move(who) {
	let from = unit_hex(who)
	let result = false
	for_each_adjacent_hex(from, to => {
		let side = to_side_id(from, to)
		if (is_friendly_hexside(side) && !has_enemy_unit(to))
			result = true
	})
	return result
}

function can_unit_disengage_and_withdraw_to(who, to, rommel) {
	search_withdraw_retreat(who, rommel)
	return can_move_to(to, unit_speed(who) + rommel)
}

function can_unit_disengage_and_move_to(who, to, rommel) {
	search_move_retreat(unit_hex(who), unit_speed(who) + rommel)
	return can_move_to(to, unit_speed(who) + rommel)
}

function can_select_retreat_hex() {
	if (!game.to1 && game.from1)
		if (is_valid_retreat_hex(game.from1))
			return true

	if (!game.to2 && game.from2)
		if (is_valid_retreat_hex(game.from2))
			return true

	if (game.to1) {
		let result = false
		for_each_hex_and_adjacent_hex(game.from1, x => {
			if (result === false && is_valid_retreat_hex(x))
				result = true
		})
		if (result)
			return true
	}

	if (game.to2) {
		let result = false
		for_each_hex_and_adjacent_hex(game.from2, x => {
			if (result === false && is_valid_retreat_hex(x))
				result = true
		})
		if (result)
			return true
	}

	return false
}

states.retreat_from = {
	prompt() {
		view.prompt = `Retreat: Select hex to retreat from.`

		if (!game.to1 && game.from1) {
			if (is_valid_retreat_hex(game.from1))
				gen_action_hex(game.from1)
		}

		if (!game.to2 && game.from2) {
			if (is_valid_retreat_hex(game.from2))
				gen_action_hex(game.from2)
		}

		if (game.to1) {
			for_each_hex_and_adjacent_hex(game.from1, x => {
				if (is_valid_retreat_hex(x))
					gen_action_hex(x)
			})
		}

		if (game.to2) {
			for_each_hex_and_adjacent_hex(game.from2, x => {
				if (is_valid_retreat_hex(x))
					gen_action_hex(x)
			})
		}

		gen_action('end_move')
	},
	hex(x) {
		push_undo()
		game.retreat = x
		game.state = 'retreat_who'
		game.retreat_units = []
	},
	end_move() {
		clear_undo()
		log_br()
		end_move_phase()
	}
}

states.retreat_who = {
	prompt() {
		view.prompt = `Retreat: Select units to retreat.`
		let full_retreat = true
		for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => {
			if (!set_has(game.retreat_units, u))
				full_retreat = false
			if (can_unit_retreat(u))
				gen_action_unit(u)
		})

		if (full_retreat) {
			view.actions.retreat = 1
		} else {
			gen_action('select_all')
			if (game.retreat_units.length > 0 && game.turn_option !== 'pass')
				view.actions.retreat = 1
			else
				view.actions.retreat = 0
		}
		view.selected = game.retreat_units
	},
	unit(u) {
		set_toggle(game.retreat_units, u)
	},
	select_all() {
		for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => {
			if (!set_has(game.retreat_units, u))
				if (can_unit_retreat(u))
					set_add(game.retreat_units, u)
		})
	},
	retreat() {
		clear_undo()
		let full_retreat = true
		for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => {
			if (!set_has(game.retreat_units, u))
				full_retreat = false
		})
		if (full_retreat) {
			goto_pursuit_fire_during_retreat(game.retreat)
		} else {
			set_add(game.partial_retreats, game.retreat)
			set_passive_player()
			game.state = 'provoke_probe_combat'
		}
	},
}

states.provoke_probe_combat = {
	prompt() {
		view.prompt = `Retreat: You may provoke probe combat at ${hex_name[game.retreat]}.`
		view.selected = game.retreat_units
		gen_action('probe')
		gen_action('pass')
	},
	probe() {
		set_active_player()
		game.state = 'probe_fire'
		game.battle = game.retreat
		game.hits = [ 0, 0, 0, 0 ]
	},
	pass() {
		end_probe()
	},
}

function end_probe() {
	game.flash = ""
	game.battle = 0
	game.hits = 0

	set_active_player()
	let shielded = false
	for_each_undisrupted_friendly_unit_in_hex(game.retreat, u => {
		if (!set_has(game.retreat_units, u))
			shielded = true
	})
	if (shielded)
		goto_retreat_move()
	else
		goto_pursuit_fire_during_retreat(game.retreat)
}

function goto_retreat_move() {
	set_active_player()
	let done = true
	for (let u of game.retreat_units) {
		if (unit_hex(u) === game.retreat) {
			done = false
			break
		}
	}
	if (done)
		end_retreat()
	else
		game.state = 'retreat_move'
}

states.retreat_move = {
	prompt() {
		view.prompt = `Retreat!`
		if (game.selected < 0) {
			let done = true
			for (let u of game.retreat_units) {
				if (unit_hex(u) === game.retreat) {
					gen_action_unit(u)
					done = false
				}
			}
			if (done)
				gen_action('end_retreat')
		} else {
			let rommel1 = (game.rommel === 1) ? 1 : 0
			let rommel2 = (game.rommel === 2) ? 1 : 0
			gen_action_unit(game.selected)
			if (game.turn_option === 'pass')
				search_withdraw_retreat(game.selected, (rommel1 | rommel2))
			else
				search_move_retreat(unit_hex(game.selected), unit_speed(game.selected) + (rommel1 | rommel2))
			gen_move()
		}
	},
	unit(who) {
		apply_select(who)
	},
	hex(to) {
		let who = pop_selected()
		push_undo()
		set_unit_hex(who, to)
		set_unit_moved(who)
		set_unit_disrupted(who)
	},
	end_retreat() {
		end_retreat()
	}
}

function end_retreat() {
	clear_undo()
	if (!is_battle_hex(game.retreat))
		release_hex_control(game.retreat)
	game.retreat_units = null

	// no shielding units remain
	if (is_friendly_rout_hex(game.retreat))
		goto_rout(game.retreat, false, end_retreat_2)

	// rear-guard eliminated all enemy units
	else if (is_enemy_rout_hex(game.retreat))
		goto_rout(game.retreat, true, end_retreat_2)

	else
		end_retreat_2()
}

function end_retreat_2() {
	if (can_select_retreat_hex())
		game.state = 'retreat_from'
	else
		end_move_phase()
}

