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

// TODO: don't allow activating force in Halifax/captured Louisbourg without a 3-value card (nothing to do but sail)

// WONTFIX
// TODO: select leader for defense instead of automatically picking the best
// TODO: remove old 7 command leader(s) immediately as they're drawn, before placing reinforcements

const { spaces, pieces, cards } = require("./data")

const BRITAIN = 'Britain'
const FRANCE = 'France'

// CARDS
const first_amphib_card = 17
const last_amphib_card = 20
const SURRENDER = 6
const MASSACRE = 7
const COEHORNS = 8
const FIELDWORKS_1 = 9
const FIELDWORKS_2 = 10
const AMBUSH_1 = 11
const AMBUSH_2 = 12
const BLOCKHOUSES = 13
const FOUL_WEATHER = 14
const LAKE_SCHOONER = 15
const GEORGE_CROGHAN = 16
const LOUISBOURG_SQUADRONS = 21
const WILLIAM_PITT = 67
const DIPLOMATIC_REVOLUTION = 69

// PIECE RANGES
const first_piece = 1
const last_piece = 151
const first_british_piece = 1
const last_british_piece = 86
const first_british_leader = 1
const last_british_leader = 13
const first_british_unit = 14
const last_british_unit = 86
const first_french_piece = 87
const last_french_piece = 151
const first_french_leader = 87
const last_french_leader = 96
const first_french_unit = 97
const last_french_unit = 151
const first_british_militia = 83
const last_british_militia = 86
const first_french_militia = 148
const last_french_militia = 151
const first_french_regular = 134
const last_french_regular = 147
const first_coureurs = 119
const last_coureurs = 126
const first_british_regular = 56
const last_british_regular = 72
const first_highland = 77
const last_highland = 82
const first_royal_american = 73
const last_royal_american = 76
const first_light_infantry = 26
const last_light_infantry = 31
const first_southern_provincial = 50
const last_southern_provincial = 55
const first_northern_provincial = 32
const last_northern_provincial = 49
const first_ranger = 23
const last_ranger = 25
const first_cherokee = 14
const last_cherokee = 15
const first_mohawk = 21
const last_mohawk = 22
const first_orange_indian = 113
const last_orange_indian = 118
function is_leader(p) { return (p >= 1 && p <= 13) || (p >= 87 && p <= 96) }
function is_unit(p) { return (p >= 14 && p <= 86) || (p >= 97 && p <= 151) }
function is_auxiliary(p) { return (p >= 14 && p <= 25) || (p >= 97 && p <= 126) }
function is_drilled_troops(p) { return (p >= 26 && p <= 82) || (p >= 127 && p <= 147) }
function is_militia(p) { return (p >= 83 && p <= 86) || (p >= 148 && p <= 151) }
function is_regular(p) { return (p >= 56 && p <= 82) || (p >= 127 && p <= 147) }
function is_light_infantry(p) { return (p >= 26 && p <= 31) }
function is_provincial(p) { return (p >= 32 && p <= 55) }
function is_southern_provincial(p) { return (p >= 50 && p <= 55) }
function is_northern_provincial(p) { return (p >= 32 && p <= 49) }
function is_marine_detachment(p) { return (p >= 127 && p <= 133) }
function is_coureurs(p) { return (p >= 119 && p <= 126) }
function is_ranger(p) { return (p >= 23 && p <= 25) }
function is_indian(p) { return (p >= 14 && p <= 22) || (p >= 97 && p <= 118) }
function is_french_indian(p) { return (p >= 97 && p <= 118) }
function is_british_indian(p) { return (p >= 14 && p <= 22) }
function is_blue_indian(p) { return (p >= 101 && p <= 107) }
function is_orange_indian(p) { return (p >= 113 && p <= 118) }
function is_blue_orange_indian(p) { return (p >= 97 && p <= 100) }
function is_gray_indian(p) { return (p >= 16 && p <= 20) || (p >= 108 && p <= 112) }
function is_cherokee(p) { return (p >= 14 && p <= 15) }
function is_mohawk(p) { return (p >= 21 && p <= 22) }
function is_british_iroquois_or_mohawk(p) { return (p >= 16 && p <= 22) }
const AMHERST = 1
const BRADDOCK = 2
const ABERCROMBY = 3
const LOUDOUN = 4
const WOLFE = 5
const FORBES = 6
const SHIRLEY = 7
const MURRAY = 8
const MONCKTON = 9
const WEBB = 10
const BRADSTREET = 11
const DUNBAR = 12
const JOHNSON = 13
const MONTCALM = 87
const DIESKAU = 88
const LEVIS = 89
const VAUDREUIL = 90
const DRUCOUR = 91
const RIGAUD = 92
const VILLIERS = 93
const BOUGAINVILLE = 94
const BEAUJEU = 95
const DUMAS = 96

