1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
|
"use strict"
// TODO: recall grand battery at end of turn
// TODO: recall grand battery if alone
const FRENCH = "French"
const COALITION = "Coalition"
const P1 = FRENCH
const P2 = COALITION
exports.roles = [ P1, P2 ]
exports.scenarios = [ "June 16", "June 15", "June 15 (no special rules)" ]
const data = require("./data")
const { max, abs } = Math
const last_hex = 1000 + (data.map.rows - 1) * 100 + (data.map.cols - 1)
var game = null
var view = null
var states = {}
const ELIMINATED = 0
const REINFORCEMENTS = 100
const AVAILABLE_P1 = 101
const AVAILABLE_P2 = 102
const BLOWN = 103
function find_piece(name) {
let id = data.pieces.findIndex(pc => pc.name === name)
if (id < 0)
throw new Error("PIECE NOT FOUND: " + name)
return id
}
for (let info of data.reinforcements)
info.list = info.list.map(name => find_piece(name))
const NAPOLEON_HQ = find_piece("Napoleon HQ")
const OLD_GUARD = find_piece("Old Guard")
const GRAND_BATTERY = find_piece("Grand Battery")
const HILL_1 = find_piece("II Corps (Hill*)")
const HILL_2 = find_piece("II Corps (Hill**)")
function is_map_hex(x) {
if (x >= 1000 && x <= 4041)
return x % 100 <= 41
return false
}
function calc_distance(a, b) {
let ac = a % 100
let bc = b % 100
let ay = a / 100 | 0
let by = b / 100 | 0
let ax = ac - (ay >> 1)
let bx = bc - (by >> 1)
let az = -ax - ay
let bz = -bx - by
return max(abs(bx-ax), abs(by-ay), abs(bz-az))
}
const adjacent_x1 = [
[-101,-100,-1,1,99,100],
[-100,-99,-1,1,100,101]
]
function for_each_adjacent(x, f) {
for (let dx of adjacent_x1[x / 100 & 1]) {
let nx = x + dx
if (is_map_hex(nx))
f(nx)
}
}
const within_x3 = [
[
-302,-301,-300,-299,
-202,-201,-200,-199,-198,
-103,-102,-101,-100,-99,-98,
-3,-2,-1,0,1,2,3,
97,98,99,100,101,102,
198,199,200,201,202,
298,299,300,301
],
[
-301,-300,-299,-298,
-202,-201,-200,-199,-198,
-102,-101,-100,-99,-98,-97,
-3,-2,-1,0,1,2,3,
98,99,100,101,102,103,
198,199,200,201,202,
299,300,301,302
]
]
function for_each_within_x3(x, f) {
for (let dx of within_x3[x / 100 & 1]) {
let nx = x + dx
if (is_map_hex(nx))
f(nx)
}
}
const brussels_couillet_road_x3 = []
for (let a of data.map.brussels_couillet_road)
for_each_within_x3(a, b => set_add(brussels_couillet_road_x3, b))
function make_piece_list(f) {
let list = []
for (let p = 0; p < data.pieces.length; ++p)
if (f(data.pieces[p]))
list.push(p)
return list
}
const p1_hqs = make_piece_list(p => p.side === P1 && p.type === "hq")
const p2_hqs = make_piece_list(p => p.side !== P1 && p.type === "hq")
const p1_cav = make_piece_list(p => p.side === P1 && p.type === "cav")
const p2_cav = make_piece_list(p => p.side !== P1 && p.type === "cav")
const p1_inf = make_piece_list(p => p.side === P1 && p.type === "inf")
const p2_inf = make_piece_list(p => p.side !== P1 && p.type === "inf")
const p1_det = make_piece_list(p => p.side === P1 && p.type === "det")
const p2_det = make_piece_list(p => p.side !== P1 && p.type === "det")
const p1_corps = make_piece_list(p => p.side === P1 && (p.type === "inf" || p.type === "cav"))
const p2_corps = make_piece_list(p => p.side !== P1 && (p.type === "inf" || p.type === "cav"))
const p1_units = make_piece_list(p => p.side === P1 && (p.type === "inf" || p.type === "cav" || p.type === "det"))
const p2_units = make_piece_list(p => p.side !== P1 && (p.type === "inf" || p.type === "cav" || p.type === "det"))
function friendly_hqs() { return (game.active === P1) ? p1_hqs : p2_hqs }
function enemy_hqs() { return (game.active !== P1) ? p1_hqs : p2_hqs }
function friendly_cavalry_corps() { return (game.active === P1) ? p1_cav : p2_cav }
function enemy_cavalry_corps() { return (game.active !== P1) ? p1_cav : p2_cavalry_corps }
function friendly_infantry_corps() { return (game.active === P1) ? p1_inf : p2_inf }
function enemy_infantry_corps() { return (game.active !== P1) ? p1_inf : p2_inf }
function friendly_detachments() { return (game.active === P1) ? p1_det : p2_det }
function enemy_detachments() { return (game.active !== P1) ? p1_det : p2_det }
function friendly_corps() { return (game.active === P1) ? p1_corps : p2_corps }
function enemy_corps() { return (game.active !== P1) ? p1_corps : p2_corps }
function friendly_units() { return (game.active === P1) ? p1_units : p2_units }
function enemy_units() { return (game.active !== P1) ? p1_units : p2_units }
function set_piece_hex(p, hex) {
zoc_valid = false
game.pieces[p] &= 1
game.pieces[p] |= hex << 1
}
function set_piece_mode(p, mode) {
game.pieces[p] &= ~1
game.pieces[p] |= mode
}
function piece_hex(p) {
return game.pieces[p] >> 1
}
function piece_mode(p) {
return game.pieces[p] & 1
}
function piece_is_cavalry(p) {
return data.pieces[p].type === "cav"
}
function piece_is_infantry(p) {
return data.pieces[p].type === "inf"
}
function piece_movement_allowance(p) {
if (piece_mode(p))
