summaryrefslogtreecommitdiff
path: root/rules.js
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"use strict"

// TODO: campaign messed up who is who after battle
// TODO: retreat with 0 CU after battle

exports.scenarios = [
	"Historical"
]

exports.roles = [
	"American",
	"British",
]

const CARDS = require('./cards')
const DATA = require('./data')
const SPACES = DATA.SPACES
const COLONIES = DATA.COLONIES
const GENERALS = DATA.GENERALS
const BLOCKADE = DATA.BLOCKADE
const PATH_INDEX = DATA.PATH_INDEX
const PATH_NAME = DATA.PATH_NAME
const PATH_TYPE = DATA.PATH_TYPE

const BRITISH = 'British'
const AMERICAN = 'American'
const FRENCH = 'French'

const BRITISH_GENERALS = [ "Burgoyne", "Carleton", "Clinton", "Cornwallis", "Howe" ]
const AMERICAN_GENERALS = [ "Arnold", "Gates", "Greene", "Lafayette", "Lee", "Lincoln", "Washington", "Rochambeau" ]
const WASHINGTON = "Washington"
const ROCHAMBEAU = "Rochambeau"
const ARNOLD = "Arnold"

const CAPTURED_GENERALS = "Captured Generals"
const CONTINENTAL_CONGRESS_DISPERSED = "Continental Congress Dispersed"
const BRITISH_REINFORCEMENTS = "British Leader Reinforcements"
const AMERICAN_REINFORCEMENTS = "American Leader Reinforcements"
const FRENCH_REINFORCEMENTS = "French Reinforcements"
const TURN_TRACK = {
	1775: "Game Turn 1775",
	1776: "Game Turn 1776",
	1777: "Game Turn 1777",
	1778: "Game Turn 1778",
	1779: "Game Turn 1779",
	1780: "Game Turn 1780",
	1781: "Game Turn 1781",
	1782: "Game Turn 1782",
	1783: "Game Turn 1783",
}

const FALMOUTH_QUEBEC = "Falmouth/Quebec"

const THE_13_COLONIES = [ 'NH', 'NY', 'MA', 'CT', 'RI', 'PA', 'NJ', 'MD', 'DE', 'VA', 'NC', 'SC', 'GA' ]
const SOUTH_OF_WINTER_ATTRITION_LINE = [ 'NC', 'SC', 'GA' ]

const CAMPAIGN_CARDS = [ 67, 68, 69, 70 ]
const DECLARATION_OF_INDEPENDENCE = 99
const BARON_VON_STEUBEN = 86
const WAR_ENDS_1779 = 71
const BENJAMIN_FRANKLIN = 101

const ENEMY = { "American": BRITISH, "British": AMERICAN }

const default_options = {}

let states = {}
let events = {}

let game
let view

function random(n) {
	return (game.seed = game.seed * 200105 % 34359738337) % n
}

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

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

function logp(s) {
	game.log.push(game.active[0] + " " + s)
}

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
	}
}

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

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

function setup_game(seed) {
	game = {
		seed: seed,
		year: 1775,
		congress: "Philadelphia",
		french_alliance: 0,
		french_alliance_triggered: false,
		european_war: false,
		french_navy: FRENCH_REINFORCEMENTS,
		regulars: true,
		war_ends: 0,
		played_british_reinforcements: 0,
		played_american_reinforcements: [],

		pc: {},
		generals: {},
		moved: {},
		cu: [],
		control: {},

		deck: create_deck(),
		discard: [],
		reshuffle: false,
		a_hand: [],
		b_hand: [],
		a_queue: 0,
		b_queue: 0,

		log: [],
		undo: [],

		prompt: null,
		actions: [],
	}

	function spawn_unit(owner, location, pc, cu, name) {
		if (pc)
			game.pc[location] = owner
		if (name) {
			game.generals[name] = {
				location: location,
			}
		}
		if (cu > 0) {
			game.cu.push({
				owner: owner,
				location: location,
				count: cu,
				moved: 0,
			})
		}
	}

	function british(place, pc, cu, ld) { spawn_unit(BRITISH, place, pc, cu, ld); }
	function american(place, pc, cu, ld) { spawn_unit(AMERICAN, place, pc, cu, ld); }
	function french(place, pc, cu, ld) { spawn_unit(FRENCH, place, pc, cu, ld); }

	british("Quebec", true, 2, "Carleton")
	british("Montreal", true)
	british("Fort Detroit", true, 1)
	british("Boston", true, 5, "Howe")
	british("Norfolk", true)
	british("Gilbert Town", true)
	british("Wilmington NC", true)
	british("Ninety Six", true)

	american("Lexington Concord", true, 5, "Washington")
	american("Newport", false, 2, "Greene")
	american("Charleston", true, 2)
	american("Philadelphia", true)

	british(BRITISH_REINFORCEMENTS, false, 0, "Burgoyne")
	british(BRITISH_REINFORCEMENTS, false, 0, "Clinton")
	british(BRITISH_REINFORCEMENTS, false, 0, "Cornwallis")

	american(AMERICAN_REINFORCEMENTS, false, 0, "Arnold")
	american(AMERICAN_REINFORCEMENTS, false, 0, "Lincoln")
	american(AMERICAN_REINFORCEMENTS, false, 0, "Gates")
	american(AMERICAN_REINFORCEMENTS, false, 0, "Lee")
	american(AMERICAN_REINFORCEMENTS, false, 0, "Lafayette")

	french(FRENCH_REINFORCEMENTS, false, 5, "Rochambeau")

	goto_committees_of_correspondence()
}

/* GAME STATE */

function create_deck() {
	let deck = []
	for (let i = 1; i <= 110; ++i) {
		// No DoI or Baron von Steuben first year.
		if (i === DECLARATION_OF_INDEPENDENCE || i === BARON_VON_STEUBEN)
			continue
		deck.push(i)
	}
	return deck
}

function reshuffle_deck() {
	log("Reshuffled the deck.")
	game.reshuffle = false
	game.deck = game.deck.concat(game.discard)
	game.discard = []
}

function roll_d6() {
	return random(6) + 1
}

function deal_card() {
	if (game.deck.length === 0)
		reshuffle_deck()
	let i = random(game.deck.length)
	let c = game.deck[i]
	game.deck.splice(i, 1)
	return c
}

function last_discard() {
	if (game.discard.length > 0)
		return game.discard[game.discard.length-1]
	return null
}

function active_hand() {
	return (game.active === AMERICAN) ? game.a_hand : game.b_hand
}

function play_card(c, reason) {
	if (reason)
		log(game.active[0] + " played #" + c + " " + reason)
	else
		log(game.active[0] + " played #" + c)
	if (CARDS[c].reshuffle === 'if_played')
		game.reshuffle = true
	remove_from_array(active_hand(), c)
	game.last_played = c
	if (!CARDS[c].once)
		game.discard.push(c)
	else
		log("Removed card " + c + ".")
}

function discard_card_from_hand(hand, c) {
	remove_from_array(hand, c)
	game.discard.push(c)
	if (CARDS[c].reshuffle === 'if_discarded')
		game.reshuffle = true
	logp("discarded #" + c)
}

function discard_card(c, reason) {
	game.last_played = c
	discard_card_from_hand(active_hand(), c)
	if (reason)
		logp("discarded #" + c + " " + reason)
	else
		logp("discarded #" + c)
}

function can_exchange_for_discard(c) {
	if (game.did_discard_event) {
		if (game.active === BRITISH)
			return true
		return CARDS[c].count > 1
	}
	return false
}

function can_play_event(c) {
	let card = CARDS[c]
	switch (card.when) {
	case 'before_french_alliance': return !game.french_alliance_triggered
	case 'after_french_alliance': return game.french_alliance_triggered
	case 'european_war_in_effect': return game.european_war
	}
	switch (card.event) {
	case 'john_glovers_marblehead_regiment': return has_general_on_map()
	}
	return true
}

function can_play_reinforcements() {
	if (game.active === BRITISH) {
		if (game.played_british_reinforcements === 0) {
			let n = count_british_cu(BRITISH_REINFORCEMENTS)
			for (let g of BRITISH_GENERALS)
				if (game.generals[g].location === BRITISH_REINFORCEMENTS)
					++n
			return n > 0
		}
		return false
	}
	if (game.active === AMERICAN)
		return game.played_american_reinforcements.length < 2
	return false
}

function is_port(where) {
	return SPACES[where].port
}

function is_non_blockaded_port(where) {
	if (SPACES[where].port && BLOCKADE[where] !== game.french_navy)
		return true
	return false
}

function is_fortified_port(where) {
	return SPACES[where].type === 'fortified-port'
}

function is_continental_congress_dispersed() {
	return game.congress === CONTINENTAL_CONGRESS_DISPERSED
}

function is_winter_quarter_space(where) {
	let colony = SPACES[where].colony
	if (colony === 'GA' || colony === 'SC' || colony === 'NC')
		return true; // south of winter attrition line
	let type = SPACES[where].type
	if (type === 'winter-quarters' || type === 'fortified-port')
		return true
	return false
}

function allowed_to_place_american_pc() {
	if (is_continental_congress_dispersed())
		return false
	if (game.pennsylvania_and_new_jersey_line_mutinies)
		return false
	return true
}

function is_british_militia(space) {
	return game.control[SPACES[space].colony] === BRITISH
}

function is_american_militia(space) {
	return game.control[SPACES[space].colony] === AMERICAN
}

function is_american_winter_offensive() {
	if (game.who === WASHINGTON && game.a_hand.length === 0)
		return true
	return false
}

/* PC */

function has_no_pc(space) {
	return game.pc[space] !== BRITISH && game.pc[space] !== AMERICAN
}

function has_british_pc(space) {
	return game.pc[space] === BRITISH
}

function has_american_pc(space) {
	return game.pc[space] === AMERICAN
}

function has_enemy_pc(space) {
	if (game.active === BRITISH)
		return has_american_pc(space)
	else
		return has_british_pc(space)
}

function is_adjacent_to_british_pc(a) {
	for (let b of SPACES[a].exits)
		if (has_british_pc(b))
			return true
	if (SPACES[a].port) {
		for (let b in SPACES) {
			if (SPACES[b].port)
				if (has_british_pc(b))
					return true
		}
	}
	return false
}

function is_adjacent_to_american_pc(a) {
	for (let b of SPACES[a].exits)
		if (has_american_pc(b))
			return true
	return false
}

function place_british_pc(space) {
	logp("placed PC in " + space)
	if (game.british_pc_space_list)
		remove_from_array(game.british_pc_space_list, space)
	game.pc[space] = BRITISH
}

function place_american_pc(space) {
	logp("placed PC in " + space)
	game.pc[space] = AMERICAN
}

function remove_pc(space) {
	if (game.active === BRITISH)
		logp("removed PC in " + space)
	else
		logp("removed PC in " + space)
	game.pc[space] = undefined
}

function flip_pc(space) {
	if (game.active === BRITISH)
		logp("flipped PC in " + space)
	else
		logp("flipped PC in " + space)
	game.pc[space] = ENEMY[game.pc[space]]
}

function update_colony_control() {
	for (let c in COLONIES) {
		let control = 0
		for (let space of COLONIES[c]) {
			if (game.pc[space] === BRITISH)
				--control
			else if (game.pc[space] === AMERICAN)
				++control
		}
		if (control < 0)
			game.control[c] = BRITISH
		else if (control > 0)
			game.control[c] = AMERICAN
		else
			game.control[c] = undefined
	}
}