// SPACE RANGES
const first_space = 1
const last_space = 141
const first_leader_box = 145
const last_leader_box = 167
const first_northern_department = 1
const last_northern_department = 21
const first_southern_department = 22
const last_southern_department = 40
const first_st_lawrence_department = 41
const last_st_lawrence_department = 52
function is_leader_box(s) { return (s >= 145 && s <= 167) }
function is_fortress(s) { return (s >= 1 && s <= 4) || (s >= 22 && s <= 24) || (s >= 41 && s <= 42) || (s >= 139 && s <= 140) }
function is_port(s) { return (s >= 1 && s <= 3) || (s >= 22 && s <= 24) || (s === 41) || (s >= 139 && s <= 140) }
function is_st_lawrence_department(s) { return (s >= 41 && s <= 52) }
function is_southern_department(s) { return (s >= 22 && s <= 40) }
function is_northern_department(s) { return (s >= 1 && s <= 21) }
function is_originally_french(s) { return (s >= 41 && s <= 52) || (s === 140) }
function is_originally_british(s) { return (s >= 1 && s <= 40) || (s === 139) }
function is_wilderness_or_mountain(s) { return (s >= 53 && s <= 138) }
function is_wilderness(s) { return (s >= 53 && s <= 119) }
function is_mountain(s) { return (s >= 120 && s <= 138) }
function is_cultivated(s) { return (s >= 1 && s <= 52) }
const ALBANY = 4
const ALEXANDRIA = 22
const BAIE_ST_PAUL = 43
const BALTIMORE = 23
const BOSTON = 1
const CANAJOHARIE = 56
const CAYUGA = 60
const HALIFAX = 139
const KAHNAWAKE = 45
const KARAGHIYADIRHA = 76
const KITTANING = 77
const LAC_DES_DEUX_MONTAGNES = 46
const LOGSTOWN = 81
const LOUISBOURG = 140
const MINGO_TOWN = 83
const MISSISSAUGA = 84
const MONTREAL = 42
const NEW_HAVEN = 2
const NEW_YORK = 3
const NIAGARA = 86
const OHIO_FORKS = 88
const ONEIDA_CARRY_EAST = 89
const ONEIDA_CARRY_WEST = 90
const ONEIDA_CASTLE = 91
const ONONDAGA = 92
const OSWEGO = 96
const PAYS_D_EN_HAUT = 141
const PHILADELPHIA = 24
const QUEBEC = 41
const RIVIERE_OUELLE = 47
const SHAWIANGTO = 102
const ST_FRANCOIS = 49
const ILE_D_ORLEANS = 52
const NORTHERN_COLONIAL_MILITIAS = 142
const SOUTHERN_COLONIAL_MILITIAS = 143
const ST_LAWRENCE_CANADIAN_MILITIAS = 144

// Patch up leader/box associations.
const box_from_leader = []
const leader_from_box = []
for (let p = 0; p <= last_piece; ++p)
	box_from_leader[p] = 0
for (let s = first_leader_box; s <= last_leader_box; ++s) {
	let p = pieces.findIndex(piece => piece.name === spaces[s].name)
	box_from_leader[p] = s
	leader_from_box[s-first_leader_box] = p
}

// Patch up space exits.
for (let s = first_space; s <= last_space; ++s) {
	let ss = spaces[s]
	ss.exits = ss.land.concat(ss.river).concat(ss.lakeshore)
	ss.exits_with_type = []
	ss.land.forEach(n => ss.exits_with_type.push([n,'land']))
	ss.river.forEach(n => ss.exits_with_type.push([n,'river']))
	ss.lakeshore.forEach(n => ss.exits_with_type.push([n,'lakeshore']))
}

// Make non-breaking names.
spaces.forEach(ss => ss.nb_name = ss.name.replace(/ /g, '\xa0'))
pieces.forEach(pp => {
	if (pp.desc) pp.nb_desc = pp.desc.replace(/ /g, '\xa0')
	if (pp.rdesc) pp.nb_rdesc = pp.rdesc.replace(/ /g, '\xa0')
})

let game
let view = null
let states = {}
let events = {}

let player // aliased to game.french/british per-player state
let enemy_player // aliased to game.french/british per-player state
let supply_cache // cleared when setting active player and loading game state

// These looping indices are updated with update_active_aliases()
let first_enemy_leader
let first_enemy_piece
let first_enemy_unit
let last_enemy_leader
let last_enemy_piece
let last_enemy_unit
let first_friendly_leader
let first_friendly_piece
let first_friendly_unit
let last_friendly_leader
let last_friendly_piece
let last_friendly_unit

function abs(x) {
	return x < 0 ? -x : x
}

function random(n) {
	clear_undo()
	if (game.rng === 1)
		return ((game.seed = game.seed * 69621 % 0x7fffffff) / 0x7fffffff) * n | 0
	return (game.seed = game.seed * 200105 % 34359738337) % n
}

function roll_die(reason) {
	let die = random(6) + 1
	if (reason)
		log(`Rolled ${die} ${reason}.`)
	else
		log(`Rolled ${die}.`)
	return die
}

function modify(die, drm, why) {
	if (drm >= 0)
		log(`+${drm} ${why}.`)
	else if (drm < 0)
		log(`${drm} ${why}.`)
	return die + drm
}

function clamp(x, min, max) {
	return Math.min(Math.max(x, min), max)
}

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

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

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

function push_summary(summary, p) {
	let s = piece_space(p)
	if (!(s in summary))
		summary[s] = []
	summary[s].push(piece_name(p))
}

function print_plain_summary(verb, list) {
	if (game.summary) {
		if (game.summary[list].length > 0)
			log(verb + "\n" + game.summary[list].sort((a,b)=>a-b).map(piece_name).join(",\n") + ".")
		delete game.summary[list]
	}
}

function print_summary(summary, verb) {
	for (let s in summary)
		log(verb + "%" + s + "\n" + summary[s].join(",\n") + ".")
}

function flush_summary() {
	if (game.summary) {
		print_summary(game.summary.placed, "Placed at ")
		print_summary(game.summary.restored, "Restored at ")
		print_summary(game.summary.reduced, "Reduced at ")
		print_summary(game.summary.eliminated, "Eliminated at ")
		game.summary.placed = {}
		game.summary.restored = {}
		game.summary.reduced = {}
		game.summary.eliminated = {}
	}
}

function init_retreat_summary() {
	if (game.summary)
		game.summary.retreat = {}
}

function push_retreat_summary(p, s) {
	if (game.summary) {
		if (!(s in game.summary.retreat))
			game.summary.retreat[s] = []
		game.summary.retreat[s].push(p)
	} else {
		// log(piece_name(p) + " retreated " + s + ".")
		log(piece_name(p) + " " + s + ".")
	}
}

function flush_retreat_summary() {
	if (game.summary) {
		for (let s in game.summary.retreat)
			log("Retreated " + s + "\n" + game.summary.retreat[s].map(piece_name).join(",\n") + ".")
		delete game.summary.retreat
	}
}

function init_go_home_summary() {
	if (game.summary)
		game.summary.go_home = {}
}