// === REFUSE BATTLE ===

function goto_refuse_battle() {
	clear_undo()
	if (game.active_battles.length > 0) {
		set_passive_player()
		game.state = 'refuse_battle'
	} else {
		goto_combat_phase()
	}
}

function can_all_refuse_battle(from) {
	let result = true
	for_each_undisrupted_friendly_unit_in_hex(from, u => {
		if (result === true && !can_unit_refuse_battle(u))
			result = false
	})
	return result
}

function can_unit_refuse_battle(who) {
	return can_unit_disengage_and_withdraw(who)
}

states.refuse_battle = {
	inactive: "refuse battle",
	prompt() {
		view.prompt = `You may Refuse Battle.`
		for (let x of game.active_battles)
			if (can_all_refuse_battle(x))
				gen_action_hex(x)
		gen_action('next')
	},
	hex(x) {
		push_undo()
		log_h3(`Refused battle at #${x}`)
		game.refuse = x
		set_delete(game.active_battles, x)
		goto_pursuit_fire_during_refuse_battle(x)
	},
	next() {
		goto_combat_phase()
	}
}

function goto_refuse_battle_move() {
	set_passive_player()
	if (has_undisrupted_friendly_unit(game.refuse))
		game.state = 'refuse_battle_move'
	else
		end_refuse_battle_move()
}

states.refuse_battle_move = {
	inactive: "refuse battle (withdraw group move)",
	prompt() {
		view.prompt = `Refuse Battle: Withdraw units.`
		if (game.selected < 0) {
			let done = true
			for_each_undisrupted_friendly_unit_in_hex(game.refuse, u => {
				gen_action_unit(u)
				done = false
			})
			if (done)
				gen_action('end_retreat')
		} else {
			let speed = unit_speed(game.selected)
			gen_action_unit(game.selected)
			search_withdraw_retreat(game.selected, 0)
			for (let to of all_hexes)
				if (to != game.refuse && can_move_to(to, speed))
					gen_action_hex(to)
		}
	},
	unit(who) {
		apply_select(who)
	},
	hex(to) {
		let who = pop_selected()
		push_undo()
		log(`>to #${to}`)
		set_unit_hex(who, to)
		set_unit_disrupted(who)
	},
	end_retreat() {
		end_refuse_battle_move()
	}
}

function end_refuse_battle_move() {
	clear_undo()
	if (is_friendly_rout_hex(game.refuse))
		goto_rout(game.refuse, false, end_refuse_battle_move_2)
	else
		end_refuse_battle_move_2()
}

function end_refuse_battle_move_2() {
	release_hex_control(game.refuse)
	game.refuse = 0
	goto_refuse_battle()
}

// === ROUT ===

// rout attrition
// pursuit fire
// withdraw by group move
// eliminated if cannot

function goto_rout(from, enemy, after) {
	// remember state and callback so we can resume after routing

	if (after) {
		if (!after_rout_table[after.name])
			after_rout_table[after.name] = after
		after = after.name
	}

	game.rout = {
		state: game.state,
		active: game.active,
		after: after,
		from: from,
		attrition: [],
	}

	if (enemy)
		set_enemy_player()

	game.state = 'rout_attrition'
}

states.rout_attrition = {
	prompt() {
		view.prompt = "Rout: All units lose one step of rout attrition."
		for_each_friendly_unit_in_hex(game.rout.from, u => {
			if (!set_has(game.rout.attrition, u))
				gen_action_unit(u)
		})
	},
	unit(who) {
		reduce_unit(who)
		set_add(game.rout.attrition, who)
		let done = true
		for_each_friendly_unit_in_hex(game.rout.from, u => {
			if (!set_has(game.rout.attrition, u))
				done = false
		})
		if (done) {
			delete game.rout.attrition
			goto_rout_fire(game.rout.from)
		}
	},
}

function goto_rout_move() {
	if (has_friendly_unit(game.rout.from))
		game.state = 'rout_move'
	else
		end_rout()
}

states.rout_move = {
	prompt() {
		view.prompt = `Rout: Withdraw units.`
		if (game.selected < 0) {
			let done = true
			for_each_friendly_unit_in_hex(game.rout.from, u => {
				gen_action_unit(u)
				done = false
			})
			if (done)
				gen_action('end_rout')
		} else {
			let speed = unit_speed(game.selected)
			let eliminate = true
			search_withdraw_retreat(game.selected, 0)
			for (let to of all_hexes) {
				if (to != game.rout.from && can_move_to(to, speed)) {
					gen_action_hex(to)
					eliminate = false
				}
			}
			if (eliminate)
				gen_action('eliminate')
		}
	},
	unit(who) {
		apply_select(who)
	},
	eliminate() {
		let who = pop_selected()
		push_undo()
		log(`>eliminated`)
		eliminate_unit(who)
	},
	hex(to) {
		let who = pop_selected()
		push_undo()
		log(`>to #${to}`)
		set_unit_hex(who, to)
		set_unit_disrupted(who)
	},
	end_rout() {
		end_rout()
	}
}

function end_rout() {
	clear_undo()
	game.state = game.rout.state
	release_hex_control(game.rout.from)
	set_delete(game.active_battles, game.rout.from)
	if (game.active !== game.rout.active)
		set_enemy_player()
	let after = game.rout.after
	delete game.rout
	if (after)
		after_rout_table[after]()
}