return data.pieces[p].mp2
return data.pieces[p].mp1
}
function piece_command_range(p) {
if (piece_mode(p))
return data.pieces[p].range2
return data.pieces[p].range1
}
function pieces_are_same_side(a, b) {
return data.pieces[a].side === data.pieces[b].side
}
function is_empty_hex(x) {
for (let p = 0; p < data.pieces.length; ++p)
if (piece_hex(p) === x)
return false
return true
}
function hex_has_any_piece(x, list) {
for (let p of list)
if (piece_hex(p) === x)
return true
return false
}
function piece_is_in_zoc_of_hex(p, x) {
let y = piece_hex(p)
if (is_map_hex(y) && calc_distance(x, y) === 1)
return !is_river(x, y)
return false
}
function blow_unit(p, n) {
if (game.turn + n > 8) {
set_piece_hex(p, ELIMINATED)
} else {
log("Blown unit " + p)
set_piece_hex(p, BLOWN + game.turn + n)
set_piece_mode(p, 0)
}
}
const data_rivers = []
const data_bridges = []
const data_road_hexsides = []
for (let [a, b] of data.map.rivers) {
set_add(data_rivers, a * 10000 + b)
set_add(data_rivers, b * 10000 + a)
}
for (let [a, b] of data.map.bridges) {
set_delete(data_rivers, a * 10000 + b)
set_delete(data_rivers, b * 10000 + a)
set_add(data_bridges, a * 10000 + b)
set_add(data_bridges, b * 10000 + a)
}
function is_river(a, b) {
return set_has(data_rivers, a * 10000 + b)
}
function is_bridge(a, b) {
return set_has(data_bridges, a * 10000 + b)
}
function is_road_hexside(a, b) {
return set_has(data_road_hexsides, a * 10000 + b)
}
function is_stream_hex(x) {
return set_has(data.map.streams, x)
}
const data_roads = []
for (let row = 0; row < data.map.rows; ++row) {
for (let col = 0; col < data.map.cols; ++col) {
let x = 1000 + row * 100 + col
data_roads[x-1000] = []
}
}
function make_road(id, road, i, d) {
let list = []
while (i >= 0 && i < road.length) {
list.push(road[i])
i += d
}
return list
}
for (let road_id = 0; road_id < data.map.roads.length; ++road_id) {
let road = data.map.roads[road_id]
for (let k = 0; k < road.length; ++k) {
if (k > 0) {
let a = road[k-1]
let b = road[k]
set_add(data_road_hexsides, a * 10000 + b)
set_add(data_road_hexsides, b * 10000 + a)
}
data_roads[road[k]-1000].push([road_id, k])
}
}
function is_road_hex(x) {
return data_roads[x-1000].length > 0
}
// === ZONE OF CONTROL / INFLUENCE ===
var zoc_valid = false
var zoc_cache = new Array(data.map.rows * 100).fill(0)
// ANY_ZOC=1, CAV_ZOC=2, ANY_ZOI=4, CAV_ZOI=8
function is_p1_zoc(x) { return zoc_cache[x-1000] & (1|2) }
function is_p1_cav_zoc(x) { return zoc_cache[x-1000] & (2) }
function is_p1_zoc_or_zoi(x) { return zoc_cache[x-1000] & (1|2|4) }
function is_p1_zoc_or_cav_zoi(x) { return zoc_cache[x-1000] & (1|2|8) }
function is_p2_zoc(x) { return zoc_cache[x-1000] & (16|32) }
function is_p2_cav_zoc(x) { return zoc_cache[x-1000] & (32) }
function is_p2_zoc_or_zoi(x) { return zoc_cache[x-1000] & (16|32|64) }
function is_p2_zoc_or_cav_zoi(x) { return zoc_cache[x-1000] & (16|32|128) }
function is_friendly_zoc(x) { return game.active === P1 ? is_p1_zoc(x) : is_p2_zoc(x) }
function is_friendly_zoc_or_zoi(x) { return game.active === P1 ? is_p1_zoc_or_zoi(x) : is_p2_zoc_or_zoi(x) }
function is_enemy_zoc(x) { return game.active !== P1 ? is_p1_zoc(x) : is_p2_zoc(x) }
function is_enemy_cav_zoc(x) { return game.active !== P1 ? is_p1_cav_zoc(x) : is_p2_cav_zoc(x) }
function is_enemy_zoc_or_cav_zoi(x) { return game.active !== P1 ? is_p1_zoc_or_cav_zoi(x) : is_p2_zoc_or_cav_zoi(x) }
function is_enemy_zoc_or_zoi(x) { return game.active !== P1 ? is_p1_zoc_or_zoi(x) : is_p2_zoc_or_zoi(x) }
function update_zoc_imp(zoc, zoi, units) {
for (let p of units) {
let a = piece_hex(p)
zoc_cache[a - 1000] |= zoc
for_each_adjacent(a, b => {
if (!is_river(a, b)) {
zoc_cache[b - 1000] |= zoc
if (zoi) {
for_each_adjacent(b, c => {
if (!is_bridge(b, c))
zoc_cache[c - 1000] |= zoi
})
}
}
})
}
}
function update_zoc() {
if (!zoc_valid) {
zoc_valid = true
zoc_cache.fill(0)
update_zoc_imp(1|2, 4|8, p1_cav)
update_zoc_imp(1, 4, p1_inf)
update_zoc_imp(1, 0, p1_det)
update_zoc_imp(16|32, 64|128, p2_cav)
update_zoc_imp(16, 64, p2_inf)
update_zoc_imp(16, 0, p2_det)
}
}
function piece_is_not_in_enemy_zoc_or_zoi(p) {
let x = piece_hex(p)
return is_map_hex(x) && !is_enemy_zoc_or_zoi(x)
}
function piece_is_not_in_enemy_zoc(p) {
let x = piece_hex(p)
return is_map_hex(x) && !is_enemy_zoc(x)
}
function piece_is_not_in_enemy_cav_zoc(p) {
let x = piece_hex(p)
return is_map_hex(x) && !is_enemy_cav_zoc(x)
}
function piece_is_in_enemy_zoc(p) {
let x = piece_hex(p)
return is_map_hex(x) && is_enemy_zoc(x)
}
function piece_is_on_map(p) {
let x = piece_hex(p)
return is_map_hex(x)
}
function set_next_player() {
game.active = (game.active === P1) ? P2 : P1
}
function prompt(str) {
view.prompt = str
}
// === SEQUENCE OF PLAY ===
/*
command phase:
remove hq
place hq
return up to 2 blown corps
flip exhausted cav to fresh (move to organization?)