function push_go_home_summary(p, s) {
	if (game.summary) {
		if (!(s in game.summary.go_home))
			game.summary.go_home[s] = []
		game.summary.go_home[s].push(log_piece_name_and_place(p))
	} else {
		// log(log_piece_name_and_place(p) + " went home to %" + s + ".")
		log(log_piece_name_and_place(p) + " home to %" + s + ".")
	}
}

function flush_go_home_summary() {
	if (game.summary) {
		print_summary(game.summary.go_home, "Went home to ")
		delete game.summary.go_home
	}
}

function enemy() {
	return game.active === FRANCE ? BRITAIN : FRANCE
}

function set_active_enemy() {
	clear_undo()
	game.active = (game.active === FRANCE) ? BRITAIN : FRANCE
	update_active_aliases()
}

function set_active(new_active) {
	if (new_active !== game.active)
		clear_undo()
	game.active = new_active
	update_active_aliases()
}

function update_active_aliases() {
	supply_cache = null
	if (game.active === BRITAIN) {
		player = game.british
		enemy_player = game.french

		first_friendly_piece = first_british_piece
		last_friendly_piece = last_british_piece
		first_friendly_leader = first_british_leader
		last_friendly_leader = last_british_leader
		first_friendly_unit = first_british_unit
		last_friendly_unit = last_british_unit

		first_enemy_piece = first_french_piece
		last_enemy_piece = last_french_piece
		first_enemy_leader = first_french_leader
		last_enemy_leader = last_french_leader
		first_enemy_unit = first_french_unit
		last_enemy_unit = last_french_unit

	} else {
		player = game.french
		enemy_player = game.british

		first_friendly_piece = first_french_piece
		last_friendly_piece = last_french_piece
		first_friendly_leader = first_french_leader
		last_friendly_leader = last_french_leader
		first_friendly_unit = first_french_unit
		last_friendly_unit = last_french_unit

		first_enemy_piece = first_british_piece
		last_enemy_piece = last_british_piece
		first_enemy_leader = first_british_leader
		last_enemy_leader = last_british_leader
		first_enemy_unit = first_british_unit
		last_enemy_unit = last_british_unit
	}
}

// LISTS

const EARLY = 0
const LATE = 1

const RELUCTANT = 0
const SUPPORTIVE = 1
const ENTHUSIASTIC = 2

function find_space(name) {
	if (name === 'eliminated')
		return 0
	let ix = spaces.findIndex(node => node.name === name)
	if (ix < 0)
		throw new Error("cannot find space " + name)
	return ix
}

function find_unused_piece(name) {
	for (let i = 0; i <= last_piece; ++i)
		if (pieces[i].name === name && game.location[i] === 0)
			return i
	throw new Error("cannot find unit " + name)
}

function find_unused_provincial(dept) {
	if (dept === 'northern') {
		for (let p = first_northern_provincial; p <= last_northern_provincial; ++p)
			if (is_piece_unused(p))
				return p
	} else {
		for (let p = first_southern_provincial; p <= last_southern_provincial; ++p)
			if (is_piece_unused(p))
				return p
	}
	return 0
}

function find_unused_friendly_militia() {
	if (game.active === FRANCE) {
		for (let p = first_french_militia; p <= last_french_militia; ++p)
			if (is_piece_unused(p))
				return p
	} else {
		for (let p = first_british_militia; p <= last_british_militia; ++p)
			if (is_piece_unused(p))
				return p
	}
	return 0
}

function find_unused_coureurs() {
	for (let p = first_coureurs; p <= last_coureurs; ++p)
		if (is_piece_unused(p))
			return p
	return 0
}

function find_unused_ranger() {
	for (let p = first_ranger; p <= last_ranger; ++p)
		if (is_piece_unused(p))
			return p
	return 0
}

function find_unused_british_regular() {
	for (let p = first_british_regular; p <= last_british_regular; ++p)
		if (is_piece_unused(p))
			return p
	return 0
}

function find_unused_highland() {
	for (let p = first_highland; p <= last_highland; ++p)
		if (is_piece_unused(p))
			return p
	return 0
}

function find_unused_royal_american() {
	for (let p = first_royal_american; p <= last_royal_american; ++p)
		if (is_piece_unused(p))
			return p
	return 0
}

function find_unused_light_infantry() {
	for (let p = first_light_infantry; p <= last_light_infantry; ++p)
		if (is_piece_unused(p))
			return p
	return 0
}

const ports = [
	ALEXANDRIA,
	BALTIMORE,
	BOSTON,
	HALIFAX,
	LOUISBOURG,
	NEW_HAVEN,
	NEW_YORK,
	PHILADELPHIA,
	QUEBEC,
]

const fortresses = [
	ALBANY,
	ALEXANDRIA,
	BALTIMORE,
	BOSTON,
	HALIFAX,
	LOUISBOURG,
	MONTREAL,
	NEW_HAVEN,
	NEW_YORK,
	PHILADELPHIA,
	QUEBEC,
]

const originally_french_fortresses = [
	LOUISBOURG,
	MONTREAL,
	QUEBEC,
]
originally_french_fortresses.sort((a,b)=>a-b)

const originally_british_fortresses = [
	ALBANY,
	ALEXANDRIA,
	BALTIMORE,
	BOSTON,
	HALIFAX,
	NEW_HAVEN,
	NEW_YORK,
	PHILADELPHIA,
]
originally_british_fortresses.sort((a,b)=>a-b)

const originally_british_fortresses_and_all_ports = [
	ALBANY,
	ALEXANDRIA,
	BALTIMORE,
	BOSTON,
	HALIFAX,
	LOUISBOURG,
	NEW_HAVEN,
	NEW_YORK,
	PHILADELPHIA,
	QUEBEC,
]

function is_friendly_indian(p) {
	if (game.active === FRANCE)
		return is_french_indian(p)
	return is_british_indian(p)
}

const indians = {
	spaces_from_color: {},
	pieces_from_color: {},
	pieces_from_space: {},
	space_from_piece: {},
	tribe_from_space: {},
}