/* CU */

function find_cu(owner, space) {
	for (let i = 0; i < game.cu.length; ++i) {
		let cu = game.cu[i]
		if (cu.location === space && cu.owner === owner)
			return cu
	}
	return null
}

function find_british_cu(space) {
	return find_cu(BRITISH, space)
}

function find_american_cu(space) {
	return find_cu(AMERICAN, space)
}

function find_french_cu(space) {
	return find_cu(FRENCH, space)
}

function has_british_cu(space) {
	return find_british_cu(space) !== null
}

function has_no_british_cu(space) {
	return !has_british_cu(space)
}

function has_american_or_french_cu(space) {
	return find_american_cu(space) !== null || find_french_cu(space) !== null
}

function has_american_cu(space) {
	return find_american_cu(space) !== null
}

function has_french_cu(space) {
	return find_french_cu(space) !== null
}

function has_enemy_cu(where) {
	if (game.active === BRITISH)
		return has_american_or_french_cu(where)
	else
		return has_british_cu(where)
}

function count_cu(owner, space) {
	let cu = find_cu(owner, space)
	return cu ? cu.count : 0
}

function count_british_cu(where) {
	let cu = find_british_cu(where)
	return cu ? cu.count : 0
}

function count_american_cu(where) {
	let cu = find_american_cu(where)
	return cu ? cu.count : 0
}

function count_french_cu(where) {
	let cu = find_french_cu(where)
	return cu ? cu.count : 0
}

function count_unmoved_british_cu(where) {
	let cu = find_british_cu(where)
	return cu ? cu.count - cu.moved : 0
}

function count_unmoved_american_cu(where) {
	let cu = find_american_cu(where)
	return cu ? cu.count - cu.moved : 0
}

function count_unmoved_french_cu(where) {
	let cu = find_french_cu(where)
	return cu ? cu.count - cu.moved : 0
}

function mark_moved_cu(owner, space, moved) {
	if (moved > 0)
		find_cu(owner, space).moved += moved
}

function count_american_and_french_cu(where) {
	return count_american_cu(where) + count_french_cu(where)
}

function count_enemy_cu(where) {
	if (game.active === BRITISH)
		return count_american_and_french_cu(where)
	else
		return count_british_cu(where)
}

function spawn_cu(owner, where, count) {
	game.cu.push({owner:owner, location:where, count:count, moved:0})
}

function remove_cu(owner, where, count) {
	if (count === 0)
		return
	let cu = find_cu(owner, where)
	if (count >= cu.count) {
		let i = game.cu.indexOf(cu)
		remove_from_array(game.cu, cu)
	} else {
		cu.count -= count
	}
}

function place_cu(owner, where, count) {
	let cu = find_cu(owner, where)
	if (!cu)
		spawn_cu(owner, where, count)
	else
		cu.count += count
}

function place_british_cu(where, count) {
	place_cu(BRITISH, where, count)
}

function place_american_cu(where, count) {
	place_cu(AMERICAN, where, count)
}

function place_french_cu(where, count) {
	place_cu(FRENCH, where, count)
}

function move_cu(owner, from, to, count) {
	if (count === 0)
		return
	let from_cu = find_cu(owner, from)
	if (count < from_cu.count) {
		from_cu.count -= count
		place_cu(owner, to, count)
	} else {
		let to_cu = find_cu(owner, to)
		if (to_cu) {
			remove_cu(owner, from, from_cu.count)
			to_cu.count += count
		} else {
			from_cu.location = to
		}
	}
}

function move_british_cu(from, to, count) {
	move_cu(BRITISH, from, to, count)
}

/* GENERALS */

function is_general_on_map(g) {
	switch (game.generals[g].location) {
	case null: /* killed */
	case CAPTURED_GENERALS:
	case BRITISH_REINFORCEMENTS:
	case AMERICAN_REINFORCEMENTS:
	case FRENCH_REINFORCEMENTS:
		return false
	}
	return true
}

function find_british_general(where) {
	for (let general of BRITISH_GENERALS)
		if (game.generals[general].location === where)
			return general
	return null
}

function find_american_or_french_general(where) {
	for (let general of AMERICAN_GENERALS)
		if (game.generals[general].location === where)
			return general
	return null
}

function has_british_general(where) {
	return find_british_general(where) !== null
}

function has_american_or_french_general(where) {
	return find_american_or_french_general(where) !== null
}

function has_enemy_general(where) {
	if (game.active === BRITISH)
		return has_american_or_french_general(where)
	else
		return has_british_general(where)
}

function count_friendly_generals(where) {
	let list
	if (game.active === BRITISH)
		list = BRITISH_GENERALS
	else
		list = AMERICAN_GENERALS
	let count = 0
	for (let g of list)
		if (location_of_general(g) === where)
			++count
	return count
}

function has_general_on_map() {
	if (game.active === BRITISH)
		return has_british_general_on_map()
	else
		return has_american_general_on_map()
}

function has_british_general_on_map() {
	for (let g of BRITISH_GENERALS)
		if (is_general_on_map(g))
			return true
	return false
}

function has_american_general_on_map() {
	for (let g of AMERICAN_GENERALS)
		if (is_general_on_map(g))
			return true
	return false
}

function can_activate_general(c) {
	if (game.active === BRITISH)
		return can_activate_british_general(c)
	else
		return can_activate_american_general(c)
}

function can_activate_british_general(c) {
	let ops = CARDS[c].count + game.b_queue
	for (let g of BRITISH_GENERALS)
		if (is_general_on_map(g) && GENERALS[g].strategy <= ops)
			return true
	return false
}

function can_activate_american_general(c) {
	let ops = CARDS[c].count + game.a_queue
	for (let g of AMERICAN_GENERALS)
		if (is_general_on_map(g) && GENERALS[g].strategy <= ops)
			return true
	return false
}

function move_general(who, where) {
	game.generals[who].location = where
}

function capture_washington() {
	game.generals[WASHINGTON].location = null

	if (!game.french_alliance_triggered) {
		game.french_alliance -= 3
		if (game.french_alliance < 0)
			game.french_alliance = 0
	}

	goto_george_washington_captured()
}

function capture_british_general(where) {
	let g = find_british_general(where)
	log(g + " was captured!")
	move_general(g, CAPTURED_GENERALS)
}

function capture_american_or_french_general(where) {
	let g = find_american_or_french_general(where)
	log(g + " was captured!")
	if (g === WASHINGTON)
		capture_washington()
	else
		move_general(g, CAPTURED_GENERALS)
}

function capture_enemy_general(where) {
	if (game.active === BRITISH)
		capture_american_or_french_general(where)
	else
		capture_british_general(where)
}

function remove_benedict_arnold() {
	if (game.generals[ARNOLD].location) {
		log("Removed Arnold from the game!")
		game.generals[ARNOLD].location = null
	}
}

/* ARMIES */

function has_british_army(where) {
	return has_british_general(where) && has_british_cu(where)
}

function has_american_army(where) {
	return has_american_or_french_general(where) && has_american_or_french_cu(where)
}

function has_no_british_playing_piece(where) {
	if (has_british_pc(where))
		return false
	if (has_british_general(where))
		return false
	if (has_british_cu(where))
		return false
	return true
}

function has_no_american_unit(where) {
	if (has_american_or_french_general(where))
		return false
	if (has_american_or_french_cu(where))
		return false
	if (game.congress === where)
		return false
	return true
}

function place_british_reinforcements(who, count, where) {
	let already_there = find_british_general(where)
	if (who && already_there) {
		move_general(already_there, BRITISH_REINFORCEMENTS)
	}
	if (who) {
		logp("reinforced " + where + " with " + who)
		move_general(who, where)
	}
	if (count > 0) {
		logp("reinforced " + where + " with " + count + " CU")
		move_british_cu(BRITISH_REINFORCEMENTS, where, count)
		if (has_enemy_general(where))
			capture_enemy_general(where)
		if (game.active === BRITISH && game.congress === where)
			disperse_continental_congress(where)
	}
}

function place_american_reinforcements(who, count, where) {
	let already_there = find_american_or_french_general(where)
	if (who && already_there) {
		// Never replace Washington
		if (already_there === WASHINGTON)
			who = null
		else
			move_general(already_there, AMERICAN_REINFORCEMENTS)
	}
	if (who) {
		logp("reinforced " + where + " with " + who)
		move_general(who, where)
	}
	logp("reinforced " + where + " with " + count + " CU")
	place_american_cu(where, count)
	if (has_enemy_general(where))
		capture_enemy_general(where)
}

function place_french_reinforcements(who, where) {
	let already_there = find_american_or_french_general(where)
	if (who && already_there) {
		// Never replace Washington
		if (already_there === WASHINGTON)
			who = null
		else
			move_general(already_there, AMERICAN_REINFORCEMENTS)
	}
	if (who) {
		logp("reinforced " + where + " with " + who)
		move_general(who, where)
	}
	logp("reinforced " + where + " with the French CU")
	move_cu(FRENCH, FRENCH_REINFORCEMENTS, where, count_french_cu(FRENCH_REINFORCEMENTS))
	move_cu(FRENCH, AMERICAN_REINFORCEMENTS, where, count_french_cu(AMERICAN_REINFORCEMENTS))
}

function location_of_general(g) {
	return game.generals[g].location
}

function pickup_max_british_cu(where) {
	game.carry_british = count_unmoved_british_cu(where)
	if (game.carry_british > 5)
		game.carry_british = 5
	game.carry_american = 0
	game.carry_french = 0
}

function pickup_max_american_cu(where) {
	game.carry_british = 0
	game.carry_french = count_unmoved_french_cu(where)
	game.carry_american = count_unmoved_american_cu(where)
	if (game.carry_french > 5)
		game.carry_french = 5
	if (game.carry_american + game.carry_french > 5)
		game.carry_american = 5 - game.carry_french
}

function move_army(who, from, to) {
	game.count -= movement_cost(from, to)
	if (game.mobility && has_enemy_cu(to)) {
		game.mobility = false
		game.count -= 1
	}
	if (game.carry_british > 0)
		move_cu(BRITISH, from, to, game.carry_british)
	if (game.carry_american > 0)
		move_cu(AMERICAN, from, to, game.carry_american)
	if (game.carry_french > 0)
		move_cu(FRENCH, from, to, game.carry_french)
	move_general(who, to)
}

function intercept_army(who, from, to) {
	if (game.carry_british > 0)
		move_cu(BRITISH, from, to, game.carry_british)
	if (game.carry_american > 0)
		move_cu(AMERICAN, from, to, game.carry_american)
	if (game.carry_french > 0)
		move_cu(FRENCH, from, to, game.carry_french)
	move_general(who, to)
}

function overrun(where) {
	logp("overran CU in " + where)
	let cu
	if (game.active === BRITISH)
		cu = find_american_cu(where) || find_french_cu(where)
	else
		cu = find_british_cu(where)
	remove_cu(cu.owner, where, 1)
}

function retreat_american_army(from, to) {
	let g = find_american_or_french_general(from)
	if (g)
		move_general(g, to)
	move_cu(AMERICAN, from, to, count_american_cu(from))
	move_cu(FRENCH, from, to, count_french_cu(from))
}

function retreat_british_army(from, to) {
	let g = find_british_general(from)
	if (g)
		move_general(g, to)
	move_cu(BRITISH, from, to, count_british_cu(from))
}

function surrender_american_army(where) {
	let g = find_american_or_french_general(where)
	if (g)
		capture_american_or_french_general(where)
	remove_cu(AMERICAN, where, count_american_cu(where))
	remove_cu(FRENCH, where, count_french_cu(where))
}

function surrender_british_army(where) {
	let g = find_british_general(where)
	if (g)
		capture_british_general(where)
	game.british_losses += count_british_cu(where)
	remove_cu(BRITISH, where, count_british_cu(where))
}

function disperse_continental_congress(where) {
	log("Contintental Congress dispersed!")
	game.congress = CONTINENTAL_CONGRESS_DISPERSED
	game.congress_was_dispersed = true
}

