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|
"use strict"
// === CONSTANTS AND DATA ===
// Barbarian possible locations:
/*
FRANKS
BRITANNIA
GALLIA
HISPANIA
PANNONIA
ITALIA
ALAMANNI
PANNONIA
ITALIA
THRACIA
MACEDONIA
GOTHS
THRACIA
MACEDONIA
ASIA
GALATIA
SYRIA
SASSANIDS
GALATIA
ASIA
SYRIA
AEGYPTUS
NOMADS
AFRCIA
HISPANIA
AEGYPTUS
SYRIA
NOMAD STACKS in PROVINCES
AEGYPTUS NOMADS
AEGYPTUS SASSANIDS
AFRICA NOMADS
ASIA GOTHS
ASIA SASSANIDS
BRITANNIA FRANKS
GALATIA GOTHS
GALATIA SASSANIDS
GALLIA FRANKS
HISPANIA FRANKS
HISPANIA NOMADS
ITALIA ALAMANNI
ITALIA FRANKS
MACEDONIA ALAMANNI
MACEDONIA GOTHS
PANNONIA ALAMANNI
PANNONIA FRANKS
SYRIA GOTHS
SYRIA NOMADS
SYRIA SASSANIDS
THRACIA ALAMANNI
THRACIA GOTHS
*/
const P1 = "Red"
const P2 = "Blue"
const P3 = "Yellow"
const P4 = "Green"
const PLAYER_NAMES = [ P1, P2, P3, P4 ]
const PLAYER_INDEX = {
[P1]: 0,
[P2]: 1,
[P3]: 2,
[P4]: 3,
"Observer": -1,
}
const NO_PLACE_GOVERNOR = -1
const OFF_MAP = -1
const AVAILABLE = -1
const UNAVAILABLE = -2
const ITALIA = 0
const AEGYPTUS = 1
const AFRICA = 2
const ASIA = 3
const BRITANNIA = 4
const GALATIA = 5
const GALLIA = 6
const HISPANIA = 7
const MACEDONIA = 8
const PANNONIA = 9
const SYRIA = 10
const THRACIA = 11
const ALAMANNI_HOMELAND = 12
const FRANKS_HOMELAND = 13
const GOTHS_HOMELAND = 14
const NOMADS_HOMELAND = 15
const SASSANIDS_HOMELAND = 16
const MARE_OCCIDENTALE = 17
const MARE_ORIENTALE = 18
const OCEANUS_ATLANTICUS = 19
const PONTUS_EUXINUS = 20
const ARMY = [
[ 100, 101, 102, 103, 104, 105 ],
[ 200, 201, 202, 203, 204, 205 ],
[ 300, 301, 302, 303, 304, 305 ],
[ 400, 401, 402, 403, 404, 405 ]
]
const REGION_NAME = [
"Italia",
"Aegyptus",
"Africa",
"Asia",
"Britannia",
"Galatia",
"Gallia",
"Hispania",
"Macedonia",
"Pannonia",
"Syria",
"Thracia",
"Alamanni Homeland",
"Franks Homeland",
"Goths Homeland",
"Nomads Homeland",
"Sassanids Homeland",
]
const ALAMANNI = 0
const FRANKS = 1
const GOTHS = 2
const NOMADS = 3
const SASSANIDS = 4
const BARBARIAN_NAME = [
"Alamanni",
"Franks",
"Goths",
"Nomads",
"Sassanids",
]
const ALAMANNI_UNITS = [ 0, 9 ]
const FRANKS_UNITS = [ 10, 19 ]
const GOTHS_UNITS = [ 20, 29 ]
const NOMADS_UNITS = [ 30, 39 ]
const SASSANIDS_UNITS = [ 40, 49 ]
const LEGION_UNITS = [ 50, 82 ]
const BARBARIAN_UNITS = [
ALAMANNI_UNITS,
FRANKS_UNITS,
GOTHS_UNITS,
NOMADS_UNITS,
SASSANIDS_UNITS,
]
const BARBARIAN_HOMELAND = [
ALAMANNI_HOMELAND,
FRANKS_HOMELAND,
GOTHS_HOMELAND,
NOMADS_HOMELAND,
SASSANIDS_HOMELAND,
]
// 12x
const CARD_M1 = [ 1, 12 ]
const CARD_S1 = [ 13, 24 ]
const CARD_P1 = [ 25, 36 ]
// 9x
const CARD_M2 = [ 37, 45 ]
const CARD_S2 = [ 46, 54 ]
const CARD_P2 = [ 55, 63 ]
// 8x
const CARD_M3 = [ 64, 71 ]
const CARD_S3 = [ 72, 79 ]
const CARD_P3 = [ 80, 87 ]
// 6x
const CARD_M4 = [ 88, 93 ]
const CARD_S4 = [ 94, 99 ]
const CARD_P4 = [ 100, 105 ]
const EVENT_PLAGUE_OF_CYPRIAN = 1
const EVENT_ARDASHIR = 2
const EVENT_PRIEST_KING = 3
const EVENT_PALMYRA_ALLIES = 4
const EVENT_SHAPUR_I = 5
const EVENT_POSTUMUS = 6
const EVENT_LUDI_SAECULARES = 7
const EVENT_CNIVA = 8
const EVENT_ZENOBIA = 9
const EVENT_BAD_AUGURIES = 10
const EVENT_RAIDING_PARTIES = 11
const EVENT_PREPARING_FOR_WAR = 12
const EVENT_INFLATION = 13
const EVENT_GOOD_AUGURIES = 14
const EVENT_DIOCLETIAN = 15