function define_indian(color, space, tribe) {
	if (!indians.pieces_from_color[color])
		indians.pieces_from_color[color] = []
	if (!indians.spaces_from_color[color])
		indians.spaces_from_color[color] = []
	if (space)
		set_add(indians.spaces_from_color[color], space)
	if (!indians.pieces_from_space[space])
		indians.pieces_from_space[space] = []
	if (space === PAYS_D_EN_HAUT)
		indians.tribe_from_space[space] = "Pays d'en Haut"
	else
		indians.tribe_from_space[space] = tribe
	for (let p = 1; p <= last_piece; ++p) {
		if (is_indian(p) && pieces[p].name === tribe) {
			set_add(indians.pieces_from_color[color], p)
			set_add(indians.pieces_from_space[space], p)
			indians.space_from_piece[p] = space
		}
	}
}

define_indian("cherokee", 0, "Cherokee")
define_indian("mohawk", CANAJOHARIE, "Mohawk")

define_indian("blue", ST_FRANCOIS, "Abenaki")
define_indian("blue", LAC_DES_DEUX_MONTAGNES, "Algonquin")
define_indian("blue", KAHNAWAKE, "Caughnawaga")
define_indian("blue", MISSISSAUGA, "Mississauga")

define_indian("orange", KITTANING, "Delaware")
define_indian("orange", MINGO_TOWN, "Mingo")
define_indian("orange", LOGSTOWN, "Shawnee")

define_indian("blue-orange", PAYS_D_EN_HAUT, "Huron")
define_indian("blue-orange", PAYS_D_EN_HAUT, "Ojibwa")
define_indian("blue-orange", PAYS_D_EN_HAUT, "Ottawa")
define_indian("blue-orange", PAYS_D_EN_HAUT, "Potawatomi")

define_indian("gray", CAYUGA, "Cayuga")
define_indian("gray", ONEIDA_CASTLE, "Oneida")
define_indian("gray", ONONDAGA, "Onondaga")
define_indian("gray", KARAGHIYADIRHA, "Seneca")
define_indian("gray", SHAWIANGTO, "Tuscarora")

const within_two_of_canajoharie = [ CANAJOHARIE ]
for_each_exit(CANAJOHARIE, one => {
	set_add(within_two_of_canajoharie, one)
	for_each_exit(one, two => {
		set_add(within_two_of_canajoharie, two)
	})
})

const within_two_of_gray_settlement = []
indians.spaces_from_color.gray.forEach(zero => {
	set_add(within_two_of_gray_settlement, zero)
})
indians.spaces_from_color.gray.forEach(zero => {
	for_each_exit(zero, one => {
		set_add(within_two_of_gray_settlement, one)
		for_each_exit(one, two => {
			set_add(within_two_of_gray_settlement, two)
		})
	})
})

const in_or_adjacent_to_ohio_forks = [ OHIO_FORKS ]
for_each_exit(OHIO_FORKS, one => {
	set_add(in_or_adjacent_to_ohio_forks, one)
})

// CARD DECK

function reshuffle_deck() {
	game.last_card = 0
	game.log.push("Deck reshuffled.")
	game.deck = game.deck.concat(game.discard)
	game.discard = []
}

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 deal_cards() {
	let fn = 8
	if (game.events.diplo)
		fn = 9
	if (game.events.quiberon)
		fn = 7

	let bn = 8
	if (game.events.pitt)
		bn = 9

	if (game.discard.includes(SURRENDER)) {
		reshuffle_deck()
	}

	if (game.options.pitt_dip_rev) {
		if (game.events.pitt && !game.events.diplo && game.discard.includes(DIPLOMATIC_REVOLUTION)) {
			log(`France received Diplomatic Revolution from discard.`)
			remove_from_array(game.discard, DIPLOMATIC_REVOLUTION)
			game.french.hand.push(DIPLOMATIC_REVOLUTION)
		}
		if (!game.events.pitt && game.events.diplo && game.discard.includes(WILLIAM_PITT)) {
			log(`Britain received William Pitt from discard.`)
			remove_from_array(game.discard, WILLIAM_PITT)
			game.british.hand.push(WILLIAM_PITT)
		}
	}

	fn = fn - game.french.hand.length
	bn = bn - game.british.hand.length

	log("Dealt " + fn + " cards to France.")
	log("Dealt " + bn + " cards to Britain.")

	while (fn > 0 || bn > 0) {
		if (fn > 0) {
			game.french.hand.push(deal_card())
			--fn
		}
		if (bn > 0) {
			game.british.hand.push(deal_card())
			--bn
		}
	}
}

function draw_leader_from_pool() {
	if (game.british.pool.length > 0) {
		let i = random(game.british.pool.length)
		let p = game.british.pool[i]

		log(`Drew ${piece_name(p)} from pool.`)

		// 5.55 If both on-map 7 leaders are besieged, return the third to the pool without substitution.
		if (is_seven_command_leader(p)) {
			let n = 0
			if (is_piece_on_map(ABERCROMBY) && is_piece_inside(ABERCROMBY)) ++n
			if (is_piece_on_map(AMHERST) && is_piece_inside(AMHERST)) ++n
			if (is_piece_on_map(BRADDOCK) && is_piece_inside(BRADDOCK)) ++n
			if (is_piece_on_map(LOUDOUN) && is_piece_inside(LOUDOUN)) ++n
			if (n >= 2) {
				log(`Returned ${piece_name(p)} to pool.`)
				return 0
			}
		}

		game.british.pool.splice(i, 1)
		game.location[p] = box_from_leader[p]
		return p
	}
	return 0
}

function is_card_available(c) {
	return !game.discard.includes(c) && !game.removed.includes(c)
}

function is_enemy_card_available(c) {
	return enemy_player.hand.length > 0 && is_card_available(c)
}

function is_friendly_card_available(c) {
	return player.hand.length > 0 && is_card_available(c)
}

function get_player_hand(role) {
	if (role === FRANCE)
		return game.french.hand
	return game.british.hand
}

function is_card_available_for_attacker(c) {
	return get_player_hand(game.battle.attacker).length > 0 && is_card_available(c)
}

function is_card_available_for_defender(c) {
	return get_player_hand(game.battle.defender).length > 0 && is_card_available(c)
}