/* MOVE GENERATORS */

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

function gen_action_undo() {
	if (!view.actions)
		view.actions = {}
	if (game.undo && game.undo.length > 0)
		view.actions.undo = 1
	else
		view.actions.undo = 0
}

function gen_pass() {
	gen_action('pass')
}

function gen_remove_british_pc_from(list_of_colonies) {
	for (let colony of list_of_colonies) {
		for (let space of COLONIES[colony]) {
			if (has_british_pc(space) && has_no_british_cu(space)) {
				gen_action('remove_pc', space)
			}
		}
	}
}

function gen_remove_american_pc() {
	for (let space in SPACES) {
		if (has_american_pc(space) && has_no_american_unit(space)) {
			gen_action('remove_pc', space)
		}
	}
}

function gen_remove_american_pc_from(list_of_colonies) {
	for (let colony of list_of_colonies) {
		for (let space of COLONIES[colony]) {
			if (has_american_pc(space) && has_no_american_unit(space)) {
				gen_action('remove_pc', space)
			}
		}
	}
}

function gen_remove_american_pc_from_non_port(list_of_colonies) {
	for (let colony of list_of_colonies) {
		for (let space of COLONIES[colony]) {
			if (!SPACES[space].port) {
				if (has_american_pc(space) && has_no_american_unit(space)) {
					gen_action('remove_pc', space)
				}
			}
		}
	}
}

function gen_remove_american_pc_within_two_spaces_of_a_british_general() {
	let candidates = {}
	for (let g of BRITISH_GENERALS) {
		let a = game.generals[g].location
		if (a in SPACES) {
			candidates[a] = true
			for (let b of SPACES[a].exits) {
				candidates[b] = true
				for (let c of SPACES[b].exits) {
					candidates[c] = true
				}
			}
		}
	}
	for (let space in candidates)
		if (has_american_pc(space) && has_no_american_unit(space))
			gen_action('remove_pc', space)
}

function gen_place_american_pc() {
	for (let space in SPACES) {
		if (has_no_pc(space) && has_no_british_playing_piece(space)) {
			gen_action('place_american_pc', space)
		}
	}
}

function gen_place_american_pc_in(list_of_colonies) {
	for (let colony of list_of_colonies) {
		for (let space of COLONIES[colony]) {
			if (has_no_pc(space) && has_no_british_playing_piece(space)) {
				gen_action('place_american_pc', space)
			}
		}
	}
}

/* SETUP PHASE */

function goto_committees_of_correspondence() {
	log(".h2.american Committes of Correspondence")
	logbr()
	game.active = AMERICAN
	game.state = 'committees_of_correspondence'
	game.coc = THE_13_COLONIES.slice()
}

states.committees_of_correspondence = {
	inactive: "Committees of Correspondence",
	prompt: function (current) {
		view.prompt = "Committees of Correspondence: Place 1 PC marker in each of the 13 colonies. " + game.coc.length + " left."
		if (game.coc.length > 0)
			gen_place_american_pc_in(game.coc)
		else
			gen_pass()
	},
	place_american_pc: function (space) {
		push_undo()
		let colony = SPACES[space].colony
		remove_from_array(game.coc, colony)
		place_american_pc(space)
	},
	pass: function () {
		clear_undo()
		goto_for_the_king()
	}
}

function goto_for_the_king() {
	logbr()
	log(".h2.british For the King")
	logbr()
	delete game.coc
	game.active = BRITISH
	game.state = 'for_the_king'
	game.count = 3
	gen_british_pc_ops_start()
}

states.for_the_king = {
	inactive: "For the King",
	prompt: function (current) {
		view.prompt = "For the King: Place 3 PC markers. " + game.count + " left."
		if (game.count > 0)
			gen_british_pc_ops()
		else
			gen_pass()
	},
	place_british_pc: function (space) {
		push_undo()
		place_british_pc(space)
		--game.count
	},
	pass: function () {
		clear_undo()
		gen_british_pc_ops_end()
		goto_start_year()
	}
}

/* REINFORCEMENTS AND START OF STRATEGY PHASE */

function automatic_victory() {
	let n_american = 0
	let n_british = 0
	for (let space in SPACES) {
		n_american += count_french_cu(space) + count_american_cu(space)
		if (SPACES[space].colony !== "CA")
			n_british += count_british_cu(space)
	}
	if (n_american === 0) {
		game.victory = "British Automatic Victory!"
		game.active = "None"
		game.result = BRITISH
		game.state = 'game_over'
		log(game.victory)
		return true
	}
	if (n_british === 0) {
		game.victory = "American Automatic Victory!"
		game.active = "None"
		game.result = AMERICAN
		game.state = 'game_over'
		log(game.victory)
		return true
	}
	return false
}

function goto_start_year() {
	logbr()
	log(".h1 Year " + game.year)
	logbr()

	// Prisoner exchange
	for (let g of BRITISH_GENERALS)
		if (game.generals[g].location === CAPTURED_GENERALS)
			move_general(g, BRITISH_REINFORCEMENTS)
	for (let g of AMERICAN_GENERALS)
		if (game.generals[g].location === CAPTURED_GENERALS)
			move_general(g, AMERICAN_REINFORCEMENTS)

	switch (game.year) {
	case 1775: place_british_cu(BRITISH_REINFORCEMENTS, 3); break
	case 1776: place_british_cu(BRITISH_REINFORCEMENTS, 8); break
	case 1777: place_british_cu(BRITISH_REINFORCEMENTS, 1); break
	case 1778: place_british_cu(BRITISH_REINFORCEMENTS, 8); break
	case 1779: place_british_cu(BRITISH_REINFORCEMENTS, 1); break
	case 1780: place_british_cu(BRITISH_REINFORCEMENTS, 5); break
	case 1781: place_british_cu(BRITISH_REINFORCEMENTS, 1); break
	case 1782: place_british_cu(BRITISH_REINFORCEMENTS, 1); break
	case 1783: place_british_cu(BRITISH_REINFORCEMENTS, 1); break
	}

	if (game.year === 1776) {
		game.deck.push(DECLARATION_OF_INDEPENDENCE)
		game.deck.push(BARON_VON_STEUBEN)
	}

	if (game.reshuffle)
		reshuffle_deck()

	game.a_hand = []
	game.b_hand = []
	for (let i = 0; i < 7; ++i) {
		game.a_hand.push(deal_card())
		game.b_hand.push(deal_card())
	}

	game.a_queue = 0
	game.b_queue = 0
	game.did_discard_event = false

	// TODO: save the played card numbers instead (rule 6.1B clarification)
	game.played_british_reinforcements = 0
	game.played_american_reinforcements = []
	game.active = BRITISH
	game.state = 'british_declare_first'
}

states.british_declare_first = {
	prompt: function (current) {
		view.prompt = "Declare yourself as the first player by playing a campaign card?"
		gen_pass()
		for (let c of CAMPAIGN_CARDS) {
			if (game.b_hand.includes(c)) {
				gen_action('card_campaign', c)
			}
		}
	},
	card_campaign: function (c) {
		delete game.congress_was_dispersed
		logp("went first by playing a campaign card")
		game.active = BRITISH
		goto_campaign(c)
	},
	pass: function () {
		if (game.congress_was_dispersed)
			game.active = BRITISH
		else
			game.active = AMERICAN
		game.state = 'choose_first_player'
		delete game.congress_was_dispersed
	},
}

states.choose_first_player = {
	prompt: function (current) {
		view.prompt = "Choose who will play the first strategy card."
		gen_action('american_first')
		gen_action('british_first')
	},
	american_first: function (c) {
		logp("went first")
		goto_strategy_phase(AMERICAN)
	},
	british_first: function (c) {
		logp("went first")
		goto_strategy_phase(BRITISH)
	},
}

/* STRATEGY PHASE */

function goto_strategy_phase(new_active) {
	game.active = new_active
	game.state = 'strategy_phase'
	logbr()
	if (game.active === AMERICAN)
		log(".h2.american American Turn")
	else
		log(".h2.british British Turn")
	logbr()
}

states.strategy_phase = {
	inactive: "strategy phase",
	prompt: function (current) {
		view.prompt = "Play a strategy card."
		gen_strategy_plays(active_hand())
	},
	card_campaign: function (c) {
		game.did_discard_event = false
		clear_queue()
		goto_campaign(c)
	},
	card_play_event: function (c) {
		push_undo()
		game.did_discard_event = false
		clear_queue()
		do_event(c)
	},
	card_discard_event: function (c) {
		push_undo()
		game.did_discard_event = true
		clear_queue()
		discard_card(c, "PC action")
		game.state = 'discard_event_pc_action'
	},
	card_ops_pc: function (c) {
		push_undo()
		game.did_discard_event = false
		clear_queue()
		play_card(c, "for PC")
		goto_ops_pc(CARDS[c].count)
	},
	card_ops_reinforcements: function (c) {
		push_undo()
		game.did_discard_event = false
		clear_queue()
		goto_ops_reinforcements(c)
	},
	card_ops_queue: function (c) {
		game.did_discard_event = false
		play_card(c, "to queue")
		if (game.active === BRITISH)
			game.b_queue += CARDS[c].count
		else
			game.a_queue += CARDS[c].count
		end_strategy_card()
	},
	card_ops_general: function (c) {
		push_undo()
		game.did_discard_event = false
		goto_ops_general(c)
	},
	exchange_for_discard: function (c) {
		game.did_discard_event = false
		let d = game.discard.pop()
		discard_card(c)
		active_hand().push(d)
		logp("picked up up #" + d)
	},
}

function end_strategy_card() {
	clear_undo()

	if (automatic_victory())
		return

	if (game.campaign) {
		if (--game.campaign > 0) {
			game.count = 3; // can activate any general!
			game.state = 'ops_general_who'
			return
		} else {
			delete game.landing_party
			delete game.campaign
		}
	}

	if (!game.french_alliance_triggered && game.french_alliance === 9) {
		log("The French signed an alliance with the Americans!")
		game.french_alliance_triggered = true
		if (game.french_navy === FRENCH_REINFORCEMENTS) {
			game.save_active = game.active
			game.active = AMERICAN
			game.state = 'place_french_navy_trigger'
			return
		}
	}

	game.moved = {}
	for (let cu of game.cu)
		cu.moved = 0

	goto_strategy_phase(ENEMY[game.active])

	let hand = active_hand()
	if (hand.length === 0) {
		game.active = ENEMY[game.active]
		hand = active_hand()
		if (hand.length === 0)
			return goto_winter_attrition_phase()
	}
}

function clear_queue() {
	if (game.active === BRITISH)
		game.b_queue = 0
	else
		game.a_queue = 0
}

function gen_strategy_plays(hand) {
	for (let c of hand) {
		let card = CARDS[c]
		switch (card.type) {
		case 'mandatory-event':
			gen_action('card_play_event', c)
			break
		case 'campaign':
			gen_action('card_campaign', c)
			break
		case 'ops':
			if (can_exchange_for_discard(c))
				gen_action('exchange_for_discard', c)
			if (can_activate_general(c))
				gen_action('card_ops_general', c)
			gen_action('card_ops_pc', c)
			if (can_play_reinforcements())
				gen_action('card_ops_reinforcements', c)
			if (card.count < 3)
				gen_action('card_ops_queue', c)
			break
		case 'british-event':
		case 'british-event-or-battle':
			if (game.active === BRITISH)
				if (can_play_event(c))
					gen_action('card_play_event', c)
			gen_action('card_discard_event', c)
			break
		case 'american-event':
			if (game.active === AMERICAN)
				if (can_play_event(c))
					gen_action('card_play_event', c)
			gen_action('card_discard_event', c)
			break
		case 'british-battle':
		case 'american-battle':
			gen_action('card_discard_event', c)
			break
		}
	}
}