const CRISIS_TABLE_4P = [ 0, 0,
"Ira Deorum",
SASSANIDS,
FRANKS,
SASSANIDS,
GOTHS,
"Event",
ALAMANNI,
NOMADS,
FRANKS,
NOMADS,
"Pax Deorum"
]
const CRISIS_TABLE_3P = [ 0, 0,
"Ira Deorum",
FRANKS,
SASSANIDS,
SASSANIDS,
FRANKS,
"Event",
ALAMANNI,
GOTHS,
GOTHS,
ALAMANNI,
"Pax Deorum"
]
const CRISIS_TABLE_2P = [ 0, 0,
"Ira Deorum",
FRANKS,
ALAMANNI,
FRANKS,
GOTHS,
"Event",
GOTHS,
FRANKS,
ALAMANNI,
ALAMANNI,
"Pax Deorum"
]
// ===
var game
var view
const states = {}
exports.scenarios = [ "Standard" ]
exports.roles = function (scenario, options) {
if (options.players == 2)
return [ P1, P2 ]
if (options.players == 3)
return [ P1, P2, P3 ]
return [ P1, P2, P3, P4 ]
}
function setup_player_deck(pi) {
return [
CARD_M1[0] + (pi * 3) + 0,
CARD_M1[0] + (pi * 3) + 1,
CARD_M1[0] + (pi * 3) + 2,
CARD_S1[0] + (pi * 3) + 0,
CARD_S1[0] + (pi * 3) + 1,
CARD_S1[0] + (pi * 3) + 2,
CARD_P1[0] + (pi * 3) + 0,
CARD_P1[0] + (pi * 3) + 1,
CARD_P1[0] + (pi * 3) + 2,
]
}
function setup_events() {
let deck = [ 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 ]
shuffle(deck)
// Shuffle Diocletian with last 3 cards
array_insert(deck, 11 + random(4), 15)
return deck
}
function setup_market_pile(cards) {
let pile = []
for (let c = cards[0]; c <= cards[1]; ++c)
pile.push(c)
return pile
}
function setup_barbarians(tribe) {
for (let i = BARBARIAN_UNITS[tribe][0]; i <= BARBARIAN_UNITS[tribe][1]; ++i)
game.barbarians[i] = BARBARIAN_HOMELAND[tribe]
}
function remove_barbarians(tribe) {
for (let i = BARBARIAN_UNITS[tribe][0]; i <= BARBARIAN_UNITS[tribe][1]; ++i)
game.barbarians[i] = OFF_MAP
}
exports.setup = function (seed, scenario, options) {
let player_count = options.players || 4
game = {
seed: seed,
log: [],
undo: [],
active: 0,
state: "setup",
first: 0,
events: null,
active_events: [],
support: new Array(12).fill(1),
mobs: 0,
militia: 0,
quaestor: 0,
legions: new Array(33).fill(OFF_MAP),
is_legion_reduced: new Array(33).fill(0),
barbarians: new Array(50).fill(OFF_MAP),
is_barbarian_inactive: new Array(50).fill(1),
barbarian_leaders: [ OFF_MAP, OFF_MAP, OFF_MAP ],
rival_emperors: [ OFF_MAP, OFF_MAP, OFF_MAP ],
amphitheater: 0,
basilica: 0,
limes: 0,
dice: [ 0, 0, 0, 0 ], // first two are crisis table dice, second two are barbarian homeland dice
market: null,
players: [],
}
game.events = setup_events()
game.market = [
setup_market_pile(CARD_M2),
setup_market_pile(CARD_S2),
setup_market_pile(CARD_P2),
setup_market_pile(CARD_M3),
setup_market_pile(CARD_S3),
setup_market_pile(CARD_P3),
setup_market_pile(CARD_M4),
setup_market_pile(CARD_S4),
setup_market_pile(CARD_P4),
]
setup_barbarians(ALAMANNI)
setup_barbarians(FRANKS)
setup_barbarians(GOTHS)
setup_barbarians(NOMADS)
setup_barbarians(SASSANIDS)
for (let pi = 0; pi < player_count; ++pi) {
game.players[pi] = {
legacy: 0,
emperor_turns: 0,
hand: [],
draw: setup_player_deck(pi),
discard: [],
generals: [ AVAILABLE, UNAVAILABLE, UNAVAILABLE, UNAVAILABLE, UNAVAILABLE, UNAVAILABLE ],
governors: [ AVAILABLE, UNAVAILABLE, UNAVAILABLE, UNAVAILABLE, UNAVAILABLE, UNAVAILABLE ],
capital: 0,
castra: 0,
}
}
if (player_count === 4) {
game.support[ITALIA] = 8
}
if (player_count === 3) {
game.support[ITALIA] = 6
game.support[HISPANIA] = NO_PLACE_GOVERNOR
game.support[AFRICA] = NO_PLACE_GOVERNOR