place 1 detachment per hq
recall all, some, or no detachments
angst: substitute Hill unit
organization
advance formation: flip infantry corps to advance
battle formation: flip infantry corps to battle
alternate withdrawal: retreat or pass (3 remain)
movement
alternate corps movement: move corps or pass
attack
alternate corps to attack in zoc or pass
end phase
if last turn - victory
recall french grand battery
new turn
*/
// === === COMMAND PHASE === ===
function goto_command_phase() {
log("Command Phase")
log("")
bring_on_reinforcements()
goto_hq_placement_step()
}
// === A: HQ PLACEMENT STEP ===
function goto_hq_placement_step() {
game.active = P1
game.state = "place_hq"
for (let p of p1_hqs) {
set_piece_hex(p, AVAILABLE_P1)
set_piece_mode(p, 0)
}
for (let p of p2_hqs) {
set_piece_hex(p, AVAILABLE_P2)
set_piece_mode(p, 0)
}
}
function end_hq_placement_step() {
if (game.active === P1)
game.active = P2
else
goto_blown_unit_return_step()
}
states.place_hq = {
prompt() {
prompt("HQ Placement Step.")
let done = true
for (let p of friendly_hqs()) {
gen_action_piece(p)
if (!piece_is_on_map(p))
done = false
}
if (done)
view.actions.end_step = 1
},
piece(p) {
if (piece_is_on_map(p)) {
set_piece_mode(p, 1 - piece_mode(p))
} else {
push_undo()
game.who = p
game.state = "place_hq_where"
}
},
end_step() {
end_hq_placement_step()
},
}
states.place_hq_where = {
prompt() {
prompt("HQ Placement Step.")
gen_action_piece(game.who)
view.actions.normal = piece_mode(game.who) ? 1 : 0
view.actions.battle = piece_mode(game.who) ? 0 : 1
update_zoc()
// within 3 of any unit
for (let p of friendly_units()) {
let x = piece_hex(p)
if (is_map_hex(x) && pieces_are_same_side(p, game.who)) {
for_each_within_x3(x, next => {
if (!is_enemy_zoc_or_zoi(next) && !hex_has_any_piece(next, friendly_hqs()))
gen_action_hex(next)
})
}
}
// if not possible, within 3 of a brussels to couillet road hex
if (!view.actions.hex) {
for (let x of brussels_couillet_road_x3) {
if (is_empty_hex(x))
gen_action_hex(x)
}
}
},
piece(p) {
pop_undo()
},
hex(x) {
set_piece_hex(game.who, x)
game.who = -1
game.state = "place_hq"
},
}
// === B: BLOWN UNIT RETURN STEP ===
function goto_blown_unit_return_step() {
log("Blown Unit Return Step")
game.active = P1
begin_blown_unit_return_step()
}
function begin_blown_unit_return_step() {
game.state = "return_blown_unit"
game.count = 2
for (let p of friendly_units())
if (piece_hex(p) === BLOWN)
return
end_blown_unit_return_step()
}
function end_blown_unit_return_step() {
if (game.active === P1) {
game.active = P2
begin_blown_unit_return_step()
} else {
goto_cavalry_corps_recovery_step()
}
}
states.return_blown_unit = {
prompt() {
prompt("Blown Unit Return Step.")
let done = true
for (let p of friendly_units()) {
if (piece_hex(p) === BLOWN) {
gen_action_piece(p)
done = false
}
}
if (done)
view.actions.end_step = 1
},
piece(p) {
push_undo()
update_zoc()
if (game.count > 0 && can_return_blown_unit(p)) {
--game.count
console.log("SH", p)
game.who = p
game.state = "return_blown_unit_where"
} else {
set_piece_hex(p, ELIMINATED)
}
},
end_step() {
end_blown_unit_return_step()
},
}
function can_return_blown_unit(p) {
let result = false
for (let hq of friendly_hqs()) {
if (pieces_are_same_side(p, hq)) {
for_each_adjacent(piece_hex(hq), x => {
if (is_empty_hex(x) && !is_enemy_zoc_or_zoi(x))
return result = true
})
}
}
return result
}
states.return_blown_unit_where = {
prompt() {
prompt("Blown Unit Return Step.")