// ==== COMBAT PHASE ===

function is_mandatory_combat(fortress, control_prop) {
	return is_battle_hex(fortress) && (game[control_prop] !== game.phasing)
}

function goto_combat_phase() {
	clear_undo()
	set_active_player()

	if (game.turn_option === 'pass') {
		if (is_mandatory_combat(BARDIA, "bardia"))
			return goto_rout(BARDIA, false, goto_combat_phase)
		if (is_mandatory_combat(BENGHAZI, "benghazi"))
			return goto_rout(BENGHAZI, false, goto_combat_phase)
		if (is_mandatory_combat(TOBRUK, "tobruk"))
			return goto_rout(TOBRUK, false, goto_combat_phase)
	} else {
		if (is_mandatory_combat(BARDIA, "bardia"))
			set_add(game.active_battles, BARDIA)
		if (is_mandatory_combat(BENGHAZI, "benghazi"))
			set_add(game.active_battles, BENGHAZI)
		if (is_mandatory_combat(TOBRUK, "tobruk"))
			set_add(game.active_battles, TOBRUK)
	}

	let n = count_battle_hexes()
	if (n > 0) {
		if (n > game.active_battles.length)
			return game.state = 'select_active_battles'
		if (game.turn_option === 'assault')
			return game.state = 'select_assault_battles'
		return goto_select_battle()
	}
	end_combat_phase()
}

states.select_active_battles = {
	inactive: "combat phase (select active battles)",
	prompt() {
		view.prompt = `Select active battles.`
		view.active_battles = game.active_battles
		for (let x of all_hexes)
			if (!set_has(game.active_battles, x) && is_battle_hex(x))
				gen_action_hex(x)
		gen_action('next')
	},
	hex(x) {
		push_undo()
		set_add(game.active_battles, x)
	},
	next() {
		push_undo()
		if (game.active_battles.length > 0) {
			if (game.turn_option === 'assault')
				game.state = 'select_assault_battles'
			else
				game.state = 'select_battle'
		} else {
			end_combat_phase()
		}
	}
}

states.select_assault_battles = {
	inactive: "combat phase (select assault battles)",
	prompt() {
		view.prompt = `Select assault battles.`
		view.active_battles = game.active_battles
		view.assault_battles = game.assault_battles
		for (let x of game.active_battles)
			if (!set_has(game.assault_battles, x))
				gen_action_hex(x)
		gen_action_next()
	},
	hex(x) {
		push_undo()
		set_add(game.assault_battles, x)
	},
	next() {
		push_undo()
		game.state = 'select_battle'
	}
}

function goto_select_battle() {
	if (game.active_battles.length > 0) {
		if (game.active_battles.length > 1) {
			game.state = 'select_battle'
		} else {
			goto_battle(game.active_battles[0])
		}
	} else {
		end_combat_phase()
	}
}

states.select_battle = {
	inactive: "combat phase (select next battle)",
	prompt() {
		view.prompt = `Select next battle to resolve.`
		view.active_battles = game.active_battles
		view.assault_battles = game.assault_battles
		for (let x of game.active_battles)
			gen_action_hex(x)
	},
	hex(x) {
		goto_battle(x)
	},
}

function end_combat_phase() {
	if (game.turn_option === 'blitz') {
		log_h2(`Blitz Turn`)
		if (game.rommel)
			game.rommel = 3
		set_clear(game.fired)
		game.turn_option = 'second blitz'
		goto_move_phase()
	} else {
		goto_final_supply_check()
	}
}

// === BATTLES ===

// Normal Battle:
//	passive fire
//	active hits
//	active fire
//	passive hits

function is_unit_retreating(u) {
	if (game.retreat_units)
		return set_has(game.retreat_units, u)
	return false
}

function is_assault_battle() {
	return set_has(game.assault_battles, game.battle)
}

function is_fortress_defensive_fire() {
	if ((game.state === 'battle_fire' && is_passive_player()) || (game.state === 'probe_fire' && is_active_player())) {
		if (game.battle === BENGHAZI)
			return game.benghazi === game.active
		if (game.battle === TOBRUK)
			return game.tobruk === game.active
		if (game.battle === BARDIA)
			return game.tobruk === game.active
	}
	return false
}

function is_minefield_offensive_fire() {
	if ((game.state === 'battle_fire' && is_active_player()) || (game.state === 'probe_fire' && is_passive_player())) {
		if (set_has(game.revealed_minefields)) {
			// DD advantage is lost if the defender initiated combat
			if (is_axis_player())
				return set_has(game.allied_hexes, game.battle)
			else
				return set_has(game.axis_hexes, game.battle)
		}
	}
	return false
}

function roll_battle_fire(who, tc) {
	let fc = unit_class(who)
	let cv = unit_cv(who)

	// Double dice during assault and non-armor defenders in fortress!
	if (is_assault_battle())
		cv += cv
	else if (fc !== ARMOR && is_fortress_defensive_fire())
		cv += cv

	let fp = FIREPOWER_MATRIX[fc][tc]
	let result = []
	let total = 0
	for (let i = 0; i < cv; ++i) {
		let roll = random(6) + 1
		result.push(roll)
		if (roll >= fp)
			++total
	}

	// Double defense in minefields!
	if (is_minefield_offensive_fire())
		total = total / 2

	game.flash = `${unit_name(who)} fired ${firepower_name[fp]} at ${class_name[tc]}: ` + result.join(", ")
	log(game.flash)
	return total
}

function goto_battle(x) {
	clear_undo()
	game.battle = x

	// goto defensive fire
	set_passive_player()
	game.state = 'battle_fire'
	game.hits = [ 0, 0, 0, 0 ]
}

function end_battle() {
	set_delete(game.active_battles, game.battle)
	set_delete(game.assault_battles, game.battle)

	game.flash = ""
	game.battle = 0
	game.hits = 0

	set_active_player()
	if (game.active_battles.length > 0)
		game.state = 'select_battle'
	else
		end_combat_phase()
}

function apply_battle_fire(tc) {
	let who = pop_selected()

	set_unit_fired(who)

	game.hits[tc] += roll_battle_fire(who, tc)

	let hp = count_hp_in_battle()

	// clamp to available hit points
	game.hits[tc] = min(game.hits[tc], hp[tc])

	// end when no more units to fire or all targets destroyed
	let done = true
	if (game.hits[0] < hp[0] || game.hits[1] < hp[1] || game.hits[2] < hp[2] || game.hits[3] < hp[3]) {
		for_each_undisrupted_friendly_unit_in_hex(game.battle, u => {
			if (!is_unit_fired(u) && !is_unit_retreating(u))
				done = false
		})
	}
	if (done) {
		set_enemy_player()