/* DISCARD EVENT CARD FOR PC ACTION */

states.discard_event_pc_action = {
	prompt: function (current) {
		view.prompt = "Place, flip, or remove PC marker."
		gen_pass()
		if (game.active === BRITISH)
			gen_british_discard_event_pc_action()
		else
			gen_american_discard_event_pc_action()
	},
	place_british_pc: function (space) {
		place_british_pc(space)
		end_strategy_card()
	},
	place_american_pc: function (space) {
		place_american_pc(space)
		end_strategy_card()
	},
	remove_pc: function (space) {
		remove_pc(space)
		end_strategy_card()
	},
	flip_pc: function (space) {
		flip_pc(space)
		end_strategy_card()
	},
	pass: function () {
		end_strategy_card()
	},
}

function gen_british_discard_event_pc_action() {
	for (let space in SPACES) {
		if (is_adjacent_to_british_pc(space)) {
			if (has_no_pc(space) && has_no_american_unit(space))
				gen_action('place_british_pc', space)
			else if (has_american_pc(space) && has_british_army(space))
				gen_action('flip_pc', space)
			else if (has_american_pc(space) && has_no_american_unit(space))
				gen_action('remove_pc', space)
		}
	}
}

function gen_american_discard_event_pc_action() {
	for (let space in SPACES) {
		if (is_adjacent_to_american_pc(space)) {
			if (has_no_pc(space) && has_no_british_cu(space)) {
				if (allowed_to_place_american_pc())
					gen_action('place_american_pc', space)
			}
			else if (has_british_pc(space) && has_american_or_french_general(space)) {
				gen_action('flip_pc', space)
			}
			else if (has_british_pc(space) && has_no_british_cu(space)) {
				gen_action('remove_pc', space)
			}
		}
	}
}

/* PLAY OPS CARD FOR PC ACTIONS */

function goto_ops_pc(count) {
	game.count = count
	game.state = 'ops_pc'
	if (game.active === BRITISH)
		gen_british_pc_ops_start()
}

states.ops_pc = {
	prompt: function (current) {
		view.prompt = "Place or flip PC markers. " + game.count + " left."
		gen_pass()
		if (game.count > 0) {
			if (game.active === BRITISH)
				gen_british_pc_ops()
			else
				gen_american_pc_ops()
		}
	},
	place_british_pc: function (space) {
		push_undo()
		place_british_pc(space)
		--game.count
	},
	place_american_pc: function (space) {
		push_undo()
		place_american_pc(space)
		--game.count
	},
	flip_pc: function (space) {
		push_undo()
		flip_pc(space)
		--game.count
	},
	pass: function () {
		if (game.active === BRITISH)
			gen_british_pc_ops_end()
		end_strategy_card()
	},
}

function gen_british_pc_ops_start() {
	game.british_pc_space_list = []
	for (let space in SPACES) {
		if (has_no_pc(space) && has_no_american_unit(space)) {
			if (is_adjacent_to_british_pc(space))
				game.british_pc_space_list.push(space)
		}
	}
}

function gen_british_pc_ops() {
	for (let space of game.british_pc_space_list)
		gen_action('place_british_pc', space)
	for (let space in SPACES) {
		if (has_british_army(space)) {
			if (has_no_pc(space))
				gen_action('place_british_pc', space)
			else if (has_american_pc(space))
				gen_action('flip_pc', space)
		}
	}
}

function gen_british_pc_ops_end(space) {
	delete game.british_pc_space_list
}

function gen_american_pc_ops() {
	for (let space in SPACES) {
		if (has_no_pc(space) && has_no_british_cu(space)) {
			if (allowed_to_place_american_pc())
				gen_action('place_american_pc', space)
		}
		else if (has_british_pc(space) && has_american_or_french_general(space)) {
			gen_action('flip_pc', space)
		}
	}
}

/* PLAY OPS CARD FOR REINFORCEMENTS */

function goto_ops_reinforcements(c) {
	let count = CARDS[c].count
	play_card(c, "for reinforcements")
	if (game.active === BRITISH) {
		game.played_british_reinforcements = count
		game.count = count_british_cu(BRITISH_REINFORCEMENTS)
		game.state = 'ops_british_reinforcements_who'
	} else {
		game.played_american_reinforcements.push(count)
		game.count = count
		game.state = 'ops_american_reinforcements_who'
	}
}

states.ops_british_reinforcements_who = {
	prompt: function (current) {
		view.prompt = "Reinforcements: choose an available general or pass to bring only CU."
		view.prompt += " Carrying " + game.count + " British CU."
		gen_pass()
		gen_british_reinforcements_who()
	},
	drop_british_cu: function () {
		--game.count
	},
	pickup_british_cu: function () {
		++game.count
	},
	select_general: function (g) {
		push_undo()
		game.state = 'ops_british_reinforcements_where'
		game.who = g
	},
	pass: function () {
		push_undo()
		game.state = 'ops_british_reinforcements_where'
		game.who = null
	},
}

states.ops_british_reinforcements_where = {
	prompt: function (current) {
		view.prompt = "Reinforcements: choose a port space."
		view.prompt += " Carrying " + game.count + " British CU."
		gen_british_reinforcements_where()
	},
	drop_british_cu: function () {
		--game.count
	},
	pickup_british_cu: function () {
		++game.count
	},
	place_reinforcements: function (space) {
		place_british_reinforcements(game.who, game.count, space)
		end_strategy_card()
		game.who = null
	},
}

states.ops_american_reinforcements_who = {
	prompt: function (current) {
		view.prompt = "Reinforcements: choose an available general or pass to bring only CU."
		gen_pass()
		gen_american_reinforcements_who()
	},
	select_general: function (g) {
		push_undo()
		game.state = 'ops_american_reinforcements_where'
		game.who = g
	},
	pass: function () {
		push_undo()
		game.state = 'ops_american_reinforcements_where'
		game.who = null
	},
}

states.ops_american_reinforcements_where = {
	prompt: function (current) {
		view.prompt = "Reinforcements: choose a space."
		gen_american_reinforcements_where(game.who)
	},
	place_reinforcements: function (space) {
		if (game.who === ROCHAMBEAU)
			place_french_reinforcements(game.who, space)
		else
			place_american_reinforcements(game.who, game.count, space)
		end_strategy_card()
		game.who = null
	},
}

function gen_british_reinforcements_who() {
	for (let g of BRITISH_GENERALS) {
		let general = game.generals[g]
		if (general.location === BRITISH_REINFORCEMENTS) {
			gen_action('select_general', g)
		}
	}
	if (game.count > 0)
		gen_action('drop_british_cu')
	if (game.count < count_british_cu(BRITISH_REINFORCEMENTS))
		gen_action('pickup_british_cu')
}

function gen_british_reinforcements_where() {
	for (let space in SPACES) {
		if (is_non_blockaded_port(space))
			if (!has_american_or_french_cu(space) && !has_american_pc(space))
				gen_action('place_reinforcements', space)
	}
	if (game.count > 0)
		gen_action('drop_british_cu')
	if (game.count < count_british_cu(BRITISH_REINFORCEMENTS))
		gen_action('pickup_british_cu')
}

function gen_american_reinforcements_who() {
	for (let g of AMERICAN_GENERALS) {
		let general = game.generals[g]
		if (general.location === AMERICAN_REINFORCEMENTS) {
			gen_action('select_general', g)
		}
	}
}

function gen_american_reinforcements_where(general) {
	for (let space in SPACES) {
		if (!has_british_cu(space) && !has_british_pc(space)) {
			if (general === ROCHAMBEAU) {
				if (SPACES[space].port)
					gen_action('place_reinforcements', space)
			} else {
				gen_action('place_reinforcements', space)
			}
		}
	}
}

/* PLAY OPS CARD TO MOVE A GENERAL */

function goto_ops_general(c) {
	play_card(c, " to activate a general")
	if (game.active === BRITISH) {
		game.count = CARDS[c].count + game.b_queue
		game.b_queue = 0
	} else {
		game.count = CARDS[c].count + game.a_queue
		game.a_queue = 0
	}
	game.state = 'ops_general_who'
}

states.ops_general_who = {
	prompt: function (current) {
		if (game.campaign && game.landing_party)
			view.prompt = "Campaign: Activate a general or use a landing party. " + game.campaign + " left."
		else if (game.campaign)
			view.prompt = "Campaign: Activate a general. " + game.campaign + " left."
		else
			view.prompt = "Activate a general with strategy rating " + game.count + " or lower."
		if (game.landing_party)
			gen_landing_party()
		gen_activate_general()
		gen_pass()
	},
	place_british_pc: function (where) {
		game.landing_party = 0
		place_british_pc(where)
		end_strategy_card()
	},
	flip_pc: function (where) {
		game.landing_party = 0
		flip_pc(where)
		end_strategy_card()
	},
	select_general: function (g) {
		push_undo()
		goto_ops_general_move(g, false)
	},
	pass: function () {
		if (game.campaign > 0)
			game.campaign = 0
		end_strategy_card()
	}
}

function gen_landing_party() {
	for (let space in SPACES) {
		if (!is_fortified_port(space) && is_non_blockaded_port(space)) {
			if (has_american_pc(space) && has_no_american_unit(space))
				gen_action('flip_pc', space)
			if (has_no_pc(space) && has_no_american_unit(space) && has_no_british_playing_piece(space))
				gen_action('place_british_pc', space)
		}
	}
}

function gen_activate_general() {
	if (game.active === BRITISH)
		return gen_activate_british_general()
	else
		return gen_activate_american_general()
}

function gen_activate_british_general() {
	for (let g of BRITISH_GENERALS)
		if (is_general_on_map(g) && GENERALS[g].strategy <= game.count && !game.moved[g])
			gen_action('select_general', g)
}

function gen_activate_american_general() {
	for (let g of AMERICAN_GENERALS)
		if (is_general_on_map(g) && GENERALS[g].strategy <= game.count && !game.moved[g])
			gen_action('select_general', g)
}

function goto_remove_general(where) {
	game.state = 'remove_general'
	game.where = where
}

states.remove_general = {
	prompt: function (current) {
		view.prompt = "Remove a general to the reinforcements box."
		gen_remove_general()
	},
	select_general: function (g) {
		if (game.active === BRITISH)
			move_general(g, BRITISH_REINFORCEMENTS)
		else
			move_general(g, AMERICAN_REINFORCEMENTS)
		end_strategy_card()
	},
}

function goto_remove_general_after_intercept() {
	game.state = 'remove_general_after_intercept'
}

states.remove_general_after_intercept = {
	prompt: function (current) {
		view.prompt = "Remove a general to the reinforcements box."
		gen_remove_general()
	},
	select_general: function (g) {
		if (game.active === BRITISH)
			move_general(g, BRITISH_REINFORCEMENTS)
		else
			move_general(g, AMERICAN_REINFORCEMENTS)
		end_intercept()
	},
}

function goto_remove_general_after_retreat(where) {
	game.state = 'remove_general_after_retreat'
	game.where = where
}

states.remove_general_after_retreat = {
	prompt: function (current) {
		view.prompt = "Remove a general to the reinforcements box."
		gen_remove_general()
	},
	select_general: function (g) {
		if (game.active === BRITISH)
			move_general(g, BRITISH_REINFORCEMENTS)
		else
			move_general(g, AMERICAN_REINFORCEMENTS)
		end_battle()
	},
}