update_zoc()
for (let hq of friendly_hqs()) {
if (pieces_are_same_side(game.who, hq)) {
for_each_adjacent(piece_hex(hq), x => {
if (is_empty_hex(x) && !is_enemy_zoc_or_zoi(x))
gen_action_hex(x)
})
}
}
gen_action_piece(game.who)
},
piece(p) {
pop_undo()
},
hex(x) {
set_piece_hex(game.who, x)
game.who = -1
game.state = "return_blown_unit"
},
}
// === C: CAVALRY CORPS RECOVERY STEP ===
// TODO: automated?
function goto_cavalry_corps_recovery_step() {
game.active = P1
game.state = "cavalry_corps_recovery_step"
resume_cavalry_corps_recovery_step()
}
function resume_cavalry_corps_recovery_step() {
update_zoc()
for (let p of friendly_cavalry_corps())
if (piece_mode(p) && piece_is_not_in_enemy_zoc_or_zoi(p))
return
end_cavalry_corps_recovery_step()
}
function end_cavalry_corps_recovery_step() {
if (game.active === P1) {
game.active = P2
resume_cavalry_corps_recovery_step()
} else {
goto_detachment_placement_step()
}
}
states.cavalry_corps_recovery_step = {
prompt() {
prompt("Cavalry Corps Recovery Step.")
for (let p of friendly_cavalry_corps())
if (piece_mode(p) && piece_is_not_in_enemy_zoc_or_zoi(p))
gen_action_piece(p)
},
piece(p) {
set_piece_mode(p, 0)
resume_cavalry_corps_recovery_step()
},
}
// === D: DETACHMENT PLACEMENT STEP ===
function goto_detachment_placement_step() {
game.active = P1
begin_detachment_placement_step()
}
function begin_detachment_placement_step() {
game.state = "place_detachment_hq"
game.count = 0
for (let p of friendly_hqs())
game.count |= (1 << p)
for (let hq of friendly_hqs())
for (let p of friendly_detachments())
if (can_place_detachment(p, hq))
return
end_detachment_placement_step()
}
function end_detachment_placement_step() {
if (game.active === P1) {
game.active = P2
begin_detachment_placement_step()
} else {
goto_detachment_recall_step()
}
}
states.place_detachment_hq = {
prompt() {
prompt("Place Detachment: Select HQ.")
for (let p of friendly_hqs())
if (game.count & (1 << p))
gen_action_piece(p)
view.actions.end_step = 1
},
piece(p) {
push_undo()
game.target = p
game.count ^= (1 << p)
game.state = "place_detachment_who"
},
end_step() {
end_detachment_placement_step()
},
}
function can_place_detachment(p, hq) {
let x = piece_hex(p)
if (x === AVAILABLE_P1 || x === AVAILABLE_P2) {
if (pieces_are_same_side(p, hq)) {
if (p === GRAND_BATTERY || p === OLD_GUARD) {
if (hq === NAPOLEON_HQ && piece_mode(NAPOLEON_HQ))
return true
} else {
return true
}
}
}
return false
}
states.place_detachment_who = {
prompt() {
prompt("Place Detachment: Select an available detachment.")
gen_action_piece(game.target)
for (let p of friendly_detachments())
if (can_place_detachment(p, game.target))
gen_action_piece(p)
},
piece(p) {
if (p === game.target) {
pop_undo()
return
}
game.who = p
game.state = "place_detachment_where"
},
}
states.place_detachment_where = {
prompt() {
prompt("Place " + data.pieces[game.who].name + ".")
gen_action_piece(game.who)
if (game.who === GRAND_BATTERY) {
for (let p of friendly_units()) {
let x = piece_hex(p)
if (calc_distance(piece_hex(NAPOLEON_HQ), x) <= 3)
if (!hex_has_any_piece(x, p1_det))
gen_action_hex(x)
}
return
}
if (game.who === OLD_GUARD) {
for_each_within_x3(piece_hex(NAPOLEON_HQ), next => {
if (!is_enemy_zoc(next) && is_empty_hex(next))
gen_action_hex(next)
})
return
}
update_zoc()
search_detachment(game.who, game.target)
for (let row = 0; row < data.map.rows; ++row) {
for (let col = 0; col < data.map.cols; ++col) {
let x = 1000 + row * 100 + col
if (move_seen[x-1000] && !is_friendly_zoc_or_zoi(x) && !hex_has_any_piece(x, friendly_detachments()))
gen_action_hex(x)
}
}
},
piece(p) {
game.who = -1
game.state = "place_detachment_who"
},
hex(x) {
set_piece_hex(game.who, x)
game.target = -1
game.who = -1
game.state = "place_detachment_hq"
},
}
// === E: DETACHMENT RECALL STEP ===
function goto_detachment_recall_step() {
game.active = P1
game.state = "detachment_recall_step"
}
function end_detachment_recall_step() {
if (game.active === P1) {
game.active = P2
} else {
goto_british_line_of_communication_angst()
}
}
function recall_detachment(p) {
if (set_has(p1_det, p))
set_piece_hex(p, AVAILABLE_P1)
else
set_piece_hex(p, AVAILABLE_P2)
}
states.detachment_recall_step = {
prompt() {
prompt("Detachment Recall Step.")
for (let p of friendly_detachments())
if (piece_is_on_map(p))
gen_action_piece(p)
view.actions.end_step = 1
},
piece(p) {
push_undo()
recall_detachment(p)
},
end_step() {
end_detachment_recall_step()
},
}
function goto_british_line_of_communication_angst() {
game.active = P2
game.state = "british_line_of_communication_angst_1"
// TODO
goto_advance_formation()
}
states.british_line_of_communication_angst_1 = {
prompt() {
prompt("British Line of Communication Angst.")
