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|
"use strict"
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 AVAILABLE_P1 = 100
const AVAILABLE_P2 = 101
const ENTRY_A = 4006
const ENTRY_B = 4015
const ENTRY_C = 4025
const ENTRY_D1 = 1017
const ENTRY_D2 = 1018
const OFFMAP_A = 4106
const OFFMAP_B = 4115
const OFFMAP_C = 4125
const OFFMAP_D = 917
const NAPOLEON_HQ = data.pieces.findIndex(pc => pc.name === "Napoleon HQ")
const OLD_GUARD = data.pieces.findIndex(pc => pc.name === "Old Guard")
const GRAND_BATTERY = data.pieces.findIndex(pc => pc.name === "Grand Battery")
const HILL_1 = data.pieces.findIndex(pc => pc.name === "II Corps (Hill*)")
const HILL_2 = data.pieces.findIndex(pc => pc.name === "II Corps (Hill**)")
const brussels_couillet_road_x3 = []
for (let a of data.map.brussels_couillet_road) {
set_add(brussels_couillet_road_x3, a)
for_each_adjacent(a, (b) => {
set_add(brussels_couillet_road_x3, b)
for_each_adjacent(b, (c) => {
set_add(brussels_couillet_road_x3, c)
for_each_adjacent(c, (d) => {
set_add(brussels_couillet_road_x3, d)
})
})
})
}
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
}
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 is_map_hex(x) {
if (x >= 1000 && x <= last_hex)
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))
}
function for_each_adjacent(hex, fn) {
let row = hex / 100 | 0
let col = hex % 100
if (col < 41)
fn(hex + 1)
if (col > 0)
fn(hex - 1)
if (row & 1) {
if (row < 40) {
if (col < 41)
fn(hex + 101)
fn(hex + 100)
}
if (row > 10) {
fn(hex - 100)
if (col < 41)
fn(hex - 99)
}
} else {
if (row < 40) {
fn(hex + 100)
if (col > 0)
fn(hex + 99)
}
if (row > 10) {
if (col > 0)
fn(hex - 101)
fn(hex - 100)
}
}
}
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("")
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.next = 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"
}
},
next() {
end_hq_placement_step()
},
}
function gen_place_hq(from, here, n) {
for_each_adjacent(here, next => {
if (calc_distance(next, from) <= calc_distance(here, from))
return
if (n > 1)
gen_place_hq(from, next, n - 1)
// TODO RULES: as the crow flies or must trace path?
if (is_enemy_zoc_or_zoi(next) || hex_has_any_piece(next, friendly_hqs()))
return
gen_action_hex(next)
})
}
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)) {
if (!is_enemy_zoc_or_zoi(x) && !hex_has_any_piece(x, friendly_hqs()))
gen_action_hex(x)
gen_place_hq(x, x, 3)
}
}
// 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() {
game.active = P1
game.state = "blown_unit_return_step"
game.count = 2
}
function end_blown_unit_return_step() {
if (game.active === P1) {
game.active = P2
game.count = 2
} else {
goto_cavalry_corps_recovery_step()
}
}
states.blown_unit_return_step = {
prompt() {
prompt("Blown Unit Return Step.")
view.actions.next = 1
},
next() {
end_blown_unit_return_step()
},
}
// === 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.count = 0
for (let p of friendly_hqs())
game.count |= (1 << p)
resume_detachment_placement_step()
}
function resume_detachment_placement_step() {
game.state = "place_detachment_hq"
// TODO: no available detachments
if (game.count === 0)
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.pass = 1
},
piece(p) {
push_undo()
game.target = p
game.count ^= (1 << p)
game.state = "place_detachment_who"
},
pass() {
end_detachment_placement_step()
},
}
states.place_detachment_who = {
prompt() {
prompt("Place Detachment: Select detachment to place.")