function gen_remove_general() {
	if (game.active === BRITISH)
		return gen_remove_british_general()
	else
		return gen_remove_american_general()
}

function gen_remove_british_general() {
	for (let g of BRITISH_GENERALS)
		if (location_of_general(g) === game.where)
			gen_action('select_general', g)
}

function gen_remove_american_general() {
	for (let g of AMERICAN_GENERALS)
		if (g !== WASHINGTON)
			if (location_of_general(g) === game.where)
				gen_action('select_general', g)
}

function goto_ops_general_move(g, marblehead) {
	game.state = 'ops_general_move'
	game.who = g
	if (marblehead) {
		game.mobility = false
		game.count = 6
	} else {
		if (game.active === BRITISH) {
			game.mobility = false
			game.count = 4
		} else {
			game.mobility = true
			game.count = 5
		}
	}
	let where = location_of_general(g)
	if (game.active === BRITISH)
		pickup_max_british_cu(where)
	else
		pickup_max_american_cu(where)
}

states.ops_general_move = {
	prompt: function (current) {
		view.prompt = "Move " + game.who + " with "
		if (game.carry_british > 0) {
			view.prompt += game.carry_british + " British CU."
		} else if (game.carry_french + game.carry_american > 0) {
			if (game.carry_french > 0) {
				if (game.carry_american > 0) {
					view.prompt += game.carry_french + " French CU and "
					view.prompt += game.carry_american + " American CU."
				} else {
					view.prompt += game.carry_french + " French CU."
				}
			} else {
				view.prompt += game.carry_american + " American CU."
			}
		} else {
			view.prompt += game.carry_american + " no CU."
		}
		if (game.count === 1)
			view.prompt += " " + game.count + " move left."
		else if (game.count > 1)
			view.prompt += " " + game.count + " moves left."

		// Cannot stop on enemy general
		if (!has_enemy_general(location_of_general(game.who)))
			gen_pass()

		gen_carry_cu()
		gen_move_general()
	},

	pickup_british_cu: function () { ++game.carry_british; },
	pickup_american_cu: function () { ++game.carry_american; },
	pickup_french_cu: function () { ++game.carry_french; },

	drop_british_cu: function () {
		push_undo()
		--game.carry_british
		if (game.moved[game.who])
			mark_moved_cu(BRITISH, location_of_general(game.who), 1)
	},
	drop_american_cu: function () {
		push_undo()
		--game.carry_american
		if (game.moved[game.who])
			mark_moved_cu(AMERICAN, location_of_general(game.who), 1)
	},
	drop_french_cu: function () {
		push_undo()
		--game.carry_french
		if (game.moved[game.who])
			mark_moved_cu(FRENCH, location_of_general(game.who), 1)
	},

	move: function (to) {
		push_undo()

		game.moved[game.who] = 1
		let from = location_of_general(game.who)
		let cu = game.carry_british + game.carry_american + game.carry_french

		let intercept = false
		if (game.active === BRITISH) {
			let is_sea_move = (path_type(from, to) === undefined)
			if (has_american_pc(to) && cu > 0 && !is_sea_move && !has_british_cu(to))
				intercept = can_intercept_to(to)
		}

		move_army(game.who, from, to)

		if (cu > 0) {
			if (has_enemy_general(to) && !has_enemy_cu(to)) {
				capture_enemy_general(to)
			}
			if (game.active === BRITISH && game.congress === to && !has_enemy_cu(to)) {
				disperse_continental_congress(to)
			}
			if (cu >= 4 && count_enemy_cu(to) === 1 && !has_enemy_general(to)) {
				overrun(to)
			}
		}

		if (intercept)
			goto_intercept(from, to)
		else
			resume_moving(from, to)
	},
	pass: function () {
		clear_undo()
		let where = location_of_general(game.who)
		end_move()
		if (count_friendly_generals(where) > 1)
			goto_remove_general(where)
		else
			end_strategy_card()
	},
}

function resume_moving(from, to) {
	if (has_enemy_cu(to)) {
		end_move()
		goto_start_battle(from, to)
	}
}

function can_intercept_to(to) {
	for (let space of SPACES[to].exits) {
		if (has_american_army(space)) {
			let g = find_american_or_french_general(space)
			if (g && !game.moved[g])
				return true
		}
	}
	return false
}

function gen_intercept() {
	for (let space of SPACES[game.where].exits) {
		if (has_american_army(space)) {
			let g = find_american_or_french_general(space)
			if (g && !game.moved[g])
				gen_action('select_general', g)
		}
	}
}

function goto_intercept(from, where) {
	clear_undo()
	game.save_who = game.who
	game.who = null
	game.from = from
	game.where = where
	game.active = AMERICAN
	game.state = 'intercept'
}

states.intercept = {
	prompt: function (current) {
		view.prompt = "Intercept " + game.save_who + " in " + game.where + "?"
		gen_pass()
		gen_intercept()
	},
	select_general: function (g) {
		game.moved[g] = 1
		let die = roll_d6()
		if (die <= GENERALS[g].agility) {
			log(g + " intercepted (" + die + " <= " + GENERALS[g].agility + ")")
			game.did_intercept = 1

			let save_carry_british = game.carry_british
			let save_carry_american = game.carry_american
			let save_carry_french = game.carry_french

			pickup_max_american_cu(location_of_general(g))
			intercept_army(g, location_of_general(g), game.where)

			game.carry_british = save_carry_british
			game.carry_american = save_carry_american
			game.carry_french = save_carry_french

			if (count_friendly_generals(game.where) > 1)
				goto_remove_general_after_intercept()
			else
				end_intercept()
		} else {
			log(g + " failed to intercept (" + die + " > " + GENERALS[g].agility + ")")
			if (!can_intercept_to(game.where))
				end_intercept()
		}
	},
	pass: function () {
		end_intercept()
	},
}

function end_intercept() {
	game.active = BRITISH
	game.state = 'ops_general_move'
	game.who = game.save_who
	delete game.save_who
	resume_moving(game.from, game.where)
	delete game.from
}

function end_move() {
	let where = location_of_general(game.who)
	if (game.moved[game.who]) {
		mark_moved_cu(BRITISH, where, game.carry_british)
		mark_moved_cu(AMERICAN, where, game.carry_american)
		mark_moved_cu(FRENCH, where, game.carry_french)
	}
	game.who = null
	delete game.mobility
	delete game.carry_british
	delete game.carry_american
	delete game.carry_french
}

function path_type(from, to) {
	return PATH_TYPE[PATH_INDEX[from][to]]
}

function path_name(from, to) {
	return PATH_NAME[PATH_INDEX[from][to]]
}

function gen_carry_cu() {
	let where = location_of_general(game.who)
	if (game.active === BRITISH) {
		if (game.carry_british > 0)
			gen_action('drop_british_cu')
		if (game.carry_british < 5 && game.carry_british < count_unmoved_british_cu(where))
			gen_action('pickup_british_cu')
	} else {
		let carry_total = game.carry_french + game.carry_american
		if (game.carry_french > 0)
			gen_action('drop_french_cu')
		if (game.carry_american > 0)
			gen_action('drop_american_cu')
		if (carry_total < 5 && game.carry_french < count_unmoved_french_cu(where))
			gen_action('pickup_french_cu')
		if (carry_total < 5 && game.carry_american < count_unmoved_american_cu(where))
			gen_action('pickup_american_cu')
	}
}

function movement_cost(from, to) {
	switch (path_type(from, to)) {
	case undefined: return 4; /* must be a sea connection if no direct path */
	case 'wilderness': return 3
	default: return 1
	}
}

function gen_move_general() {
	let from = location_of_general(game.who)
	let alone = (game.carry_british + game.carry_american + game.carry_french) === 0
	for (let to of SPACES[from].exits) {
		let mp = 1
		if (path_type(from, to) === 'wilderness') {
			if (path_name(from, to) === FALMOUTH_QUEBEC)
				if (game.who !== ARNOLD)
					continue
			mp = 3
		}

		if (alone) {
			if (has_enemy_cu(to))
				continue
			if (has_enemy_pc(to))
				continue
			// TODO: more robust check for not stopping (or allow undo in case he gets stuck)
			if (has_enemy_general(to) && game.count - mp === 0)
				continue
		}

		if (game.mobility && has_enemy_cu(to)) {
			if (game.count - mp >= 1)
				gen_action('move', to)
		} else {
			if (game.count - mp >= 0)
				gen_action('move', to)
		}
	}
	if (game.active === BRITISH && game.count === 4) {
		if (is_non_blockaded_port(from)) {
			for (let to in SPACES) {
				if (to !== from) {
					if (is_non_blockaded_port(to)) {
						if (!has_american_pc(to) && !has_american_or_french_cu(to)) {
							// don't leave alone
							if (alone && has_enemy_general(to))
								continue
							// TODO: duplicate action if can move by normal road
							gen_action('move', to)
						}
					}
				}
			}
		}
	}
}

/* CAMPAIGN */

function goto_campaign(c) {
	play_card(c)
	game.state = 'campaign'
	game.campaign = CARDS[c].count
	game.landing_party = game.active === BRITISH ? 1 : 0
	game.count = 3; // can activate any general!
	game.state = 'ops_general_who'
}

/* EVENTS */

events.the_war_ends = function (c, card) {
	logp("played #" + c)
	log("The war will end in " + card.year)
	game.last_played = c
	remove_from_array(active_hand(), c)
	if (game.war_ends)
		game.discard.push(WAR_ENDS_1779 + game.war_ends - 1779)
	game.war_ends = card.year
	end_strategy_card()
}

events.remove_random_british_card = function (c, card) {
	play_card(c)
	remove_random_card(game.b_hand)
	end_strategy_card()
}

events.remove_random_american_card = function (c, card) {
	play_card(c)
	remove_random_card(game.a_hand)
	end_strategy_card()
}

function remove_random_card(hand) {
	if (hand.length > 0) {
		let i = random(hand.length)
		let c = hand[i]
		discard_card_from_hand(hand, c)
		if (CARDS[c].type === 'mandatory-event')
			do_event(c)
		else
			end_strategy_card()
	}
}

function advance_french_alliance(count) {
	if (game.french_alliance < 9) {
		game.french_alliance += count
		if (game.french_alliance > 9)
			game.french_alliance = 9
		log("French alliance advanced to " + count)
	}
}

function lose_regular_advantage() {
	if (game.regulars) {
		log("British Regulars Advantage lost!")
		game.regulars = false
		advance_french_alliance(2)
	}
}

events.baron_von_steuben_trains_the_continental_army = function (c, card) {
	play_card(c)
	if (is_general_on_map(WASHINGTON)) {
		let where = location_of_general(WASHINGTON)
		logp("placed 2 CU with Washington in " + where)
		place_american_cu(where, 2)
		lose_regular_advantage()
	}
	end_strategy_card()
}

events.advance_french_alliance = function (c, card) {
	play_card(c)
	advance_french_alliance(card.count)
	end_strategy_card()
}

events.remove_french_navy = function (c, card) {
	play_card(c)
	game.french_navy = TURN_TRACK[game.year+1]
	end_strategy_card()
}

events.remove_british_pc_from = function (c, card) {
	play_card(c)
	game.count = card.count
	game.where = card.where
	game.state = 'remove_british_pc_from'
}

states.remove_british_pc_from = {
	prompt: function (current) {
		view.prompt = "Remove British PC markers from " + game.where.join(", ") + ". " + game.count + " left."
		gen_pass()
		gen_remove_british_pc_from(game.where)
	},
	remove_pc: function (where) {
		remove_pc(where)
		if (--game.count === 0) {
			delete game.where
			end_strategy_card()
		}
	},
	pass: function () {
		delete game.where
		end_strategy_card()
	},
}