gen_action_piece(HILL_1)
},
piece(p) {
set_piece_hex(HILL_2, piece_hex(HILL_1))
set_piece_mode(HILL_2, piece_mode(HILL_1))
set_piece_hex(HILL_1, 0)
set_piece_mode(HILL_1, 0)
goto_advance_formation()
},
}
states.british_line_of_communication_angst_2 = {
prompt() {
prompt("British Line of Communication Angst.")
gen_action_piece(HILL_2)
},
piece(p) {
set_piece_hex(HILL_1, piece_hex(HILL_2))
set_piece_mode(HILL_1, piece_mode(HILL_2))
set_piece_hex(HILL_2, 0)
set_piece_mode(HILL_2, 0)
goto_advance_formation()
},
}
// === === ORGANIZATION PHASE === ===
// === F: ADVANCE FORMATION ===
// === G: BATTLE FORMATION ===
// TODO: automated?
function goto_advance_formation() {
game.active = P1
resume_advance_formation()
}
function resume_advance_formation() {
game.state = "advance_formation"
update_zoc()
for (let p of friendly_infantry_corps())
if (piece_mode(p) && piece_is_not_in_enemy_zoc(p))
return
resume_battle_formation()
}
function resume_battle_formation() {
game.state = "battle_formation"
update_zoc()
for (let p of friendly_infantry_corps())
if (!piece_mode(p) && piece_is_in_enemy_zoc(p))
return
end_battle_formation()
}
function end_battle_formation() {
if (game.active === P1) {
game.active = P2
resume_advance_formation()
} else {
goto_withdrawal()
}
}
states.advance_formation = {
prompt() {
prompt("Advance Formation.")
update_zoc()
for (let p of friendly_infantry_corps())
if (!piece_mode(p) && piece_is_not_in_enemy_zoc(p))
gen_action_piece(p)
},
piece(p) {
set_piece_mode(p, 0)
resume_advance_formation()
},
}
states.battle_formation = {
prompt() {
prompt("Battle Formation.")
update_zoc()
for (let p of friendly_infantry_corps())
if (piece_mode(p) && piece_is_in_enemy_zoc(p))
gen_action_piece(p)
},
piece(p) {
set_piece_mode(p, 0)
resume_battle_formation()
},
}
// === H: WITHDRAWAL ===
function can_withdraw_any() {
update_zoc()
for (let p of friendly_corps())
if (piece_is_in_enemy_zoc(p))
return true
return false
}
function goto_withdrawal() {
log("Withdrawal.")
game.active = P1
game.state = "withdrawal"
game.remain = 0
if (!can_withdraw_any())
pass_withdrawal()
}
function next_withdrawal() {
game.state = "withdrawal"
if (game.remain === 0) {
set_next_player()
if (!can_withdraw_any())
pass_withdrawal()
} else if (--game.remain === 0) {
end_withdrawal()
}
}
function pass_withdrawal() {
log(game.active + " passed withdrawal.")
if (game.remain > 0) {
end_withdrawal()
} else {
set_next_player()
game.remain = 3
}
}
function end_withdrawal() {
goto_movement_phase()
}
states.withdrawal = {
prompt() {
prompt("Withdrawal.")
update_zoc()
for (let p of friendly_corps())
if (piece_is_in_enemy_zoc(p))
gen_action_piece(p)
view.actions.pass = 1
},
piece(p) {
push_undo()
game.who = p
game.state = "withdrawal_to"
},
pass() {
log(game.active + " passed withdrawal.")
if (game.remain > 0) {
end_withdrawal()
} else {
set_next_player()
game.remain = 3
}
},
}
states.withdrawal_to = {
prompt() {
prompt("Withdraw " + data.pieces[game.who].name + ".")
update_zoc()
let list = search_withdrawal(piece_hex(game.who))
if (list.length > 0)
view.actions.hex = list
else
view.actions.blow = 1
gen_action_piece(game.who)
},
piece(p) {
pop_undo()
},
blow() {
blow_unit(game.who, 2)
game.who = -1
next_withdrawal()
},
hex(x) {
set_piece_hex(game.who, x)
game.who = -1
next_withdrawal()
},
}
// === === MOVEMENT PHASE === ===
function bring_on_reinforcements() {
for (let info of data.reinforcements)
if (info.turn === game.turn)
for (let p of info.list)
set_piece_hex(p, REINFORCEMENTS)
for (let p of friendly_units())
if (piece_hex(p) === BLOWN + game.turn)
set_piece_hex(p, BLOWN)
}
function goto_movement_phase() {
log("")
log("Movement Phase")
log("")
game.active = P1
game.state = "movement"
game.remain = 0
}
function next_movement() {
game.state = "movement"
if (game.remain === 0)
set_next_player()
else if (--game.remain === 0)
end_movement()
}
function end_movement() {
goto_attack_phase()
}
states.movement = {
prompt() {
prompt("Movement.")
update_zoc()
let has_reinf = false
for (let info of data.reinforcements) {
if (info.turn === game.turn && info.side === game.active) {
for (let p of info.list) {
if (!piece_is_on_map(p)) {
has_reinf = true
console.log("rein", p)
gen_action_piece(p)
break
}
}
}
}
console.log("mprom", game.remain, has_reinf)
if (game.remain === 0 || !has_reinf) {
for (let p of friendly_cavalry_corps())
if (piece_is_not_in_enemy_cav_zoc(p))
gen_action_piece(p)
for (let p of friendly_infantry_corps())
if (piece_is_not_in_enemy_zoc(p))
gen_action_piece(p)
}
view.actions.pass = 1
},
piece(p) {
push_undo()
game.who = p
game.state = "movement_to"
},
pass() {
log(game.active + " passed movement.")