// ITERATORS

function for_each_siege(fn) {
	for (let sid in game.sieges)
		fn(sid|0, game.sieges[sid])
}

function for_each_exit_with_type(s, fn) {
	for (let [n, t] of spaces[s].exits_with_type)
		fn(n, t)
}

function for_each_exit(s, fn) {
	for (let n of spaces[s].exits)
		fn(n)
}

function for_each_friendly_piece_in_node(node, fn) {
	for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) {
		if (is_piece_in_node(p, node))
			fn(p)
	}
}

function for_each_unbesieged_friendly_piece_in_space(s, fn) {
	for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) {
		if (is_piece_unbesieged_in_space(p, s))
			fn(p)
	}
}

function for_each_friendly_leader_in_node(node, fn) {
	for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) {
		if (is_piece_in_node(p, node))
			fn(p)
	}
}

function for_each_friendly_unit_in_node(node, fn) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
		if (is_piece_in_node(p, node))
			fn(p)
	}
}

function for_each_friendly_piece_in_space(s, fn) {
	for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) {
		if (is_piece_in_space(p, s))
			fn(p)
	}
}

function for_each_friendly_leader_in_space(s, fn) {
	for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) {
		if (is_piece_in_space(p, s))
			fn(p)
	}
}

function for_each_unit_in_space(s, fn) {
	for (let p = first_french_unit; p <= last_french_unit; ++p)
		if (is_piece_in_space(p, s))
			fn(p)
	for (let p = first_british_unit; p <= last_british_unit; ++p)
		if (is_piece_in_space(p, s))
			fn(p)
}

function for_each_friendly_unit_in_space(s, fn) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
		if (is_piece_in_space(p, s))
			fn(p)
	}
}

function for_each_unbesieged_enemy_in_space(s, fn) {
	for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) {
		if (is_piece_unbesieged_in_space(p, s))
			fn(p)
	}
}

function for_each_piece_in_force(force, fn) {
	for (let p = 1; p <= last_piece; ++p)
		if (is_piece_in_force(p, force))
			fn(p)
}

function for_each_leader_in_force(force, fn) {
	for (let p = 1; p <= last_piece; ++p)
		if (is_leader(p) && is_piece_in_force(p, force))
			fn(p)
}

function for_each_unit_in_force(force, fn) {
	for (let p = 1; p <= last_piece; ++p)
		if (!is_leader(p) && is_piece_in_force(p, force))
			fn(p)
}

function for_each_british_controlled_port(fn) {
	for (let i = 0; i < ports.length; ++i)
		if (is_british_controlled_space(ports[i]))
			fn(ports[i])
}

function for_each_british_controlled_port_and_amphib(fn) {
	for (let i = 0; i < ports.length; ++i)
		if (is_british_controlled_space(ports[i]))
			fn(ports[i])
	game.amphib.forEach(fn)
}

function list_auxiliary_units_in_force(force) {
	let list = []
	for_each_unit_in_force(force, p => {
		if (is_auxiliary(p))
			list.push(p)
	})
	return list
}

// STATIC PROPERTIES

function department_militia(s) {
	if (is_st_lawrence_department(s))
		return ST_LAWRENCE_CANADIAN_MILITIAS
	if (is_northern_department(s))
		return NORTHERN_COLONIAL_MILITIAS
	if (is_southern_department(s))
		return SOUTHERN_COLONIAL_MILITIAS
	return 0
}

function space_name(s) {
	return spaces[s].nb_name
}

function is_lake_connection(from, to) {
	let exits = spaces[from].lakeshore
	for (let i = 0; i < exits.length; ++i)
		if (exits[i] === to)
			return true
	return false
}

function has_amphibious_arrow(s) {
	return s === HALIFAX || s === LOUISBOURG
}

function is_originally_friendly(s) {
	if (game.active === FRANCE)
		return is_originally_french(s)
	return is_originally_british(s)
}

function is_originally_enemy(s) {
	if (game.active === BRITAIN)
		return is_originally_french(s)
	return is_originally_british(s)
}

function piece_name(p) {
	if (is_unit_reduced(p))
		return pieces[p].nb_rdesc
	return pieces[p].nb_desc
}

function log_piece_name_and_place(p) {
	// return piece_name(p) + " at %" + piece_space(p)
	return piece_name(p) + " (%" + piece_space(p) + ")"
}

function piece_name_and_place(p) {
	// return piece_name(p) + " at %" + space_name(piece_space(p))
	return piece_name(p) + " (" + space_name(piece_space(p)) + ")"
}

function piece_movement(p) {
	return pieces[p].movement
}

function leader_box(p) {
	return box_from_leader[p]
}

function leader_initiative(p) {
	return pieces[p].initiative
}

function leader_command(p) {
	return pieces[p].command
}

function force_command(force) {
	let n = 0
	for_each_leader_in_force(force, p => {
		n += leader_command(p)
	})
	return n
}

function leader_tactics(p) {
	return pieces[p].tactics
}

// DYNAMIC PROPERTIES

function piece_node(p) {
	return abs(game.location[p])
}

function piece_space_and_inside(p) {
	let where = abs(game.location[p])
	if (is_leader_box(where))
		return game.location[leader_from_box[where-first_leader_box]]
	return game.location[p]
}

function piece_space(p) {
	let where = abs(game.location[p])
	if (is_leader_box(where))
		return abs(game.location[leader_from_box[where-first_leader_box]])
	return where
}