events.remove_american_pc = function (c, card) {
	play_card(c)
	game.count = card.count
	game.state = 'remove_american_pc'
}

states.remove_american_pc = {
	prompt: function (current) {
		view.prompt = "Remove American PC markers. " + game.count + " left."
		gen_pass()
		gen_remove_american_pc()
	},
	remove_pc: function (where) {
		remove_pc(where)
		if (--game.count === 0) {
			end_strategy_card()
		}
	},
	pass: function () {
		end_strategy_card()
	},
}

events.remove_american_pc_from = function (c, card) {
	play_card(c)
	game.count = card.count
	game.where = card.where
	game.state = 'remove_american_pc_from'
}

states.remove_american_pc_from = {
	prompt: function (current) {
		view.prompt = "Remove American PC markers from " + game.where.join(", ") + ". " + game.count + " left."
		gen_pass()
		gen_remove_american_pc_from(game.where)
	},
	remove_pc: function (where) {
		remove_pc(where)
		if (--game.count === 0) {
			delete game.where
			end_strategy_card()
		}
	},
	pass: function () {
		delete game.where
		end_strategy_card()
	},
}

events.remove_american_pc_from_non_port = function (c, card) {
	play_card(c)
	game.count = card.count
	game.where = card.where
	game.state = 'remove_american_pc_from_non_port'
}

states.remove_american_pc_from_non_port = {
	prompt: function (current) {
		view.prompt = "Remove American PC markers from non-Port space in " + game.where.join(", ") + ". " + game.count + " left."
		gen_pass()
		gen_remove_american_pc_from_non_port(game.where)
	},
	remove_pc: function (where) {
		remove_pc(where)
		if (--game.count === 0) {
			delete game.where
			end_strategy_card()
		}
	},
	pass: function () {
		delete game.where
		end_strategy_card()
	},
}

events.remove_american_pc_within_two_spaces_of_a_british_general = function (c, card) {
	play_card(c)
	game.count = card.count
	game.state = 'remove_american_pc_within_two_spaces_of_a_british_general'
}

states.remove_american_pc_within_two_spaces_of_a_british_general = {
	prompt: function (current) {
		view.prompt = "Remove American PC markers within two spaces of a British general. " + game.count + " left."
		gen_pass()
		gen_remove_american_pc_within_two_spaces_of_a_british_general()
	},
	remove_pc: function (where) {
		remove_pc(where)
		if (--game.count === 0) {
			delete game.where
			end_strategy_card()
		}
	},
	pass: function () {
		delete game.where
		end_strategy_card()
	},
}

events.place_american_pc = function (c, card) {
	play_card(c)
	game.count = card.count
	game.state = 'place_american_pc'
}

states.place_american_pc = {
	prompt: function (current) {
		view.prompt = "Place American PC markers. " + game.count + " left."
		gen_pass()
		gen_place_american_pc()
	},
	place_american_pc: function (where) {
		place_american_pc(where)
		if (--game.count === 0) {
			end_strategy_card()
		}
	},
	pass: function () {
		end_strategy_card()
	},
}

events.place_american_pc_in = function (c, card) {
	play_card(c)
	game.count = card.count
	game.where = card.where
	game.state = 'place_american_pc_in'
}

states.place_american_pc_in = {
	prompt: function (current) {
		view.prompt = "Place American PC markers in " + game.where.join(", ") + ". " + game.count + " left."
		gen_pass()
		gen_place_american_pc_in(game.where)
	},
	place_american_pc: function (where) {
		place_american_pc(where)
		if (--game.count === 0) {
			delete game.where
			end_strategy_card()
		}
	},
	pass: function () {
		delete game.where
		end_strategy_card()
	},
}

events.lord_sandwich_coastal_raids = function (c, card) {
	play_card(c)
	game.state = 'lord_sandwich_coastal_raids'
	game.count = 2
	game.where = null
}

states.lord_sandwich_coastal_raids = {
	prompt: function (current) {
		view.prompt = "Remove two or flip one American PC in a port space."
		gen_pass()
		gen_lord_sandwich_coastal_raids(game.where)
	},
	place_british_pc: function (where) {
		place_british_pc(where)
		end_strategy_card()
	},
	remove_pc: function (where) {
		game.where = where
		remove_pc(where)
		if (--game.count === 0)
			end_strategy_card()
	},
	pass: function () {
		end_strategy_card()
	},
}

function gen_lord_sandwich_coastal_raids(first_removed) {
	for (let space in SPACES) {
		if (SPACES[space].port)
			if (has_american_pc(space) && has_no_american_unit(space))
				gen_action('remove_pc', space)
		if (space === first_removed)
			gen_action('place_british_pc', space)
	}
}

events.remove_american_cu = function (c, card) {
	play_card(c)
	game.state = 'remove_american_cu'
}

states.remove_american_cu = {
	prompt: function (current) {
		view.prompt = "Remove one American CU from any space."
		gen_pass()
		gen_remove_american_cu()
	},
	remove_cu: function (where) {
		let cu = find_american_cu(where) || find_french_cu(where)
		remove_cu(cu.owner, where, 1)
		end_strategy_card()
	},
	pass: function () {
		end_strategy_card()
	},
}

function gen_remove_american_cu() {
	for (let space in SPACES) {
		if (has_american_or_french_cu(space))
			gen_action('remove_cu', space)
	}
}

events.remove_british_cu = function (c, card) {
	play_card(c)
	game.state = 'remove_british_cu'
	game.count = card.count
}

states.remove_british_cu = {
	prompt: function (current) {
		view.prompt = "Remove " + game.count + " British CU from any space."
		gen_pass()
		gen_remove_british_cu()
	},
	remove_cu: function (where) {
		let cu = find_british_cu(where)
		remove_cu(cu.owner, where, 1)
		if (--game.count === 0)
			end_strategy_card()
	},
	pass: function () {
		end_strategy_card()
	},
}

function gen_remove_british_cu() {
	for (let space in SPACES) {
		if (has_british_cu(space))
			gen_action('remove_cu', space)
	}
}

events.pennsylvania_and_new_jersey_line_mutinies = function (c, card) {
	play_card(c)
	game.pennsylvania_and_new_jersey_line_mutinies = true
	game.state = 'pennsylvania_and_new_jersey_line_mutinies'
	game.count = 2
	game.where = null
}

states.pennsylvania_and_new_jersey_line_mutinies = {
	prompt: function (current) {
		view.prompt = "Remove two American CUs from the map, one each from two different spaces."
		gen_pass()
		gen_pennsylvania_and_new_jersey_line_mutinies(game.where)
	},
	remove_cu: function (where) {
		let cu = find_american_cu(where) || find_french_cu(where)
		remove_cu(cu.owner, where, 1)
		game.where = where
		if (--game.count === 0)
			end_strategy_card()
	},
	pass: function () {
		end_strategy_card()
	},
}

function gen_pennsylvania_and_new_jersey_line_mutinies(first_removed) {
	for (let space in SPACES) {
		if (has_american_or_french_cu(space))
			if (space !== first_removed)
				gen_action('remove_cu', space)
	}
}

events.john_glovers_marblehead_regiment = function (c, card) {
	play_card(c)
	game.state = 'john_glovers_marblehead_regiment_who'
	game.count = 3; // strategy rating for gen_activate_general
}

states.john_glovers_marblehead_regiment_who = {
	prompt: function (current) {
		view.prompt = "Activate an American general."
		gen_activate_general()
	},
	select_general: function (g) {
		goto_ops_general_move(g, true)
	},
}

events.declaration_of_independence = function (c, card) {
	play_card(c)
	game.last_active = game.active
	game.active = AMERICAN
	game.doi = THE_13_COLONIES.slice()
	game.state = 'declaration_of_independence'
}

states.declaration_of_independence = {
	prompt: function (current) {
		view.prompt = "Declaration of Independence: Place 1 PC marker in each of the 13 colonies. "
		view.prompt += game.doi.length + " left."
		gen_pass()
		gen_place_american_pc_in(game.doi)
	},
	place_american_pc: function (space) {
		let colony = SPACES[space].colony
		remove_from_array(game.doi, colony)
		place_american_pc(space)
		if (game.doi.length === 0)
			end_declaration_of_independence()
	},
	pass: function () {
		end_declaration_of_independence()
	}
}

function end_declaration_of_independence() {
	game.active = game.last_active
	delete game.last_active
	delete game.doi
	end_strategy_card()
}

function goto_george_washington_captured() {
	/* Save all the state we clobber during the interrupt. */
	game.last_state = game.state
	game.last_active = game.active
	game.last_count = game.count

	game.state = 'george_washington_captured'
	game.active = BRITISH
	game.count = 5
}

states.george_washington_captured = {
	prompt: function (current) {
		view.prompt = "George Washington is captured! Remove American PC markers. " + game.count + " left."
		gen_pass()
		gen_remove_american_pc()
	},
	remove_pc: function (where) {
		remove_pc(where)
		if (--game.count === 0) {
			end_george_washington_captured()
		}
	},
	pass: function () {
		end_george_washington_captured()
	},
}

function end_george_washington_captured() {
	/* Restore previous state. */
	game.state = game.last_state
	game.count = game.last_count
	game.active = game.last_active
	delete game.last_state
	delete game.last_active
	delete game.last_count
}

function do_event(c) {
	let card = CARDS[c]
	if (card.event in events)
		events[card.event](c, card)
	else
		throw new Error("Event not implemented yet: " + card.event)
}

/* BATTLE */

function can_retreat_before_battle(where) {
	if (game.did_intercept)
		return false
	// can't retreat if attempted (successful or not) interception!
	let g = find_american_or_french_general(where)
	if (g && !game.moved[g])
		return true
	return false
}

function goto_start_battle(from, where) {
	clear_undo()
	game.attacker = game.active
	game.attack_from = from
	game.british_losses = 0
	game.where = where
	game.a_bonus = 0
	game.b_bonus = 0
	if (game.active === BRITISH && can_retreat_before_battle(where))
		goto_retreat_before_battle()
	else
		goto_play_attacker_battle_card()
}

function goto_retreat_before_battle() {
	game.active = AMERICAN
	game.who = find_american_or_french_general(game.where)
	game.state = 'retreat_before_battle'
}

states.retreat_before_battle = {
	prompt: function (current) {
		view.prompt = "Attempt retreat before battle?"
		gen_pass()
		gen_defender_retreat()
	},
	move: function (to) {
		let agility = GENERALS[game.who].agility
		if (GENERALS[game.who].bonus)
			agility += 2
		let roll = roll_d6()
		if (roll <= agility) {
			logp("successfully retreated before battle: " + roll + " <= " + agility)
			pickup_max_american_cu(game.where)
			move_army(game.who, game.where, to)
			goto_remove_general_after_retreat_before_battle(to)
		} else {
			logp("failed to retreat before battle: " + roll + " > " + agility)
			end_retreat_before_battle()
		}
	},
	pass: function () {
		end_retreat_before_battle()
	},
}

function goto_remove_general_after_retreat_before_battle(to) {
	if (count_friendly_generals(to) > 1) {
		game.state = 'remove_general_after_retreat_before_battle'
		game.save_where = game.where
		game.where = to
	} else {
		end_remove_general_after_retreat_before_battle()
	}
}