if (game.remain > 0) {
end_movement()
} else {
update_zoc()
set_next_player()
game.remain = roll_die()
log("Rolled D" + game.remain)
let n = 0
for (let p of friendly_corps()) {
if (piece_is_not_in_enemy_zoc_or_zoi(p))
++n
if (piece_hex(p) === REINFORCEMENTS)
++n
}
log(n + " Corps not in ZOC/ZOI")
game.remain += n
}
},
}
states.movement_to = {
prompt() {
prompt("Move " + data.pieces[game.who].name + ".")
update_zoc()
search_move(game.who)
for (let row = 0; row < data.map.rows; ++row) {
for (let col = 0; col < data.map.cols; ++col) {
let x = 1000 + row * 100 + col
let m = move_seen[x-1000]
if (m & 1) {
if (m & 2)
gen_action_hex(x)
else
gen_action_stop_hex(x)
}
}
}
gen_action_piece(game.who)
},
piece(p) {
pop_undo()
},
stop_hex(x) {
this.hex(x)
},
hex(x) {
update_zoc()
search_move(game.who)
set_piece_hex(game.who, x)
// must flip (stream without road, or enter zoc)
if (!(move_seen[x-1000] & 2))
set_piece_mode(game.who, 1)
// flip all enemy inf in zoc
for (let p of enemy_infantry_corps())
if (piece_is_in_zoc_of_hex(p, x))
set_piece_mode(p, 1)
game.who = -1
next_movement()
},
}
function can_move_into(here, next, hq_hex, hq_range, is_cav) {
// can't go off-map
if (!is_map_hex(next))
return false
// must stay within command hq's range or move closer
let here_dist = calc_distance(here, hq_hex)
let next_dist = calc_distance(next, hq_hex)
if (here_dist > hq_range) {
if (next_dist >= here_dist)
return false
} else {
if (next_dist > hq_range)
return false
}
// can't cross river
if (is_river(here, next))
return false
// can't enter hex with another corps
if (hex_has_any_piece(next, p1_corps))
return false
if (hex_has_any_piece(next, p2_corps))
return false
// can't enter hex with enemy detachment
if (hex_has_any_piece(next, enemy_detachments()))
return false
if (is_cav) {
// Cavalry beginning move in non-Cavalry ZoC may only move to empty hex not in ZoC
if (is_enemy_zoc(here) && (is_enemy_zoc(next) || !is_empty_hex(next)))
return false
}
return true
}
function must_stop_zoc_zoi(here, next, is_cav) {
if (is_cav && is_enemy_zoc_or_cav_zoi(next))
return true
if (!is_cav && is_enemy_zoc_or_zoi(next))
return true
return false
}
function must_stop_stream(here, next) {
if (is_stream_hex(next) && !is_road_hexside(here, next))
return true
return false
}
function must_flip_zoc(here, next, is_cav) {
if (!is_cav && is_enemy_zoc(next))
return true
return false
}
const move_seen = new Array(last_hex - 999).fill(0)
const move_cost = new Array(last_hex - 999).fill(0)
function find_reinforcement_hex(who) {
for (let info of data.reinforcements)
for (let p of info.list)
if (p === who)
return info.hex
return 0
}
function can_trace_detachment(here, next) {
if (is_enemy_zoc_or_zoi(next))
return false
if (is_river(here, next))
return false
return true
}
function search_detachment(who, hq) {
move_seen.fill(0)
search_detachment_normal(piece_hex(hq), piece_command_range(hq))
if (!piece_mode(hq))
if (is_road_hex(piece_hex(hq)))
search_detachment_road(piece_hex(hq), piece_command_range(hq) * 2)
for (let pp of data.pieces[who].parent)
if (piece_is_on_map(pp))
search_detachment_normal(piece_hex(pp), 4)
}
function search_detachment_normal(start, range) {
move_cost.fill(0)
move_cost[start-1000] = range
move_seen[start-1000] = 1
let queue = [ start ]
while (queue.length > 0) {
let here = queue.shift()
for_each_adjacent(here, next => {
if (can_trace_detachment(here, next)) {
let mp = move_cost[here-1000] - 1
move_seen[next-1000] = 1
if (mp > move_cost[next-1000]) {
move_cost[next-1000] = mp
queue.push(next)
}
}
})
}
}
function search_detachment_road(start, range) {
move_cost.fill(0)
move_cost[start-1000] = range
move_seen[start-1000] = 1
let queue = [ start ]
while (queue.length > 0) {
let here = queue.shift()
for (let [road_id, k] of data_roads[here-1000]) {
let road = data.map.roads[road_id]
if (k + 1 < road.length)
search_detachment_road_segment(queue, road, k, 1)
if (k > 0)
search_detachment_road_segment(queue, road, k, -1)
}
}
}
function search_detachment_road_segment(queue, road, cur, dir) {
let here = road[cur]
let mp = move_cost[here-1000]
cur += dir
while (mp > 0 && cur >= 0 && cur < road.length) {
let next = road[cur]
if (!can_trace_detachment(here, next))
return
move_seen[next-1000] = 1
here = next
cur += dir