		// round down half-hits from double defense
		game.hits[0] |= 0
		game.hits[1] |= 0
		game.hits[2] |= 0
		game.hits[3] |= 0

		if (game.state === 'battle_fire')
			game.state = 'battle_hits'
		else
			game.state = 'probe_hits'
	}
}

function gen_battle_fire() {
	let arty = false
	for_each_undisrupted_friendly_unit_in_hex(game.battle, u => {
		if (is_artillery_unit(u) && !is_unit_retreating(u)) {
			if (!is_unit_fired(u)) {
				gen_action_unit(u)
				arty = true
			}
		}
	})
	if (!arty) {
		for_each_undisrupted_friendly_unit_in_hex(game.battle, u => {
			if (!is_unit_fired(u) && !is_unit_retreating(u))
				gen_action_unit(u)
		})
	}
}

function gen_battle_target() {
	let hp = count_hp_in_battle()
	for (let i = 0; i < 4; ++i)
		hp[i] -= game.hits[i]

	let who = game.selected
	let fc = unit_class(who)

	gen_action_unit(who) // deselect

	// armor must target armor if possible
	if (fc === ARMOR && hp[ARMOR] > 0) {
		gen_action('armor')
		return
	}

	// infantry must target infantry if possible
	if (fc === INFANTRY && hp[INFANTRY] > 0) {
		gen_action('infantry')
		return
	}

	if (hp[ARMOR] > 0)
		gen_action('armor')
	if (hp[INFANTRY] > 0)
		gen_action('infantry')
	if (hp[ANTITANK] > 0)
		gen_action('antitank')

	// only artillery may target artillery if other units are alive
	if (hp[ARTILLERY] > 0) {
		if (fc === ARTILLERY ||
		    (hp[ARTILLERY] <= 0 && hp[INFANTRY] <= 0 && hp[ANTITANK] <= 0))
			gen_action('artillery')
	}
}

function gen_battle_hits() {
	let normal_steps = count_normal_steps_in_battle()
	let elite_steps = count_elite_steps_in_battle()
	let done = true
	for_each_undisrupted_friendly_unit_in_hex(game.battle, u => {
		if (!is_unit_retreating(u)) {
			let c = unit_class(u)
			if (is_unit_elite(u)) {
				if (game.hits[c] >= 2) {
					gen_action_unit(u)
					done = false
				}
			} else {
				if (game.hits[c] >= 1) {
					// If mixed elite and non-elite: must assign ALL damage.
					if (elite_steps[c] > 0 && normal_steps[c] === 1 && (game.hits[c] & 1) === 0) {
						// Eliminating the last non-elite must not leave an odd
						// number of hits remaining.
					} else {
						gen_action_unit(u)
						done = false
					}
				}
			}
		}
	})
	if (done)
		gen_action_next()
	return done
}

function apply_battle_hit(who) {
	game.hits[unit_class(who)] -= reduce_unit(who)
}

states.battle_fire = {
	prompt() {
		if (game.active === game.phasing)
			view.prompt = `Battle: Offensive Fire!`
		else
			view.prompt = `Battle: Defensive Fire!`
		if (game.selected < 0)
			gen_battle_fire()
		else
			gen_battle_target()
	},
	unit(who) {
		apply_select(who)
	},
	armor() {
		apply_battle_fire(ARMOR)
	},
	infantry() {
		apply_battle_fire(INFANTRY)
	},
	antitank() {
		apply_battle_fire(ANTITANK)
	},
	artillery() {
		apply_battle_fire(ARTILLERY)
	},
}

states.battle_hits = {
	prompt() {
		if (game.active === game.phasing)
			view.prompt = `Battle: Apply hits from Defensive Fire.`
		else
			view.prompt = `Battle: Apply hits from Offensive Fire.`
		gen_battle_hits()
	},
	unit(who) {
		push_undo()
		apply_battle_hit(who)
	},
	next() {
		clear_undo()
		if (is_friendly_rout_hex(game.battle)) {
			goto_rout(game.battle, false, end_battle)
		} else if (game.active === game.phasing) {
			// goto offensive fire
			game.state = 'battle_fire'
			game.hits = [ 0, 0, 0, 0 ]
		} else {
			end_battle()
		}
	},
}

states.probe_fire = {
	prompt() {
		if (game.active !== game.phasing)
			view.prompt = `Probe: Offensive Fire!`
		else
			view.prompt = `Probe: Defensive Fire!`
		if (game.selected < 0)
			gen_battle_fire()
		else
			gen_battle_target()
	},
	unit(who) {
		apply_select(who)
	},
	armor() {
		apply_battle_fire(ARMOR)
	},
	infantry() {
		apply_battle_fire(INFANTRY)
	},
	antitank() {
		apply_battle_fire(ANTITANK)
	},
	artillery() {
		apply_battle_fire(ARTILLERY)
	},
}

states.probe_hits = {
	prompt() {
		if (game.active !== game.phasing)
			view.prompt = `Probe: Apply hits from Defensive Fire.`
		else
			view.prompt = `Probe: Apply hits from Offensive Fire.`
		gen_battle_hits()
	},
	unit(who) {
		push_undo()
		apply_battle_hit(who)
	},
	next() {
		clear_undo()
		if (game.active !== game.phasing && has_friendly_units_in_battle()) {
			// goto offensive fire
			game.state = 'probe_fire'
			game.hits = [ 0, 0, 0, 0 ]
		} else {
			end_probe()
		}
	},
}

// === PURSUIT FIRE ===

// Refuse battle
//	active pursuit fire
//	passive apply hits
//	passive moves

// Retreat
//	passive pursuit fire
//	active apply hits
//	active moves

// Rout
//	non-routing pursuit fire
//	routing apply hits
//	routing moves

function goto_rout_fire(where) {
	clear_undo()
	set_enemy_player()
	game.hits = 0
	game.pursuit = where
	if (can_rout_fire(true))
		game.state = 'rout_fire'
	else
		goto_rout_hits()
}

function goto_pursuit_fire_during_retreat(where) {
	clear_undo()
	set_passive_player()
	game.hits = 0
	game.pursuit = where
	if (can_pursuit_fire(true))
		game.state = 'pursuit_fire'
	else
		goto_pursuit_hits()
}

function goto_pursuit_fire_during_refuse_battle(where) {
	clear_undo()
	set_active_player()
	game.hits = 0
	game.pursuit = where
	if (can_pursuit_fire(true))
		game.state = 'pursuit_fire'
	else
		goto_pursuit_hits()
}

function goto_rout_hits() {
	set_enemy_player()
	if (game.hits > 0)
		game.state = 'rout_hits'
	else
		end_rout_fire()
}

function goto_pursuit_hits() {
	set_enemy_player()
	if (game.hits > 0)
		game.state = 'pursuit_hits'
	else
		end_pursuit_fire()
}