states.remove_general_after_retreat_before_battle = {
	prompt: function (current) {
		view.prompt = "Remove a general to the reinforcements box."
		gen_remove_general()
	},
	select_general: function (g) {
		if (game.active === BRITISH)
			move_general(g, BRITISH_REINFORCEMENTS)
		else
			move_general(g, AMERICAN_REINFORCEMENTS)
		game.where = game.save_where
		delete game.save_where
		end_remove_general_after_retreat_before_battle()
	},
}


function end_remove_general_after_retreat_before_battle() {
	let b_cu = count_british_cu(game.where)
	let a_cu = count_american_and_french_cu(game.where)
	if (a_cu === 0) {
		end_battle()
	} else if (b_cu >= 4 && a_cu === 1) {
		overrun(game.where)
		end_battle()
	} else {
		end_retreat_before_battle()
	}
}

function can_defender_retreat(to) {
	if (to === game.attack_from)
		return false
	if (has_enemy_pc(to))
		return false
	if (has_enemy_cu(to))
		return false
	return true
}

function can_attacker_retreat() {
	let to = game.attack_from
	if (has_enemy_pc(to))
		return false
	if (has_enemy_cu(to))
		return false
	return true
}

function gen_defender_retreat() {
	let from = game.where
	for (let to of SPACES[from].exits) {
		if (can_defender_retreat(to))
			gen_action('move', to)
	}
	if (game.active === BRITISH) {
		let can_sea_retreat = false
		if (is_non_blockaded_port(from)) {
			if (is_fortified_port(from)) {
				if (has_british_pc(from) && is_non_blockaded_port(from))
					can_sea_retreat = true
			} else {
				can_sea_retreat = true
			}
		}
		if (can_sea_retreat) {
			for (let to in SPACES) {
				if (to !== from && is_non_blockaded_port(to)) {
					if (!has_american_pc(to) && !has_american_or_french_cu(to)) {
						gen_action('move', to)
					}
				}
			}
		}
	}
}

function gen_attacker_retreat() {
	if (can_attacker_retreat())
		gen_action('move', game.attack_from)
}

function end_retreat_before_battle() {
	game.who = null
	goto_play_attacker_battle_card()
}

function goto_play_attacker_battle_card() {
	game.active = game.attacker
	game.state = 'play_attacker_battle_card'
}

states.play_attacker_battle_card = {
	prompt: function (current) {
		view.prompt = "Attack: Play or discard event for DRM."
		gen_pass()
		gen_battle_card()
	},
	card_battle_play: function (c) {
		play_card(c, "for +2 DRM")
		if (game.active === BRITISH) {
			if (CARDS[c].event === 'remove_benedict_arnold')
				remove_benedict_arnold()
			game.b_draw_after_battle = true
			game.b_bonus += 2
		} else {
			game.a_draw_after_battle = true
			game.a_bonus += 2
		}
		goto_play_defender_battle_card()
	},
	card_battle_discard: function (c) {
		discard_card(c, "for +1 DRM")
		if (game.active === BRITISH) {
			game.b_draw_after_battle = true
			game.b_bonus += 1
		} else {
			game.a_draw_after_battle = true
			game.a_bonus += 1
		}
		goto_play_defender_battle_card()
	},
	pass: function () {
		goto_play_defender_battle_card()
	},
}

function goto_play_defender_battle_card() {
	game.state = 'play_defender_battle_card'
	game.active = ENEMY[game.attacker]
}

states.play_defender_battle_card = {
	prompt: function (current) {
		view.prompt = "Defend: Play or discard event for DRM."
		gen_pass()
		gen_battle_card()
	},
	card_battle_play: function (c) {
		play_card(c, "for +2 DRM")
		if (game.active === BRITISH) {
			if (CARDS[c].event === 'remove_benedict_arnold')
				remove_benedict_arnold()
			game.b_draw_after_battle = true
			game.b_bonus += 2
		} else {
			game.a_draw_after_battle = true
			game.a_bonus += 2
		}
		resolve_battle()
	},
	card_battle_discard: function (c) {
		discard_card(c, "for +1 DRM")
		if (game.active === BRITISH) {
			game.b_draw_after_battle = true
			game.b_bonus += 1
		} else {
			game.a_draw_after_battle = true
			game.a_bonus += 1
		}
		resolve_battle()
	},
	pass: function () {
		resolve_battle()
	},
}

function gen_battle_card() {
	for (let c of active_hand()) {
		let card = CARDS[c]
		if (game.active === BRITISH) {
			switch (card.type) {
			case 'british-battle':
			case 'british-event-or-battle':
				gen_action('card_battle_play', c)
				break
			case 'british-event':
			case 'american-event':
			case 'american-battle':
				gen_action('card_battle_discard', c)
				break
			}
		} else {
			switch (card.type) {
			case 'british-battle':
			case 'british-event-or-battle':
			case 'british-event':
			case 'american-event':
				gen_action('card_battle_discard', c)
				break
			case 'american-battle':
				gen_action('card_battle_play', c)
				break
			}
		}
	}
}

function roll_loser_combat_losses(log) {
	let roll = roll_d6()
	let losses = 0
	log.push("Loser Combat Loss Roll: " + roll)
	switch (roll) {
	case 1: case 2: case 3: losses = 1; break
	case 4: case 5: losses = 2; break
	case 6: losses = 3; break
	}
	return losses
}

function roll_winner_combat_losses(log, losing_general) {
	let agility = losing_general ? GENERALS[losing_general].agility : 0
	let roll = roll_d6()
	log.push("Enemy Agility Rating: " +  agility)
	log.push("Winner Combat Loss Roll: " + roll)
	let losses = 0
	switch (agility) {
	case 0: losses = (roll === 1) ? 1 : 0; break
	case 1: losses = (roll <= 2) ? 1 : 0; break
	case 2: losses = (roll <= 3) ? 1 : 0; break
	case 3: losses = (roll <= 4) ? 1 : 0; break
	}
	return losses
}

function apply_british_combat_losses(max) {
	let cu = find_british_cu(game.where)
	if (cu.count > max) {
		cu.count -= max
		return max
	}
	remove_from_array(game.cu, cu)
	return cu.count
}

function apply_american_combat_losses(max) {
	let cu = find_american_cu(game.where)
	if (cu) {
		if (cu.count > max) {
			cu.count -= max
			return max
		}
		remove_from_array(game.cu, cu)
		return cu.count
	}
	return 0
}

function apply_french_combat_losses(max) {
	let cu = find_french_cu(game.where)
	if (cu) {
		if (cu.count > max) {
			cu.count -= max
			return max
		}
		remove_from_array(game.cu, cu)
		return cu.count
	}
	return 0
}

function apply_american_and_french_combat_losses(max) {
	let n = apply_american_combat_losses(max)
	if (n < max)
		n += apply_french_combat_losses(max - n)
	return n
}

function resolve_battle() {
	let a_log = []
	let b_log = []

	game.active = ENEMY[game.active]
	let b_g = find_british_general(game.where)
	let b_cu = count_british_cu(game.where)
	let a_g = find_american_or_french_general(game.where)
	let a_cu = count_american_and_french_cu(game.where)
	let b_br = 0
	let a_br = 0

	if (b_g)
		b_log.push("General: " + b_g)
	if (a_g)
		a_log.push("General: " + a_g)

	if (b_g) {
		let roll = roll_d6()
		if (roll <= 3)
			b_br = Math.min(Math.floor(GENERALS[b_g].battle / 2), b_cu)
		else
			b_br = Math.min(GENERALS[b_g].battle, b_cu)
		b_log.push("Actual Battle Rating Roll: " + roll)
	}

	if (a_g) {
		let roll = roll_d6()
		if (roll <= 3)
			a_br = Math.min(Math.floor(GENERALS[a_g].battle / 2), a_cu)
		else
			a_br = Math.min(GENERALS[a_g].battle, a_cu)
		a_log.push("Actual Battle Rating Roll: " + roll)
	}

	b_log.push("+" + b_cu + " CU")
	a_log.push("+" + a_cu + " CU")
	b_log.push("+" + b_br + " Actual Battle Rating")
	a_log.push("+" + a_br + " Actual Battle Rating")

	let b_drm = b_cu + b_br + game.b_bonus
	if (game.regulars) {
		b_log.push("+1 British Regulars' Advantage")
		b_drm += 1
	}
	if (is_non_blockaded_port(game.where)) {
		if (is_fortified_port(game.where)) {
			if (has_british_pc(game.where)) {
				b_log.push("+1 Royal Navy Support")
				b_drm += 1
			}
		} else {
			b_log.push("+1 Royal Navy Support")
			b_drm += 1
		}
	}
	if (is_british_militia(game.where)) {
		b_log.push("+1 Militia")
		b_drm += 1
	}
	if (game.b_bonus === 2)
		b_log.push("+2 Battle Card")
	else if (game.b_bonus === 1)
		b_log.push("+1 Discard of an Event Card")

	let a_drm = a_cu + a_br + game.a_bonus
	if (is_american_militia(game.where)) {
		a_log.push("+1 Militia")
		a_drm += 1
	}
	if (is_american_winter_offensive()) {
		a_log.push("+2 American Winter Offensive")
		a_drm += 2
	}
	if (game.a_bonus === 2)
		a_log.push("+2 Battle Card")
	else if (game.a_bonus === 1)
		a_log.push("+1 Discard of an Event Card")
	if (game.did_intercept) {
		a_log.push("+1 Interception")
		a_drm += 1
	}

	let b_roll = roll_d6()
	let a_roll = roll_d6()

	b_log.push("Battle Roll: " + b_roll)
	b_log.push("Battle Total: " + (b_roll + b_drm))
	a_log.push("Battle Roll: " + a_roll)
	a_log.push("Battle Total: " + (a_roll + a_drm))

	let victor
	if (game.active === BRITISH)
		victor = (b_roll + b_drm) >= (a_roll + a_drm) ? BRITISH : AMERICAN
	else
		victor = (b_roll + b_drm) >= (a_roll + a_drm) ? BRITISH : AMERICAN

	let a_lost_cu, b_lost_cu
	if (victor === BRITISH) {
		b_lost_cu = roll_winner_combat_losses(b_log, a_g)
		a_lost_cu = roll_loser_combat_losses(a_log)
	} else {
		b_lost_cu = roll_loser_combat_losses(b_log)
		a_lost_cu = roll_winner_combat_losses(a_log, b_g)
	}

	game.british_losses = apply_british_combat_losses(b_lost_cu)
	let american_losses = apply_american_and_french_combat_losses(a_lost_cu)

	b_log.push("Losses: " + game.british_losses + " CU")
	a_log.push("Losses: " + american_losses + " CU")

	// Special case: winning general with no CU on enemy PC is captured
	if (victor === BRITISH) {
		if (b_g && count_british_cu(game.where) === 0 && has_american_pc(game.where))
			capture_british_general(game.where)
	} else {
		if (a_g && count_american_and_french_cu(game.where) === 0 && has_british_pc(game.where))
			capture_american_or_french_general(game.where)
	}

	log("BRITISH BATTLE REPORT:\n" + b_log.join("\n"))
	log("AMERICAN BATTLE REPORT:\n" + a_log.join("\n"))
	log(victor + " victory in " + game.where + "!")