mp --
}
if (mp > move_cost[here-1000]) {
move_cost[here-1000] = mp
queue.push(here)
}
}
function search_move(p) {
move_seen.fill(0)
let x = piece_hex(p)
let m = piece_movement_allowance(p)
let u = 0
if (x === REINFORCEMENTS) {
x = find_reinforcement_hex(p)
u = 1
move_seen[x-1000] = 3
}
for (let hq of data.pieces[p].hq) {
let hq_hex = piece_hex(hq)
if (is_map_hex(hq_hex)) {
search_move_normal(x, m - u, hq_hex, piece_command_range(hq), piece_is_cavalry(p))
if (!(piece_is_infantry(game.who) && piece_mode(game.who)))
if (is_road_hex(x))
search_move_road(x, m * 2 - u, hq_hex, piece_command_range(hq), piece_is_cavalry(p))
}
}
}
function search_move_normal(start, ma, hq_hex, hq_range, is_cav) {
move_cost.fill(0)
move_cost[start-1000] = ma
let queue = [ start ]
while (queue.length > 0) {
let here = queue.shift()
for_each_adjacent(here, next => {
if (can_move_into(here, next, hq_hex, hq_range, is_cav)) {
let mp = move_cost[here-1000] - 1
move_seen[next-1000] |= 1
if (!must_stop_stream(here, next) && !must_flip_zoc(here, next, is_cav))
move_seen[next-1000] |= 2
else
mp = 0
if (must_stop_zoc_zoi(here, next, is_cav))
mp = 0
if (mp > move_cost[next-1000]) {
move_cost[next-1000] = mp
queue.push(next)
}
}
})
}
}
function search_move_road(start, ma, hq_hex, hq_range, is_cav) {
move_cost.fill(0)
move_cost[start-1000] = ma
let queue = [ start ]
while (queue.length > 0) {
let here = queue.shift()
let mp = move_cost[here-1000]
// console.log("MOVE", here, mp)
for (let [road_id, k] of data_roads[here-1000]) {
let road = data.map.roads[road_id]
if (k + 1 < road.length)
search_move_road_segment(queue, road, k, 1, hq_hex, hq_range, is_cav)
if (k > 0)
search_move_road_segment(queue, road, k, -1, hq_hex, hq_range, is_cav)
}
}
}
function search_move_road_segment(queue, road, cur, dir, hq_hex, hq_range, is_cav) {
let here = road[cur]
let mp = move_cost[here-1000]
cur += dir
while (mp > 0 && cur >= 0 && cur < road.length) {
let next = road[cur]
if (!can_move_into(here, next, hq_hex, hq_range, is_cav))
return
move_seen[next-1000] |= 1
if (!must_flip_zoc(here, next, is_cav))
move_seen[next-1000] |= 2
if (must_stop_zoc_zoi(here, next, is_cav))
return
here = next
cur += dir
mp --
}
if (mp > move_cost[here-1000]) {
move_cost[here-1000] = mp
queue.push(here)
}
}
function search_withdrawal(here) {
// Withdraw from ALL enemy units.
let from_list = []
for_each_adjacent(here, from => {
if (hex_has_any_piece(from, enemy_units()))
from_list.push(from)
})
console.log("RETREAT FROM ALL", from_list)
let result = []
search_retreat(result, here, from_list, 3)
return result
}
function search_retreat(result, here, from_list, n) {
for_each_adjacent(here, next => {
// can't enter zoc
if (is_enemy_zoc(next))
return
// must move further away
for (let from of from_list) {
console.log("->", here, next, calc_distance(from,here), calc_distance(from,next))
if (calc_distance(from, next) <= calc_distance(from, here))
return
}
// can't enter hex with another corps or enemy detachment
if (hex_has_any_piece(next, p1_corps))
return
if (hex_has_any_piece(next, p2_corps))
return
if (hex_has_any_piece(next, enemy_detachments()))
return
// can't cross river
if (is_river(here, next))
return
if (n > 1)
search_retreat(result, next, from_list, n - 1)
else
set_add(result, next)
})
}
// === === ATTACK PHASE === ===
function goto_attack_phase() {
log("")
log("Attack Phase")
log("")
game.active = P1
game.state = "attack"
game.remain = 0
}
states.attack = {
prompt() {
prompt("Attack!")
update_zoc()
for (let p of friendly_corps())
if (piece_is_in_enemy_zoc(p))
gen_action_piece(p)
view.actions.pass = 1
},
piece(p) {
push_undo()
game.who = p
game.state = "attack_who"
},
pass() {
},
}
states.attack_who = {
prompt() {
prompt("Attack!")
let here = piece_hex(game.who)
for (let p of enemy_units())
if (piece_is_in_zoc_of_hex(p, here))
gen_action_piece(p)
gen_action_piece(game.who)
},
piece(p) {
if (p === game.who) {
pop_undo()
return
}
log("Attacked " + p)
game.target = p
game.state = "attack_support"
game.count = 0
},
}
states.attack_support = {
prompt() {
prompt("Attack - add supporting stars!")
view.actions.next = 1
},
piece(p) {
},
next() {
game.state = "defend_support"
},
}
states.defend_support = {
prompt() {
prompt("Defend - add supporting stars!")