function slowest_enemy_unit_speed(where) {
	let r = 4
	for_each_enemy_unit_in_hex(where, u => {
		let s = unit_speed(u)
		if (s < r)
			r = s
	})
	return r
}

function slowest_undisrupted_enemy_unit_speed(where) {
	let r = 4
	for_each_undisrupted_enemy_unit_in_hex(where, u => {
		let s = unit_speed(u)
		if (s < r)
			r = s
	})
	return r
}

function can_rout_fire(verbose) {
	let result = false
	let slowest = slowest_enemy_unit_speed(game.pursuit)
	if (verbose)
		log(`Slowest routing unit was ${speed_name[slowest]} ${game.active} at #${game.pursuit}.`)
	for_each_undisrupted_friendly_unit_in_hex(game.pursuit, u => {
		if (unit_speed(u) >= slowest && !is_unit_fired(u))
			result = true
	})
	return result
}

function can_pursuit_fire(verbose) {
	let result = false
	let slowest = slowest_undisrupted_enemy_unit_speed(game.pursuit)
	if (verbose)
		log(`Slowest retreating unit was ${speed_name[slowest]} ${game.active} at #${game.pursuit}.`)
	for_each_undisrupted_friendly_unit_in_hex(game.pursuit, u => {
		if (unit_speed(u) >= slowest && !is_unit_fired(u))
			result = true
	})
	return result
}

function roll_pursuit_fire_imp(who, n, hp) {
	if (n === 2) {
		let a = random(6) + 1
		let b = random(6) + 1
		game.flash = `${unit_name(who)} fired ${a}, ${b}`
		log(game.flash)
		if (a >= 4)
			game.hits++
		if (b >= 4)
			game.hits++
	}
	if (n === 1) {
		let a = random(6) + 1
		game.flash = `${unit_name(who)} fired ${a}`
		log(`>%${who} pursuit fired ${a}.`)
		if (a >= 4)
			game.hits++
	}
	if (game.hits > hp)
		game.hits = hp
	return game.hits === hp
}

function roll_pursuit_fire(who, n) {
	return roll_pursuit_fire_imp(who, n, count_hp_in_pursuit())
}

function roll_rout_fire(who, n) {
	return roll_pursuit_fire_imp(who, n, count_hp_in_rout())
}

states.pursuit_fire = {
	inactive: "pursuit fire (fire)",
	prompt() {
		view.prompt = `Pursuit Fire.`
		let slowest = slowest_undisrupted_enemy_unit_speed(game.pursuit)
		for_each_undisrupted_friendly_unit_in_hex(game.pursuit, u => {
			if (unit_speed(u) >= slowest && !is_unit_fired(u))
				gen_action_unit(u)
		})
		// allow saving fire if there are shielded enemy units
		if (has_disrupted_enemy_unit(game.pursuit))
			gen_action('next')
	},
	unit(who) {
		let slowest = slowest_undisrupted_enemy_unit_speed(game.pursuit)
		set_unit_fired(who)
		let done = roll_pursuit_fire(who, (unit_speed(who) > slowest ? 2 : 1))
		if (done || !can_pursuit_fire(false))
			goto_pursuit_hits()
	},
	next() {
		goto_pursuit_hits()
	}
}

states.rout_fire = {
	inactive: "rout fire (fire)",
	prompt() {
		view.prompt = `Pursuit Fire (Rout).`
		let slowest = slowest_enemy_unit_speed(game.pursuit)
		for_each_undisrupted_friendly_unit_in_hex(game.pursuit, u => {
			if (unit_speed(u) >= slowest && !is_unit_fired(u))
				gen_action_unit(u)
		})
	},
	unit(who) {
		let slowest = slowest_enemy_unit_speed(game.pursuit)
		set_unit_fired(who)
		let done = roll_rout_fire(who, (unit_speed(who) > slowest ? 2 : 1))
		if (done || !can_rout_fire(false))
			goto_rout_hits()
	},
}

function gen_pursuit_hits(normal_steps, elite_steps, iterate) {
	let done = true
	iterate(game.pursuit, u => {
		if (is_unit_elite(u)) {
			if (game.hits >= 2) {
				gen_action_unit(u)
				done = false
			}
		} else {
			if (game.hits >= 1) {
				// If mixed elite and non-elite: must assign ALL damage.
				if (elite_steps > 0 && normal_steps === 1 && (game.hits & 1) === 0) {
					// Eliminating the last non-elite must not leave an odd
					// number of hits remaining.
				} else {
					gen_action_unit(u)
					done = false
				}
			}
		}
	})
	if (done)
		gen_action('next')
}

states.pursuit_hits = {
	inactive: "pursuit fire (hits)",
	prompt() {
		view.prompt = `Pursuit Fire: Apply ${game.hits} hits.`
		let normal_steps = count_normal_steps_in_pursuit()
		let elite_steps = count_elite_steps_in_pursuit()
		gen_pursuit_hits(normal_steps, elite_steps, for_each_undisrupted_friendly_unit_in_hex)
	},
	unit(who) {
		push_undo()
		game.hits -= reduce_unit(who)
	},
	next() {
		clear_undo()
		end_pursuit_fire()
	},
}

states.rout_hits = {
	inactive: "rout fire (hits)",
	prompt() {
		view.prompt = `Pursuit Fire (Rout): Apply ${game.hits} hits.`
		let normal_steps = count_normal_steps_in_rout()
		let elite_steps = count_elite_steps_in_rout()
		gen_pursuit_hits(normal_steps, elite_steps, for_each_friendly_unit_in_hex)
	},
	unit(who) {
		push_undo()
		game.hits -= reduce_unit(who)
	},
	next() {
		clear_undo()
		end_rout_fire()
	},
}

function end_pursuit_fire() {
	game.flash = ""
	game.pursuit = 0
	if (game.retreat) {
		goto_retreat_move()
	} else {
		goto_refuse_battle_move()
	}
}

function end_rout_fire() {
	game.flash = ""
	game.pursuit = 0
	goto_rout_move()
}

// === BUILD-UP ===

function end_month() {
	delete game.bardia_captured
	delete game.benghazi_captured
	delete game.tobruk_captured
}