game.support[AEGYPTUS] = NO_PLACE_GOVERNOR
remove_barbarians(NOMADS)
}
if (player_count === 2) {
game.support[ITALIA] = 4
game.support[BRITANNIA] = NO_PLACE_GOVERNOR
game.support[HISPANIA] = NO_PLACE_GOVERNOR
game.support[AFRICA] = NO_PLACE_GOVERNOR
game.support[AEGYPTUS] = NO_PLACE_GOVERNOR
game.support[SYRIA] = NO_PLACE_GOVERNOR
game.support[GALATIA] = NO_PLACE_GOVERNOR
remove_barbarians(NOMADS)
remove_barbarians(SASSANIDS)
}
game.first = game.active = random(player_count)
log(PLAYER_NAMES[game.first] + " is First Player!")
return save_game()
}
function load_game(state) {
game = state
game.active = PLAYER_INDEX[game.active]
}
function save_game() {
game.active = PLAYER_NAMES[game.active]
return game
}
exports.action = function (state, player, action, arg) {
load_game(state)
let S = states[game.state]
if (action in S) {
S[action](arg)
} else {
if (action === "undo" && game.undo && game.undo.length > 0)
pop_undo()
else
throw new Error("Invalid action: " + action)
}
return save_game()
}
exports.view = function (state, player_name) {
let player = PLAYER_INDEX[player_name]
load_game(state)
view = {
log: game.log,
active: PLAYER_NAMES[game.active],
prompt: null,
militia: game.militia,
support: game.support,
quaestor: game.quaestor,
mobs: game.mobs,
legions: game.legions,
is_legion_reduced: game.is_legion_reduced,
barbarians: game.barbarians,
is_barbarian_inactive: game.is_barbarian_inactive,
barbarian_leaders: game.barbarian_leaders,
rival_emperors: game.rival_emperors,
amphitheater: game.amphitheater,
basilica: game.basilica,
limes: game.limes,
dice: game.dice,
market: game.market,
players: [],
}
for (let i = 0; i < game.players.length; ++i) {
view.players[i] = {
legacy: game.players[i].legacy,
emperor_turns: game.players[i].emperor_turns,
generals: game.players[i].generals,
governors: game.players[i].governors,
capital: game.players[i].capital,
castra: game.players[i].castra,
}
}
if (game.state === "game_over") {
view.prompt = game.victory
} else if (game.active !== player) {
let inactive = states[game.state].inactive || game.state
view.prompt = `Waiting for ${PLAYER_NAMES[game.active]} \u2014 ${inactive}...`
} else {
view.hand = game.players[player].hand
view.draw = game.players[player].draw
view.discard = game.players[player].discard
view.actions = {}
states[game.state].prompt()
view.prompt = PLAYER_NAMES[game.active] + ": " + view.prompt
if (game.undo && game.undo.length > 0)
view.actions.undo = 1
else
view.actions.undo = 0
}
save_game()
return view
}
// === MISC ===
function log(msg) {
game.log.push(msg)
}
// === STATES ===
function get_governor(r) {
for (let p = 0; p < game.players.length; ++p) {
for (let i = 0; i < 6; ++i)
if (game.players[p].governors[i] === r)
return p
}
return -1
}
function is_neutral_province(r) {
return (game.support[r] !== NO_PLACE_GOVERNOR) && (get_governor(r) < 0)
}
function find_legion() {
for (let i = 0; i < 33; ++i)
if (game.legions[i] < 0)
return i
return -1
}
function add_militia(r) {
game.militia |= (1 << r)
}
function remove_militia(r) {
game.militia &= ~(1 << r)
}
function get_support(r) {
return game.support[r]
}
function set_support(r, level) {
game.support[r] = level
}
states.setup = {
prompt() {
view.prompt = "Select a starting Province."