// is piece commanded by a leader (or self)
function is_piece_in_force(p, force) {
	if (p === force)
		return true
	if (is_leader(force))
		return piece_node(p) === leader_box(force)
	return false
}

function count_non_british_iroquois_and_mohawk_units_in_force(leader) {
	let n = 0
	for_each_friendly_unit_in_node(leader_box(leader), p => {
		if (!is_british_iroquois_or_mohawk(p))
			++n
	})
	return n
}

function count_pieces_in_force(force) {
	let n = 0
	for_each_piece_in_force(force, () => {
		++n
	})
	return n
}

function count_units_in_force(force) {
	let n = 0
	for_each_unit_in_force(force, () => {
		++n
	})
	return n
}

function count_friendly_units_inside(where) {
	let n = 0
	for_each_friendly_unit_in_space(where, p => {
		if (is_piece_inside(p))
			++n
	})
	return n
}

function count_friendly_units_in_space(where) {
	let n = 0
	for_each_friendly_unit_in_space(where, () => {
		++n
	})
	return n
}

function count_unbesieged_enemy_units_in_space(where) {
	let n = 0
	for_each_unbesieged_enemy_in_space(where, () => {
		++n
	})
	return n
}

function unit_strength(p) {
	if (is_unit_reduced(p))
		return pieces[p].reduced_strength
	return pieces[p].strength
}

function is_unit_reduced(p) {
	return set_has(game.reduced, p)
}

function set_unit_reduced(p, v) {
	if (v) {
		set_add(game.reduced, p)
	} else {
		set_delete(game.reduced, p)
	}
}

function is_one_step_marine_detachment(p) {
	return is_marine_detachment(p) && game.options.one_step_md
}

function can_reduce_unit(p) {
	if (is_one_step_marine_detachment(p))
		return false
	return !is_unit_reduced(p)
}

function is_piece_inside(p) {
	return game.location[p] < 0
}

function is_piece_unbesieged(p) {
	return game.location[p] > 0
}

function set_piece_inside(p) {
	if (game.location[p] > 0)
		game.location[p] = -game.location[p]
}

function set_piece_outside(p) {
	if (game.location[p] < 0)
		game.location[p] = -game.location[p]
}

function is_piece_on_map(p) {
	return game.location[p] !== 0
}

function is_piece_unused(p) {
	return game.location[p] === 0
}

function is_piece_in_node(p, node) {
	return piece_node(p) === node
}

function is_piece_in_space(p, s) {
	return piece_space(p) === s
}

function is_piece_unbesieged_in_space(p, s) {
	return piece_space_and_inside(p) === s
}

function is_piece_besieged_in_space(p, s) {
	return game.location[p] === -s
}

function has_amphib(s) {
	return set_has(game.amphib, s)
}

function has_friendly_amphib(s) {
	return game.active === BRITAIN && set_has(game.amphib, s)
}

function has_enemy_amphib(s) {
	return game.active === FRANCE && set_has(game.amphib, s)
}

function has_fieldworks(s) {
	return set_has(game.fieldworks, s)
}

function place_fieldworks(s) {
	log(`Placed fieldworks at %${s}.`)
	set_add(game.fieldworks, s)
}

function remove_fieldworks(s) {
	if (set_has(game.fieldworks, s)) {
		// log(`Fieldworks (%${s}) removed.`)
		log(`Removed fieldworks at %${s}.`)
		set_delete(game.fieldworks, s)
	}
}

function place_friendly_raided_marker(s) {
	log(`Placed raided marker at %${s}.`)
	player.raids.push(s)
	player.raids.sort((a,b)=>a-b)
}

function has_friendly_raided_marker(s) {
	return set_has(player.raids, s)
}

function has_enemy_raided_marker(s) {
	return set_has(enemy_player.raids, s)
}

function is_space_besieged(s) {
	return s in game.sieges
}

function is_space_unbesieged(s) {
	return !is_space_besieged(s)
}

function has_enemy_allied_settlement(s) {
	return set_has(enemy_player.allied, s)
}

function has_friendly_allied_settlement(s) {
	return set_has(player.allied, s)
}

function has_enemy_stockade(s) {
	return set_has(enemy_player.stockades, s)
}

function has_friendly_stockade(s) {
	return set_has(player.stockades, s)
}

function has_enemy_fortress(s) {
	return set_has(enemy_player.fortresses, s)
}

function has_friendly_fortress(s) {
	return set_has(player.fortresses, s)
}

function has_enemy_fort(s) {
	return set_has(enemy_player.forts, s)
}

function has_friendly_fort(s) {
	return set_has(player.forts, s)
}

function has_friendly_fort_uc(s) {
	return set_has(player.forts_uc, s)
}

function has_enemy_fort_or_fortress(s) {
	return has_enemy_fort(s) || has_enemy_fortress(s)
}

function has_enemy_fortifications(s) {
	return has_enemy_stockade(s) || has_enemy_fort(s) || has_enemy_fortress(s)
}

function has_friendly_fort_or_fortress(s) {
	return has_friendly_fort(s) || has_friendly_fortress(s)
}

function has_friendly_fortifications(s) {
	return has_friendly_stockade(s) || has_friendly_fort(s) || has_friendly_fortress(s)
}

function has_unbesieged_friendly_fortifications(s) {
	return is_space_unbesieged(s) && has_friendly_fortifications(s)
}

function has_unbesieged_friendly_fortress(s) {
	return is_space_unbesieged(s) && has_friendly_fortress(s)
}

function has_friendly_pieces(s) {
	for (let p = first_friendly_piece; p <= last_friendly_piece; ++p)
		if (is_piece_in_space(p, s))
			return true
	return false
}

function has_friendly_units(s) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
		if (is_piece_in_space(p, s))
			return true
	return false
}

function has_enemy_units(s) {
	for (let p = first_enemy_unit; p <= last_enemy_unit; ++p)
		if (is_piece_in_space(p, s))
			return true
	return false
}

function has_french_units(s) {
	for (let p = first_french_unit; p <= last_french_unit; ++p)
		if (is_piece_in_space(p, s))
			return true
	return false
}

function has_british_units(s) {
	for (let p = first_british_unit; p <= last_british_unit; ++p)
		if (is_piece_in_space(p, s))
			return true
	return false
}

function has_french_drilled_troops(s) {
	for (let p = first_french_unit; p <= last_french_unit; ++p)
		if (is_piece_in_space(p, s))
			if (is_drilled_troops(p))
				return true
	return false
}