// === DEPLOYMENT ===

states.free_deployment = {
	inactive: "free deployment",
	prompt() {
		let scenario = SCENARIOS[game.scenario]
		let deploy = hexdeploy + scenario.start
		let axis = (game.active === AXIS)
		let done = true

		view.prompt = axis ? "Axis Free Deployment" : "Allied Free Deployment"

		if (game.selected < 0) {
			for_each_friendly_unit_in_hex(deploy, u => {
				gen_action_unit(u)
				done = false
			})
		} else {
			for (let x of (axis ? scenario.axis_deployment : scenario.allied_deployment)) {
				if (!is_enemy_hex(x)) {
					let limit = scenario.deployment_limit[x] | 0
					if (!limit || count_friendly_units_in_hex(x) < limit)
						gen_action_hex(x)
				}
			}
			gen_action_unit(game.selected)
			done = false
		}

		if (done)
			gen_action_next()
	},
	unit(u) {
		apply_select(u)
	},
	hex(to) {
		let who = pop_selected()
		push_undo()
		log(`Deployed at #${to}.`)
		set_unit_hex(who, to)
	},
	next() {
		clear_undo()
		if (is_axis_player()) {
			set_enemy_player()
			log_h2("Allied Deployment")
		} else {
			end_free_deployment()
		}
	}
}

function end_free_deployment() {
	game.phasing = AXIS
	set_active_player()

	let scenario = SCENARIOS[game.scenario]
	deal_axis_supply_cards(scenario.axis_initial_supply)
	deal_allied_supply_cards(scenario.allied_initial_supply)

	// TODO: mulligan

	log_br()
	log_h1(`Month ${game.month}`)
	log_br()

	// No buildup first month
	// No initiative first month
	goto_player_turn()
}

// === SETUP ===

function find_axis_units(a) {
	let list = []
	for (let u = first_axis_unit; u <= last_axis_unit; ++u)
		if (units[u].appearance === a)
			list.push(u)
	return list
}

function find_allied_units(a) {
	let list = []
	for (let u = first_allied_unit; u <= last_allied_unit; ++u)
		if (units[u].appearance === a)
			list.push(u)
	return list
}

function setup_reinforcements(m) {
	for (let u = 0; u < units.length; ++u) {
		if (units[u].appearance === m) {
			if (m === 'M')
				set_unit_hex(u, 4)
			else
				set_unit_hex(u, hexdeploy + (m > 10 ? m - 10 : m))
		}
	}
}

function setup_units(where, steps, list) {
	if (where < 0)
		where = hexdeploy - where
	for (let u of list) {
		if (typeof u === 'string')
			u = find_unit(u)
		set_unit_hex(u, where)
		if (steps < 0)
			set_unit_steps(u, units[u].steps + steps)
		else if (steps > 0)
			set_unit_steps(u, steps)
	}
}

const SCENARIOS = {
	"1940": {
		year: 1940,
		start: 1,
		end: 6,
		axis_deployment: region_libya_and_sidi_omar,
		allied_deployment: region_egypt,
		axis_initial_supply: 6,
		allied_initial_supply: 3,
		deployment_limit: {},
		special: {
			no_rommel_bonus: true,
			only_one_die_for_buildup: true,
		}
	},
	"1941": {
		year: 1941,
		start: 1,
		end: 10,
		axis_deployment: [],
		allied_deployment: region_egypt_and_libya,
		axis_initial_supply: 6,
		allied_initial_supply: 6,
		deployment_limit: {},
	},
	"Crusader": {
		year: 1941,
		start: 8,
		end: 10,
		axis_deployment: region_libya_and_sidi_omar_and_sollum,
		allied_deployment: region_egypt_and_tobruk,
		axis_initial_supply: 10,
		allied_initial_supply: 12,
		deployment_limit: {
			[TOBRUK]: 5,
		},
		special: {
			allies_first_turn: true,
			tobruk_minefield: true,
		}
	},
	"Battleaxe": {
		year: 1941,
		start: 4,
		end: 10,
		axis_deployment: region_libya_except_tobruk,
		allied_deployment: region_egypt_and_tobruk,
		axis_initial_supply: 4,
		allied_initial_supply: 8,
		deployment_limit: {
			[TOBRUK]: 5,
		},
	},
	"1942": {
		year: 1942,
		start: 11,
		end: 20,
		axis_deployment: [ EL_AGHEILA, MERSA_BREGA ],
		allied_deployment: region_egypt_and_libya,
		axis_initial_supply: 5,
		allied_initial_supply: 5,
		deployment_limit: {
			[EL_AGHEILA]: 14,
			[MERSA_BREGA]: 10,
		},
	},
	"Gazala": {
		year: 1942,
		start: 14,
		end: 15,
		axis_deployment: regions["West Line"],
		allied_deployment: regions["East Line"],
		axis_initial_supply: 10,
		allied_initial_supply: 12,
		deployment_limit: {},
		special: {
			gazala_pre_build: true,
		}
	},
	"Pursuit to Alamein": {
		year: 1942,
		start: 15,
		end: 20,
		axis_deployment: regions["Libya"],
		allied_deployment: regions["Egypt"],
		axis_initial_supply: 8,
		allied_initial_supply: 8,
		deployment_limit: {},
	},
	"1941-42": {
		year: 1941,
		start: 1,
		end: 20,
		axis_deployment: [],
		allied_deployment: region_egypt_and_libya,
		axis_initial_supply: 6,
		allied_initial_supply: 6,
		deployment_limit: {},
	},
}

const SETUP = {
	"1940" (DEPLOY) {
		setup_units(DEPLOY, 0, [ "Pav", "Bre", "Tre", "Bol", "Sav", "Sab", "Fas", "Ita" ])
		setup_units(-3, 0, [ "Ari", "Pis"])
		setup_units(-5, 0, [ "Lit", "Cen"])

		setup_units(DEPLOY, 0, [ "7/7", "7", "7/SG", "4IN/3m" ])
		setup_units(-2, 0, [ "4IN/5", "4IN/11" ])
		setup_units(-4, 0, [ "Matilda/A", "7/4", "4IN/7m", "/Tob" ])
	},