view.actions.next = 1
},
piece(p) {
},
next() {
roll_attack()
},
}
function roll_attack() {
}
// add stars
// _may_ spend fresh cav to add support from stars
// === SETUP ===
function setup_piece(side, name, hex, mode = 0) {
let id = find_piece(name)
set_piece_hex(id, hex)
set_piece_mode(id, mode)
}
function setup_june_15() {
game.turn = 1
setup_piece("French", "Napoleon HQ", 1017)
setup_piece("French", "II Corps (Reille)", 1)
setup_piece("French", "I Corps (d'Erlon)", 1)
setup_piece("French", "III Corps (Vandamme)", 1)
setup_piece("French", "VI Corps (Lobau)", 1)
setup_piece("French", "Guard Corps (Drouot)", 1)
setup_piece("French", "Guard Cav Corps (Guyot)", 1)
setup_piece("French", "Res Cav Corps (Grouchy)", 1)
setup_piece("French", "IV Corps (Gerard)", 1)
setup_piece("French", "Grouchy HQ", 2)
setup_piece("French", "Ney HQ", 2)
setup_piece("Anglo", "Wellington HQ", 3715)
setup_piece("Anglo", "Reserve Corps (Wellington)", 3715)
setup_piece("Anglo", "I Corps (Orange)", 3002)
setup_piece("Anglo", "II Corps (Hill*)", 3)
setup_piece("Anglo", "Cav Corps (Uxbridge)", 4)
setup_piece("Anglo", "Cav Detachment (Collaert)", 1211)
setup_piece("Anglo", "I Detachment (Perponcher)", 2618)
setup_piece("Prussian", "Blucher HQ", 1737)
setup_piece("Prussian", "Cav Corps (Gneisenau)", 1737)
setup_piece("Prussian", "I Corps (Ziethen)", 1716)
setup_piece("Prussian", "II Corps (Pirch)", 2840)
setup_piece("Prussian", "III Corps (Thielmann)", 1340)
setup_piece("Prussian", "IV Corps (Bulow)", 3)
setup_piece("Prussian", "I Detachment (Steinmetz)", 1215)
setup_piece("Prussian", "I Detachment (Pirch)", 1217)
setup_piece("Prussian", "I Detachment (Lutzow)", 1221)
bring_on_reinforcements()
// XXX goto_command_phase()
goto_movement_phase()
}
function setup_june_16() {
game.turn = 3
setup_piece("French", "Napoleon HQ", 1217)
setup_piece("French", "Guard Corps (Drouot)", 1217)
setup_piece("French", "Grouchy HQ", 1621)
setup_piece("French", "Ney HQ", 2218)
setup_piece("French", "II Corps (Reille)", 2218)
setup_piece("French", "I Corps (d'Erlon)", 1617)
setup_piece("French", "III Corps (Vandamme)", 1721)
setup_piece("French", "IV Corps (Gerard)", 1221)
setup_piece("French", "VI Corps (Lobau)", 1117)
setup_piece("French", "Guard Cav Corps (Guyot)", 2317)
setup_piece("French", "Res Cav Corps (Grouchy)", 1822)
setup_piece("French", "I Detachment (Jacquinot)", 1314)
setup_piece("Anglo", "Wellington HQ", 2818, 1)
setup_piece("Anglo", "Reserve Corps (Wellington)", 3715)
setup_piece("Anglo", "I Corps (Orange)", 3002)
setup_piece("Anglo", "II Corps (Hill*)", 3)
setup_piece("Anglo", "Cav Corps (Uxbridge)", 4)
setup_piece("Anglo", "Cav Detachment (Collaert)", 1211)
setup_piece("Anglo", "I Detachment (Perponcher)", 2618)
setup_piece("Prussian", "Blucher HQ", 2324, 1)
setup_piece("Prussian", "Cav Corps (Gneisenau)", 2324)
setup_piece("Prussian", "I Corps (Ziethen)", 1922, 1)
setup_piece("Prussian", "II Corps (Pirch)", 1928)
setup_piece("Prussian", "III Corps (Thielmann)", 1737)
setup_piece("Prussian", "IV Corps (Bulow)", 3)
setup_piece("Prussian", "I Detachment (Lutzow)", 1623)
bring_on_reinforcements()
goto_detachment_placement_step()
}
exports.setup = function (seed, scenario, options) {
game = {
seed,
log: [],
undo: [],
active: P1,
state: null,
turn: 3,
rain: 0,
remain: 0,
pieces: new Array(data.pieces.length).fill(0),
who: -1,
target: -1,
count: 0,
}
for (let p of p1_det)
set_piece_hex(p, AVAILABLE_P1)
for (let p of p2_det)
set_piece_hex(p, AVAILABLE_P2)
if (scenario === "June 15" || scenario === "June 15 (no special rules)")
setup_june_15()
else
setup_june_16()
return game
}
// === COMMON ===
function gen_action(action, what) {
if (!(action in view.actions))
view.actions[action] = []
set_add(view.actions[action], what)
}
function gen_action_piece(piece) {
gen_action("piece", piece)
}
function gen_action_hex(hex) {
gen_action("hex", hex)
}
function gen_action_stop_hex(hex) {
gen_action("stop_hex", hex)
}
exports.view = function (state, player) {
game = state
view = {
prompt: null,
actions: null,
log: game.log,
turn: game.turn,
rain: game.rain,
remain: game.remain,
pieces: game.pieces,
who: game.who,
target: game.target,
}
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 ${game.active} \u2014 ${inactive}.`
} else {
view.actions = {}
view.who = game.who
if (states[game.state])
states[game.state].prompt()
else
view.prompt = "Unknown state: " + game.state
if (view.actions.undo === undefined) {
if (game.undo && game.undo.length > 0)
view.actions.undo = 1
else
view.actions.undo = 0
}
}
return view
}
exports.action = function (state, player, action, arg) {
zoc_valid = false
game = state
let S = states[game.state]
if (action in S)
S[action](arg, player)
else if (action === "undo" && game.undo && game.undo.length > 0)
pop_undo()
else
throw new Error("Invalid action: " + action)
return game
}
exports.resign = function (state, player) {
game = state
if (game.state !== 'game_over') {
if (player === RED)
goto_game_over(BLUE, RED + " resigned.")
if (player === BLUE)
goto_game_over(RED, BLUE + " resigned.")
}
return game
}
// === COMMON LIBRARY ===
function log(msg) {
game.log.push(msg)
}
function clear_undo() {
game.undo.length = 0
}
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 roll_die() {
return random(6) + 1
}
// 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
}
// Set as plain sorted array
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
}
}
}
|