function has_british_drilled_troops(s) {
	for (let p = first_british_unit; p <= last_british_unit; ++p)
		if (is_piece_in_space(p, s))
			if (is_drilled_troops(p))
				return true
	return false
}

function is_french_controlled_space(s) {
	if (game.active === FRANCE)
		return is_friendly_controlled_space(s)
	return is_enemy_controlled_space(s)
}

function has_french_stockade(s) {
	return set_has(game.french.stockades, s)
}

function has_british_stockade(s) {
	return set_has(game.british.stockades, s)
}

function has_french_fort(s) {
	return set_has(game.french.forts, s)
}

function has_british_fort(s) {
	return set_has(game.british.forts, s)
}

function is_french_fortress(s) {
	return set_has(game.french.fortresses, s)
}

function is_british_fortress(s) {
	return set_has(game.british.fortresses, s)
}

function has_french_fortifications(s) {
	return has_french_stockade(s) || has_french_fort(s) || is_french_fortress(s)
}

function has_british_fortifications(s) {
	return has_british_stockade(s) || has_british_fort(s) || is_british_fortress(s)
}

function has_unbesieged_french_fortification(s) {
	return is_space_unbesieged(s) && has_french_fortifications(s)
}

function count_units_in_space(s) {
	let n = 0
	for (let p = first_french_unit; p <= last_french_unit; ++p)
		if (is_piece_in_space(p, s))
			++n
	for (let p = first_british_unit; p <= last_british_unit; ++p)
		if (is_piece_in_space(p, s))
			++n
	return n
}

function has_unbesieged_friendly_leader(s) {
	for (let p = first_friendly_leader; p <= last_friendly_leader; ++p)
		if (is_piece_unbesieged_in_space(p, s))
			return true
	return false
}

function has_unbesieged_enemy_leader(s) {
	for (let p = first_enemy_leader; p <= last_enemy_leader; ++p)
		if (is_piece_unbesieged_in_space(p, s))
			return true
	return false
}

function has_unbesieged_enemy_units(s) {
	for (let p = first_enemy_unit; p <= last_enemy_unit; ++p)
		if (is_piece_unbesieged_in_space(p, s))
			return true
	return false
}

function has_unbesieged_enemy_pieces(s) {
	for (let p = first_enemy_piece; p <= last_enemy_piece; ++p)
		if (is_piece_unbesieged_in_space(p, s))
			return true
	return false
}

function has_unbesieged_enemy_units_that_did_not_intercept(s) {
	for (let p = first_enemy_unit; p <= last_enemy_unit; ++p)
		if (is_piece_unbesieged_in_space(p, s) && !did_piece_intercept(p))
			return true
	return false
}

function is_friendly_controlled_space(s) {
	if (is_space_unbesieged(s) && !has_enemy_units(s)) {
		if (is_originally_enemy(s)) {
			if (has_friendly_units(s) || has_friendly_stockade(s) || has_friendly_fort(s))
				return true
			if (has_friendly_amphib(s))
				return true
		} else if (is_originally_friendly(s)) {
			return !has_enemy_amphib(s)
		} else {
			if (has_friendly_units(s) || has_friendly_stockade(s) || has_friendly_fort(s))
				return true
		}
	}
	return false
}

function is_enemy_controlled_space(s) {
	if (is_space_unbesieged(s) && !has_friendly_units(s)) {
		if (is_originally_friendly(s)) {
			if (has_enemy_units(s) || has_enemy_stockade(s) || has_enemy_fort(s))
				return true
			if (has_enemy_amphib(s))
				return true
		} else if (is_originally_enemy(s)) {
			return !has_friendly_amphib(s)
		} else {
			if (has_enemy_units(s) || has_enemy_stockade(s) || has_enemy_fort(s))
				return true
		}
	}
	return false
}

function is_british_controlled_space(s) {
	if (game.active === BRITAIN)
		return is_friendly_controlled_space(s)
	return is_enemy_controlled_space(s)
}

function has_friendly_supplied_drilled_troops(s) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
		if (is_drilled_troops(p) && is_piece_in_space(p, s) && is_in_supply(s))
			return true
	return false
}

function has_friendly_drilled_troops(s) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
		if (is_drilled_troops(p) && is_piece_in_space(p, s))
			return true
	return false
}

function has_enemy_drilled_troops(s) {
	for (let p = first_enemy_unit; p <= last_enemy_unit; ++p)
		if (is_drilled_troops(p) && is_piece_in_space(p, s))
			return true
	return false
}

function has_friendly_regulars(s) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
		if (is_regular(p) && is_piece_in_space(p, s))
			return true
	return false
}

function has_friendly_rangers(s) {
	if (game.active === BRITAIN)
		for (let p = first_british_unit; p <= last_british_unit; ++p)
			if (is_ranger(p) && is_piece_in_space(p, s))
				return true
	return false
}

function has_any_indians(s) {
	for (let p = first_french_unit; p <= last_french_unit; ++p)
		if (is_indian(p) && is_piece_in_space(p, s))
			return true
	for (let p = first_british_unit; p <= last_british_unit; ++p)
		if (is_indian(p) && is_piece_in_space(p, s))
			return true
	return false
}

function has_friendly_indians(s) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
		if (is_indian(p) && is_piece_in_space(p, s))
			return true
	return false
}

function has_unbesieged_enemy_auxiliary(s) {
	for (let p = first_enemy_unit; p <= last_enemy_unit; ++p)
		if (is_auxiliary(p) && is_piece_unbesieged_in_space(p, s))
			return true
	return false
}

function has_unbesieged_enemy_fortifications(s) {
	return is_space_unbesieged(s) && has_enemy_fortifications(s)
}

function has_besieged_enemy_fortifications(s) {
	return is_space_besieged(s) && has_enemy_fortifications(s)
}

function has_unbesieged_enemy_fort_or_fortress(s) {
	return is_space_unbesieged(s) && has_enemy_fort_or_fortress(s)
}