	"1941" (DEPLOY) {
		setup_units(EL_AGHEILA, 0, find_axis_units('S'))
		setup_reinforcements(3)
		setup_reinforcements(5)
		setup_reinforcements(7)

		setup_units(DEPLOY, 0, find_allied_units('S'))
		setup_units(TOBRUK, 0, find_allied_units('T'))
		setup_reinforcements(2)
		setup_reinforcements(4)
		setup_reinforcements(6)
		setup_reinforcements(8)
		setup_reinforcements(10)
	},

	"Crusader" (DEPLOY) {
		setup_units(DEPLOY, 0, find_axis_units('S'))
		setup_units(DEPLOY, 0, find_axis_units(3))
		setup_units(DEPLOY, 0, find_axis_units(5))
		setup_units(DEPLOY, 0, find_axis_units(7))

		setup_units(DEPLOY, 0, find_allied_units('S'))
		setup_units(DEPLOY, 0, find_allied_units('T'))
		setup_units(DEPLOY, 0, find_allied_units(2))
		setup_units(DEPLOY, 0, find_allied_units(4))
		setup_units(DEPLOY, 0, find_allied_units(6))
		setup_units(DEPLOY, 0, find_allied_units(8))
		setup_units(0, 0, [ "2/3", "2/SG", "9AU/20", "7AU/18" ])
		setup_reinforcements(10)
	},

	"Battleaxe" (DEPLOY) {
		setup_units(DEPLOY, 0, [ "21/5", "21/3", "15/33", "90/155", "15/115", "88mm/A" ])
		setup_units(DEPLOY, -1, [ "21/104" ])
		setup_units(DEPLOY, 0, [ "Ari", "Lit", "Pav", "Bre", "Tre", "Bol", "Ita" ])
		setup_reinforcements(5)
		setup_reinforcements(7)

		setup_units(DEPLOY, 0, [ "4IN/3m", "9AU/20", "70/14+16", "70/23",
			"7/22G", "7/SG", "7AU/18", "Matilda/A", "/Tob", "/Pol",
			"7/7", "4IN/5", "4IN/7m", "4IN/11", "Matilda/B", "/1AT",
			"7/4", "7" ])
		setup_reinforcements(6)
		setup_reinforcements(8)
		setup_reinforcements(10)
	},

	"1942" (DEPLOY) {
		setup_units(DEPLOY, 0, [
			"21/3",
			"15/33",
			"90/580",
			"90/sv288",
			"90/346",
			"88mm/A",
		])
		setup_units(DEPLOY, 1, [
			"21/5",
			"15/8",
			"15/115",
			"90/155"
		])
		setup_units(DEPLOY, 1, [
			"90/361",
			"90/200",
			"88mm/B",
			"50mm",
			"/104"
		])
		setup_units(DEPLOY, 0, [ "Lit" ])
		setup_units(DEPLOY, -1, [ "Ari", "Tri", "Pav", "Bre", "Tre", "Bol", "Sab", "Ita" ])
		setup_reinforcements(17)
		setup_reinforcements(19)
		setup_reinforcements('M')

		setup_units(TOBRUK, 0, [
			"1/22",
			"/1AT",
			"Matilda/B",
			"1SA/2+5",
			"70/14+16",
			"1SA/1",
			"1SA/3",
			"2SA/4+6",
			"70/23",
			"/Tob",
		])
		setup_units(ALEXANDRIA, 1, [
			"7/4",
			"/32AT",
			"2NZ/4",
			"2NZ/5",
			"2NZ/6",
			"7/SG",
			"4IN/5",
			"/Pol",
		])
		setup_reinforcements(12)
		setup_reinforcements(14)
		setup_reinforcements(16)
		setup_reinforcements(18)
		setup_reinforcements(20)
	},

	"Gazala" (DEPLOY) {
		setup_units(DEPLOY, -1, [
			"21/5",
			"15/8",
			"15/115",
			"90/155",
			"88mm/B",
			"50mm",
			"/104",
		])
		setup_units(DEPLOY, 0, [
			"21/3",
			"15/33",
			"90/580",
			"90/sv288",
			"90/346",
			"90/361",
			"90/200",
			"88mm/A",
		])
		setup_units(DEPLOY, 0, [ "Lit" ])
		setup_units(DEPLOY, -1, [
			"Ari", "Tri", "Pav", "Bre", "Tre", "Bol", "Sab", "Ita"
		])

		setup_units(DEPLOY, 0, [
			"Grant",
			"/1AT",
			"1/22",
			"Matilda/B",
			"1SA",
			"1/201G",
			"4IN/7m",
			"4IN/3m",
			"1/SG",
			"1SA/2+5",
			"70/14+16",
			"1SA/1",
			"1SA/3",
			"2SA/4+6",
			"70/23",
			"4IN/11",
			"5IN/29",
			"6#/A",
			"2#",
			"/Tob",
		])
		setup_units(ALEXANDRIA, 1, [
			"1/2",
			"7/4",
			"/32AT",
			"2NZ/4",
			"2NZ/5",
			"2NZ/6",
			"7/SG",
			"7/22G",
			"4IN/5",
			"/Pol",
		])
		setup_units(ALEXANDRIA, 0, [
			"10IN/161m",
			"8IN/18",
			"/B",
			"FF/2",
			"5IN/9+10",
			"10IN/21+25",
		])
	},

	"Pursuit to Alamein" (DEPLOY) {
		setup_units(DEPLOY, 0, [
			"21/3",
			"15/33",
		])
		setup_units(DEPLOY, -1, [
			"21/5",
			"15/8",
			"15/115",
			"90/346",
			"90/sv288",
			"90/361",
			"90/200",
			"88mm/A",
			"88mm/B",
			"50mm",
		])
		setup_units(DEPLOY, 3, [
			"Ari",
			"Tri",
			"Pav",
			"Bre",
			"Tre",
		])
		setup_units(DEPLOY, 2, [
			"Lit",
			"Bol",
		])
		setup_units(DEPLOY, 1, [
			"Sab",
			"Ita",
		])
		setup_reinforcements(17)
		setup_reinforcements(19)
		setup_reinforcements('M')

		setup_units(DEPLOY, 0, [
			"10IN/161m",
			"10IN/21+25",
			"70/14+16",
			"8IN/18",
			"B",
		])
		setup_units(DEPLOY, -1, [
			"1/22",
			"7/4",
			"2NZ/4",
			"2NZ/5",
			"2NZ/6",
			"1SA/2+5",
			"1SA/1",
			"1SA/3",
			"70/23",
			"5IN/29",
			"6#/A",
		])
		setup_units(ALEXANDRIA, 1, [
			"Grant",
			"1/2",
			"/1AT",
			"1SA",
			"7/SG",
			"1/SG",
			"FF/2",
			"5IN/9+10",
			"4IN/5",
			"4IN/11",
			"/Pol",
			"2#",
		])
		setup_reinforcements(16)
		setup_reinforcements(18)
		setup_reinforcements(20)
	},