for (let r = 1; r < 12; ++r)
if (is_neutral_province(r))
gen_action("capital", r)
},
capital(r) {
let p = game.active
game.players[p].generals[0] = r
game.players[p].governors[0] = r
game.players[p].capital = 1
game.legions[find_legion()] = ARMY[p][0]
add_militia(r)
game.active = (game.active + 1) % game.players.length
if (game.active === game.first)
goto_start_turn()
},
}
// === COMMON LIBRARY ===
function gen_action(action, argument) {
if (!(action in view.actions))
view.actions[action] = []
set_add(view.actions[action], argument)
}
function clear_undo() {
if (game.undo.length > 0)
game.undo = []
}
function push_undo() {
let copy = {}
for (let k in game) {
let v = game[k]
if (k === "undo")
continue
else if (k === "log")
v = v.length
else if (typeof v === "object" && v !== null)
v = object_copy(v)
copy[k] = v
}
game.undo.push(copy)
}
function pop_undo() {
let save_log = game.log
let save_undo = game.undo
game = save_undo.pop()
save_log.length = game.log
game.log = save_log
game.undo = save_undo
}
function random(range) {
// An MLCG using integer arithmetic with doubles.
// https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
// m = 2**35 − 31
return (game.seed = game.seed * 200105 % 34359738337) % range
}
function random_bigint(range) {
// Largest MLCG that will fit its state in a double.
// Uses BigInt for arithmetic, so is an order of magnitude slower.
// https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
// m = 2**53 - 111
return (game.seed = Number(BigInt(game.seed) * 5667072534355537n % 9007199254740881n)) % range
}
function shuffle(list) {
// Fisher-Yates shuffle
for (let i = list.length - 1; i > 0; --i) {
let j = random(i + 1)
let tmp = list[j]
list[j] = list[i]
list[i] = tmp
}
}
function shuffle_bigint(list) {
// Fisher-Yates shuffle
for (let i = list.length - 1; i > 0; --i) {
let j = random_bigint(i + 1)
let tmp = list[j]
list[j] = list[i]
list[i] = tmp
}
}
// Fast deep copy for objects without cycles
function object_copy(original) {
if (Array.isArray(original)) {
let n = original.length
let copy = new Array(n)
for (let i = 0; i < n; ++i) {
let v = original[i]
if (typeof v === "object" && v !== null)
copy[i] = object_copy(v)
else
copy[i] = v
}
return copy
} else {
let copy = {}
for (let i in original) {
let v = original[i]
if (typeof v === "object" && v !== null)
copy[i] = object_copy(v)
else
copy[i] = v
}
return copy
}
}
// Array remove and insert (faster than splice)
function array_remove(array, index) {
let n = array.length
for (let i = index + 1; i < n; ++i)
array[i - 1] = array[i]
array.length = n - 1
}
function array_insert(array, index, item) {
for (let i = array.length; i > index; --i)
array[i] = array[i - 1]
array[index] = item
}
function array_remove_pair(array, index) {
let n = array.length
for (let i = index + 2; i < n; ++i)
array[i - 2] = array[i]
array.length = n - 2
}
function array_insert_pair(array, index, key, value) {
for (let i = array.length; i > index; i -= 2) {
array[i] = array[i-2]
array[i+1] = array[i-1]
}
array[index] = key
array[index+1] = value
}
// Set as plain sorted array
function set_clear(set) {
set.length = 0
}
function set_has(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return true
}
return false
}
function set_add(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return
}
array_insert(set, a, item)
}
function set_delete(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else {
array_remove(set, m)
return
}
}
}
function set_toggle(set, item) {
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else {
array_remove(set, m)
return
}
}
array_insert(set, a, item)
}
// Map as plain sorted array of key/value pairs
function map_clear(map) {
map.length = 0
}
function map_has(map, key) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (key < x)
b = m - 1
else if (key > x)
a = m + 1
else
return true
}
return false
}
function map_get(map, key, missing) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (key < x)
b = m - 1
else if (key > x)
a = m + 1
else
return map[(m<<1)+1]
}
return missing
}
function map_set(map, key, value) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (key < x)
b = m - 1
else if (key > x)
a = m + 1
else {
map[(m<<1)+1] = value
return
}
}
array_insert_pair(map, a<<1, key, value)
}
function map_delete(map, item) {
let a = 0
let b = (map.length >> 1) - 1
while (a <= b) {
let m = (a + b) >> 1
let x = map[m<<1]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else {
array_remove_pair(map, m<<1)
return
}
}
}
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