gen_action_piece(game.target)
for (let p of friendly_detachments()) {
let x = piece_hex(p)
if (x === AVAILABLE_P1 || x === AVAILABLE_P2) {
if (pieces_are_same_side(p, game.target)) {
// SPECIAL: french grand battery and old guard
if (p === GRAND_BATTERY || p === OLD_GUARD) {
if (game.target === NAPOLEON_HQ && piece_mode(NAPOLEON_HQ))
gen_action_piece(p)
} else {
gen_action_piece(p)
}
}
}
}
},
piece(p) {
if (p === game.target) {
pop_undo()
return
}
game.who = p
game.state = "place_detachment_where"
},
next() {
end_detachment_placement_step()
},
}
states.place_detachment_where = {
prompt() {
prompt("Place Detachment: ...")
gen_action_piece(game.who)
if (game.who === GRAND_BATTERY) {
return
}
if (game.who === OLD_GUARD) {
return
}
update_zoc()
move_seen.fill(0)
search_detachment(piece_hex(game.target), piece_command_range(game.target))
if (!piece_mode(game.target))
search_detachment_road(piece_hex(game.target), piece_command_range(game.target) * 2)
for (let p of data.pieces[game.who].parent)
if (piece_is_on_map(p))
search_detachment(piece_hex(p), 4)
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
resume_detachment_placement_step()
},
next() {
end_detachment_placement_step()
},
}
// === 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()
}
}
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.pass = 1
},
piece(p) {
push_undo()
if (game.active === P1)
set_piece_hex(p, AVAILABLE_P1)
else
set_piece_hex(p, AVAILABLE_P2)
},
pass() {
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 goto_withdrawal() {
game.active = P1
game.state = "withdrawal"
game.remain = 0
}
/*
function resume_withdrawal() {
game.state = "withdrawal"
update_zoc()
for (let p of friendly_corps())
if (piece_is_in_enemy_zoc(p))
return
withdrawal_pass()
}
*/
function next_withdrawal() {
game.state = "withdrawal"
if (game.remain === 0)
set_next_player()
else if (--game.remain === 0)
end_withdrawal()
}
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() {
clear_undo()
if (game.remain > 0) {
end_withdrawal()
} else {
set_next_player()
game.remain = 3
}
},
}
function blow_unit(p, n) {
log("Blown unit " + p)
set_piece_hex(p, game.turn + n)
set_piece_mode(p, 0)
}
states.withdrawal_to = {
prompt() {
prompt("Withdrawal to.")
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 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()
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() {
clear_undo()
if (game.remain > 0) {
end_movement()
} else {
set_next_player()
game.remain = roll_die()
}
},
}
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
//game.state = "movement"
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 Infantry ZoC may only move to empty hex not in ZoC
// TODO: starting in detachment 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 search_move(p) {
move_seen.fill(0)
let x = piece_hex(p)
let m = piece_movement_allowance(p)
for (let hq of data.pieces[p].hq) {
let hq_hex = piece_hex(hq)
if (is_map_hex(hq_hex)) {
search_move_offroad(x, m, 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, hq_hex, piece_command_range(hq), piece_is_cavalry(p))
}
}
}
function can_trace_detachment(here, next) {
if (is_enemy_zoc_or_zoi(next))
return false
// TODO RULES - rivers block detachment placement?
if (is_river(here, next))
return false
return true
}
function search_detachment(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 range = move_cost[here-1000] - 1
move_seen[next-1000] = 1
if (range > move_cost[next-1000]) {
move_cost[next-1000] = range
queue.push(next)
}
}
})
}
}
function search_detachment_road(start, range) {
// TODO
}
function search_move_offroad(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))
break
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 ANY enemy unit.
let result = []
for_each_adjacent(here, from => {
if (hex_has_any_piece(from, enemy_units()))
search_retreat(result, here, from, 3)
})
return result
}
function search_retreat(result, here, from, n) {
for_each_adjacent(here, next => {
// must move further away
if (calc_distance(next, from) <= calc_distance(here, from))
return
// can't enter zoc
if (is_enemy_zoc(next))
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, 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 = data.pieces.findIndex(pc => pc.side === side && pc.name === name)
if (id < 0)
throw new Error("INVALID PIECE NAME: " + 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)
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)
goto_detachment_placement_step()
}
exports.setup = function (seed, scenario, options) {
game = {
seed,
log: [],
undo: [],
active: P1,
state: null,
turn: 3,
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,
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
}
}
}
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