	"1941-42" (DEPLOY) {
		SETUP["1941"](-1)

		setup_reinforcements(11)
		setup_reinforcements(17)
		setup_reinforcements(19)
		setup_reinforcements('M')

		setup_reinforcements(12)
		setup_reinforcements(14)
		setup_reinforcements(16)
		setup_reinforcements(18)
		setup_reinforcements(20)
	},

}

function setup_fortress(scenario, fortress) {
	if (scenario.allied_deployment.includes(fortress))
		return ALLIED
	if (scenario.axis_deployment.includes(fortress))
		return AXIS
	throw new Error("invalid setup")
}

function setup(name) {
	let scenario = SCENARIOS[name]
	game.month = scenario.start

	log_h1(name)

	SETUP[name](-scenario.start)

	game.bardia = setup_fortress(scenario, BARDIA)
	game.benghazi = setup_fortress(scenario, BENGHAZI)
	game.tobruk = setup_fortress(scenario, TOBRUK)

	log_h2("Axis Deployment")
	game.phasing = AXIS
	set_active_player()
	game.state = 'free_deployment'
	game.selected = -1
}

// === PUBLIC FUNCTIONS ===

exports.roles = [ "Axis", "Allied" ]

exports.scenarios = Object.keys(SCENARIOS)

exports.setup = function (seed, scenario, options) {
	game = {
		seed: seed,
		log: [],
		undo: [],

		state: null,
		phasing: AXIS,
		active: AXIS,
		selected: -1,

		scenario: scenario,
		month: 0,

		draw_pile: [ 14, 28 ],	// 14 dummy supply + 28 real supply
		axis_hand: [ 0, 0 ],
		allied_hand: [ 0, 0 ],

		units: new Array(units.length).fill(0),
		moved: [],
		fired: [],
		recover: [],

		axis_minefields: [],
		allied_minefields: [],
		revealed_minefields: [],

		// fortress control
		bardia: ALLIED,
		benghazi: ALLIED,
		tobruk: ALLIED,

		// battle hexes (defender)
		axis_hexes: [],
		allied_hexes: [],

		// hexside control (for battle hexes)
		axis_sides: [],
		allied_sides: [],

		// current turn option and selected moves
		turn_option: null,
		side_limit: {},
		rommel: 0,
		from1: 0,
		to1: 0,
		from2: 0,
		to2: 0,

		// retreat
		partial_retreats: [], // remember partial retreats to forbid initiating combat
		retreat: 0,
		retreat_units: null,

		// refuse battle
		refuse: 0,

		// rout
		rout: null,

		// combat
		active_battles: [],
		assault_battles: [],
		pursuit: 0,
		battle: 0,
		hits: null,
		flash: null,
	}

	setup(scenario)

	return game
}

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

	view = {
		month: game.month,
		units: game.units,
		moved: game.moved,
		axis_hexes: game.axis_hexes,
		allied_hexes: game.allied_hexes,
		axis_sides: game.axis_sides,
		allied_sides: game.allied_sides,
		selected: game.selected,
	}

	if (game.from1) view.from1 = game.from1
	if (game.from2) view.from2 = game.from2
	if (game.to1) view.to1 = game.to1
	if (game.to2) view.to2 = game.to2

	if (game.pursuit) view.pursuit = game.pursuit
	if (game.battle) view.battle = game.battle
	if (game.battle || game.pursuit) {
		view.hits = game.hits
		view.flash = game.flash
	}

	return common_view(current)
}

exports.query = function (state, current, q) {
	if (q === 'supply') {
		load_state(state)
		return {
			axis_supply: axis_supply_network(),
			axis_supply_line: axis_supply_line(),
			allied_supply: allied_supply_network(),
			allied_supply_line: allied_supply_line(),
		}
	}
	return null
}

function gen_action_next() {
	gen_action('next')
}

function gen_action_unit(u) {
	gen_action('unit', u)
}

function gen_action_hex(x) {
	gen_action('hex', x)
}

// === COMMON TEMPLATE ===

function random(range) {
	// https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
	return (game.seed = game.seed * 200105 % 34359738337) % range
}

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

// Sorted array treated as Set (for JSON)
function set_index(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 m
	}
	return -1
}

function set_has(set, item) {
	return set_index(set, item) >= 0
}

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
	}
	set.splice(a, 0, item)
}

function set_delete(set, item) {
	let i = set_index(set, item)
	if (i >= 0)
		set.splice(i, 1)
}

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

function set_toggle(set, item) {
	if (set_has(set, item))
		set_delete(set, item)
	else
		set_add(set, item)
}

function remove_from_array(array, item) {
	let i = array.indexOf(item)
	if (i >= 0)
		array.splice(i, 1)
}

function deep_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] = deep_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] = deep_copy(v)
			else
				copy[i] = v
		}
		return copy
	}
}

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 = deep_copy(v)
		copy[k] = v
	}
	game.undo.push(copy)
}

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

function clear_undo() {
	game.undo = []
}

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

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

function log_h3(msg) {
	log_br()
	log(".h3 " + msg)
	log_br()
}

function gen_action(action, argument) {
	if (argument !== undefined) {
		if (!(action in view.actions)) {
			view.actions[action] = [ argument ]
		} else {
			if (!view.actions[action].includes(argument))
				view.actions[action].push(argument)
		}
	} else {
		view.actions[action] = 1
	}
}

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
	}
}

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
}

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
}

function common_view(current) {
	view.log = game.log
	if (current === 'Observer' || game.active !== current) {
		let inactive = states[game.state].inactive || game.state
		view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...`
	} else {
		view.actions = {}
		if (states[game.state])
			states[game.state].prompt()
		else
			view.prompt = "Unknown state: " + game.state
		if (game.undo && game.undo.length > 0)
			view.actions.undo = 1
		else
			view.actions.undo = 0
	}
	return view
}