	if (victor === AMERICAN)
		advance_french_alliance(1)

	goto_retreat_after_battle(victor)
}

function goto_retreat_after_battle(victor) {
	if (victor === BRITISH) {
		game.who = find_american_or_french_general(game.where)
		if (game.who === null && count_american_and_french_cu(game.where) === 0)
			return end_battle()
	} else {
		game.who = find_british_general(game.where)
		if (game.who === null && count_british_cu(game.where) === 0)
			return end_battle()
	}
	game.active = ENEMY[victor]
	game.state = 'retreat_after_battle'
}

states.retreat_after_battle = {
	prompt: function (current) {
		view.prompt = "Retreat after battle."
		gen_action('surrender')
		if (game.active === game.attacker)
			gen_attacker_retreat()
		else
			gen_defender_retreat()
	},
	move: function (to) {
		logp("retreated to " + to)
		if (game.active === BRITISH)
			retreat_british_army(game.where, to)
		else
			retreat_american_army(game.where, to)
		if (count_friendly_generals(to) > 1)
			goto_remove_general_after_retreat(to)
		else
			end_battle()
	},
	surrender: function () {
		// End battle here, so if Washington is captured we can handle the interrupt state.
		let active = game.active
		let where = game.where
		end_battle()

		logp("surrendered")
		if (active === BRITISH)
			surrender_british_army(where)
		else
			surrender_american_army(where)
	},
}

function end_battle() {
	game.active = game.attacker

	if (game.active === BRITISH && game.congress === game.where)
		disperse_continental_congress(game.where)

	if (game.british_losses >= 3)
		lose_regular_advantage()

	// TODO: delay until end of campaign
	if (game.b_draw_after_battle)
		game.b_hand.push(deal_card())
	if (game.a_draw_after_battle)
		game.a_hand.push(deal_card())

	delete game.did_intercept
	delete game.b_bonus
	delete game.a_bonus
	delete game.b_draw_after_battle
	delete game.a_draw_after_battle
	delete game.attack_from
	delete game.british_losses
	delete game.attacker
	game.where = null
	game.who = null
	end_strategy_card()
}

/* END TURN PHASES */

function apply_single_winter_attrition(owner, space) {
	let die = roll_d6()
	log(owner[0] + " attrition roll " + die + " in " + space)
	if (die <= 3) {
		log(owner[0] + " lost 1 CU in " + space)
		remove_cu(owner, space, 1)
	}
}

function apply_winter_attrition(owner, space, n) {
	let half = Math.floor(n / 2)
	log(owner[0] + " lost " + half + " CU in " + space)
	remove_cu(owner, space, half)
}

function goto_winter_attrition_phase() {
	logbr()
	log("Winter Attrition")

	for (let space in SPACES) {
		let wq = is_winter_quarter_space(space)
		let n_british = count_british_cu(space)
		let n_american = count_american_cu(space)
		let n_french = count_french_cu(space)
		let has_washington = game.generals[WASHINGTON].location === space

		if (n_british === 1 && !wq)
			apply_single_winter_attrition(BRITISH, space, has_british_general(space))
		if (n_british > 1 && !wq)
			apply_winter_attrition(BRITISH, space, n_british)

		if (n_american === 0 && n_french === 1 && !wq)
			apply_single_winter_attrition(FRENCH, space, has_american_or_french_general(space))
		if (n_american === 0 && n_french > 1 && !wq)
			apply_winter_attrition(FRENCH, space, n_french)

		if (n_american === 1 && n_french === 0)
			apply_single_winter_attrition(AMERICAN, space, has_american_or_french_general(space))
		if (n_american > 1 && n_french === 0) {
			let n = n_american
			if (has_washington && wq)
				n = Math.max(0, n - 5)
			apply_winter_attrition(AMERICAN, space, n)
		}

		if (n_american > 0 && n_french > 0) {
			let n = n_american + n_french
			if (has_washington && wq)
				n = Math.max(0, n - 5)
			let half = Math.floor(n / 2)

			// TODO: let player choose (but why would he ever choose the french?)
			let lose_american = Math.min(half, n_american)
			log(owner[0] + " lost " + lose_american + " American CU  in " + space)
			remove_cu(AMERICAN, space, n_american)
			half -= lose_american
			n_american -= lose_american

			if (half > 0) {
				log(owner[0] + " lost " + half + " French CU in " + space)
				remove_cu(FRENCH, space, half)
			}
		}
	}

	if (automatic_victory())
		return

	goto_french_naval_phase()
}

function goto_french_naval_phase() {
	if (game.french_navy !== FRENCH_REINFORCEMENTS) {
		game.active = AMERICAN
		game.state = 'place_french_navy'
	} else {
		goto_political_control_phase()
	}
}

function gen_place_french_navy() {
	gen_action('place_navy', "Sea1")
	gen_action('place_navy', "Sea2")
	gen_action('place_navy', "Sea3")
	gen_action('place_navy', "Sea4")
	gen_action('place_navy', "Sea5")
	gen_action('place_navy', "Sea6")
	gen_action('place_navy', "Sea7")
}

states.place_french_navy_trigger = {
	prompt: function (current) {
		view.prompt = "Place the French Navy in a blockade zone."
		gen_place_french_navy()
	},
	place_navy: function (zone) {
		logp("placed French Navy.")
		game.french_navy = zone
		game.active = game.save_active
		delete game.save_active
		end_strategy_card()
	},
}

states.place_french_navy = {
	prompt: function (current) {
		view.prompt = "Place the French Navy in a blockade zone."
		gen_place_french_navy()
	},
	place_navy: function (zone) {
		logp("placed French Navy.")
		game.french_navy = zone
		goto_political_control_phase()
	},
}

function place_pc_markers_segment() {
	for (let space in SPACES) {
		if (has_american_army(space)) {
			if (has_no_pc(space))
				place_american_pc(space)
			else if (has_british_pc(space))
				flip_pc(space)
		}
		if (has_british_army(space)) {
			if (has_no_pc(space))
				place_british_pc(space)
			else if (has_american_pc(space))
				flip_pc(space)
		}
	}
}

function is_american_pc_root(space) {
	if (has_no_pc(space) && has_no_british_cu(space))
		return true
	if (game.congress === space)
		return true
	if (has_american_pc(space)) {
		if (has_american_or_french_cu(space))
			return true
		if (has_american_or_french_general(space))
			return true
	}
	return false
}

function is_british_pc_root(space) {
	if (has_no_pc(space) && !has_american_or_french_cu(space) && !has_american_or_french_general(space))
		return true
	if (has_british_pc(space)) {
		if (is_port(space))
			return true
		if (has_british_cu(space))
			return true
	}
	return false
}

function is_american_pc_path(space) {
	if (has_american_pc(space))
		return !has_british_army(space)
	return false
}

function is_british_pc_path(space) {
	if (has_british_pc(space))
		return !has_american_army(space)
	return false
}

function spread_american_path(seen, from) {
	for (let to of SPACES[from].exits) {
		if (to in seen)
			continue
		if (is_american_pc_path(to)) {
			seen[to] = 1
			spread_american_path(seen, to)
		}
	}
}

function spread_british_path(seen, from) {
	for (let to of SPACES[from].exits) {
		if (to in seen)
			continue
		if (is_british_pc_path(to)) {
			seen[to] = 1
			spread_british_path(seen, to)
		}
	}
}

function remove_isolated_american_pc_segment() {
	log("Removed isolated American PC")
	let seen = {}
	for (let space in SPACES) {
		if (is_american_pc_root(space)) {
			seen[space] = 1
			spread_american_path(seen, space)
		}
	}
	for (let space in SPACES)
		if (has_american_pc(space) && !seen[space])
			remove_pc(space)
}

function remove_isolated_british_pc_segment() {
	log("Removed isolated British PC")
	let seen = {}
	for (let space in SPACES) {
		if (is_british_pc_root(space)) {
			seen[space] = 1
			spread_british_path(seen, space)
		}
	}
	for (let space in SPACES)
		if (has_british_pc(space) && !seen[space])
			remove_pc(space)
}

function gen_place_continental_congress() {
	let n = 0
	for (let space in SPACES) {
		if (SPACES[space].colony !== 'CA') {
			if (has_american_pc(space) && has_no_british_playing_piece(space)) {
				gen_action('place_continental_congress', space)
				++n
			}
		}
	}
	return n
}

function goto_political_control_phase() {
	if (game.congress === CONTINENTAL_CONGRESS_DISPERSED) {
		game.active = AMERICAN
		game.state = 'return_continental_congress'
	} else {
		goto_political_control_phase_2()
	}
}

states.return_continental_congress = {
	prompt: function () {
		view.prompt = "Return Continental Congress to a space in the 13 colonies."
		if (gen_place_continental_congress() === 0)
			gen_pass()
	},
	place_continental_congress: function (where) {
		game.congress = where
		goto_political_control_phase_2()
	},
	pass: function () {
		goto_political_control_phase_2()
	}
}

function goto_political_control_phase_2() {
	place_pc_markers_segment()
	remove_isolated_american_pc_segment()
	remove_isolated_british_pc_segment()
	goto_end_phase()
}

states.european_war = {
	prompt: function () {
		view.prompt = "European War: Remove 2 British CU from any spaces. " + game.count + " left."
		gen_pass()
		gen_remove_british_cu()
	},
	remove_cu: function (where) {
		let cu = find_british_cu(where)
		remove_cu(BRITISH, where, 1)
		if (--game.count === 0)
			goto_end_phase()
	},
	pass: function () {
		goto_end_phase()
	}
}

function norths_government_falls() {
	update_colony_control()

	let n_american = 0
	for (let c in COLONIES)
		if (game.control[c] === AMERICAN)
			++n_american

	if (n_american >= 7)
		game.result = AMERICAN
	else
		game.result = BRITISH

	game.victory = "North's Government Falls: " + game.result + " Victory!"
	game.active = "None"
	game.state = 'game_over'

	log(game.victory)
}

function goto_end_phase() {
	if (game.french_alliance_triggered && !game.european_war) {
		game.european_war = true
		game.count = 2
		game.active = AMERICAN
		game.state = 'european_war'
		game.reshuffle = true
		return
	}

	if ((game.war_ends && game.year >= game.war_ends) || game.year === 1783)
		return norths_government_falls()

	delete game.pennsylvania_and_new_jersey_line_mutinies
	game.a_queue = game.b_queue = 0
	game.year += 1
	goto_start_year()
}

states.game_over = {
	prompt: function () {
		view.prompt = game.victory
	}
}

/* CLIENT/SERVER COMMS */

exports.setup = function (seed, scenario, options) {
	setup_game(seed)
	return game
}

exports.action = function (state, current, action, arg) {
	game = state
	// TODO: check against action list
	if (current === game.active) {
		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)
		}
	}

	update_colony_control()

	return game
}

function list_actions(current) {
	view.actions = {}
	states[game.state].prompt(current)
}

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

	view = {
		active: state.active,
		year: state.year,
		war_ends: state.war_ends,
		played_british_reinforcements: state.played_british_reinforcements,
		played_american_reinforcements: state.played_american_reinforcements,
		congress: state.congress,
		european_war: state.european_war,
		french_alliance: state.french_alliance,
		french_navy: state.french_navy,
		regulars: state.regulars,
		generals: state.generals,
		cu: state.cu,
		pc: state.pc,
		control: state.control,
		a_cards: state.a_hand.length,
		b_cards: state.b_hand.length,
		a_queue: state.a_queue,
		b_queue: state.b_queue,
		last_played: state.last_played,
		who: state.who,
		log: state.log,
	}

	if (state.pennsylvania_and_new_jersey_line_mutinies)
		view.pennsylvania_and_new_jersey_line_mutinies = true

	if (current === AMERICAN)
		view.hand = state.a_hand
	else if (current === BRITISH)
		view.hand = state.b_hand
	else
		view.hand = []

	if (current === state.active) {
		list_actions(current)
		gen_action_undo()
	} else {
		let inactive = states[game.state].inactive
		if (typeof inactive !== 'string')
			inactive = game.state
		view.prompt = "Waiting for " + game.active + " player \u2014 " + inactive + "."
	}

	return view
}