function has_non_moving_unbesieged_friendly_units(s) {
	let force = moving_piece()
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
		if (is_piece_unbesieged_in_space(p, s)) {
			if (!is_piece_in_force(p, force))
				return true
		}
	}
	return false
}

function has_unbesieged_friendly_units(s) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
		if (is_piece_unbesieged_in_space(p, s))
			return true
	return false
}

function has_besieged_friendly_units(s) {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
		if (is_piece_besieged_in_space(p, s))
			return true
	return false
}

function count_militia_in_department(box) {
	let n = 0
	if (box === ST_LAWRENCE_CANADIAN_MILITIAS) {
		for (let p = first_french_militia; p <= last_french_militia; ++p) {
			if (piece_node(p) === box)
				++n
		}
	} else {
		for (let p = first_british_militia; p <= last_british_militia; ++p) {
			if (piece_node(p) === box)
				++n
		}
	}
	return n
}

function enemy_department_has_at_least_n_militia(where, n) {
	let box = department_militia(where)
	if (box) {
		if (game.active === BRITAIN && box === ST_LAWRENCE_CANADIAN_MILITIAS)
			return count_militia_in_department(box) >= n
		if (game.active === FRANCE && (box === NORTHERN_COLONIAL_MILITIAS || box === SOUTHERN_COLONIAL_MILITIAS))
			return count_militia_in_department(box) >= n
	}
	return false
}

// Is a leader moving alone without a force.
function is_lone_leader(who) {
	return is_leader(who) && count_pieces_in_force(who) === 1
}

// Is a single auxiliary unit (with or without leaders)
function is_lone_auxiliary(who) {
	if (is_leader(who)) {
		let only_ax = true
		let ax_count = 0
		for_each_unit_in_force(who, p => {
			if (is_auxiliary(p))
				++ax_count
			else
				only_ax = false
		})
		return only_ax && ax_count === 1
	}
	return is_auxiliary(who)
}

function force_has_drilled_troops(who) {
	if (is_leader(who)) {
		let has_dt = false
		for_each_unit_in_force(who, p => {
			if (is_drilled_troops(p))
				has_dt = true
		})
		return has_dt
	}
	return is_drilled_troops(who)
}

function force_has_supplied_drilled_troops(who) {
	if (force_has_drilled_troops(who))
		return is_in_supply(piece_space(who))
	return false
}

function force_has_auxiliary(who) {
	if (is_leader(who)) {
		let has_ax = false
		for_each_unit_in_force(who, p => {
			if (is_auxiliary(p))
				has_ax = true
		})
		return has_ax
	}
	return is_auxiliary(who)
}

function force_has_only_auxiliary_units(who) {
	if (is_leader(who)) {
		let only_ax = true
		for_each_unit_in_force(who, p => {
			if (!is_auxiliary(p))
				only_ax = false
		})
		return only_ax
	}
	return is_auxiliary(who)
}

function is_raid_space(s) {
	if (has_friendly_fort(s) || has_enemy_fort(s))
		return false
	if (has_friendly_fortress(s) || has_enemy_fortress(s))
		return false
	if (has_friendly_stockade(s))
		return false
	if (has_friendly_drilled_troops(s))
		return false

	if (is_originally_enemy(s))
		return true
	if (has_enemy_stockade(s))
		return true
	if (has_enemy_allied_settlement(s))
		return true

	return false
}

function movement_allowance(who) {
	let m = piece_movement(who)
	for_each_unit_in_force(who, p => {
		let pm = piece_movement(p)
		if (pm < m)
			m = pm
	})
	return m
}

function moving_piece() {
	return game.move.moving
}

function moving_piece_space() {
	return game.move.where
}

function intercepting_piece() {
	return game.move.intercepting
}

function avoiding_piece() {
	return game.move.avoiding
}

function moving_piece_came_from() {
	return game.move.came_from
}

function find_friendly_commanding_leader_in_space(s) {
	let commander = 0
	for (let p = first_friendly_leader; p <= last_friendly_leader; ++p)
		if (is_piece_in_space(p, s))
			if (!commander || leader_command(p) > leader_command(commander))
				commander = p
	return commander
}

function find_enemy_commanding_leader_in_space(s) {
	let commander = 0
	for (let p = first_enemy_leader; p <= last_enemy_leader; ++p)
		if (is_piece_in_space(p, s))
			if (!commander || leader_command(p) > leader_command(commander))
				commander = p
	return commander
}

// GAME STATE CHANGE HELPERS

function log_vp(n) {
	if (game.active === FRANCE) {
		if (n < 0)
			log(`France lost ${-n} VP.`)
		else
			log(`France gained ${n} VP.`)
	} else {
		if (n < 0)
			log(`Britain gained ${-n} VP.`)
		else
			log(`Britain lost ${n} VP.`)
	}
}

function award_vp(n) {
	if (game.active === FRANCE) {
		log_vp(n)
		game.vp += n
	} else {
		log_vp(-n)
		game.vp -= n
	}
}

function award_french_vp(n) {
	log_vp(n)
	game.vp += n
}

function award_british_vp(n) {
	log_vp(-n)
	game.vp -= n
}

function remove_friendly_stockade(s) {
	set_delete(player.stockades, s)
}

function remove_friendly_fort_uc(s) {
	set_delete(player.forts_uc, s)
}

function remove_friendly_fort(s) {
	set_delete(player.forts, s)
}

function remove_enemy_fort_uc(s) {
	set_delete(enemy_player.forts_uc, s)
}

function place_friendly_fort(s) {
	remove_friendly_stockade(s)
	remove_friendly_fort_uc(s)
	set_add(player.forts, s)
}

function place_friendly_fort_uc(s) {
	set_add(player.forts_uc, s)
}

// Isolate piece from any forces it may be involved in.
function unstack_force(ldr) {
	if (is_leader(ldr)) {
		let box = leader_box(ldr)
		let s = piece_space_and_inside(ldr)
		for (let p = 1; p <= last_piece; ++p) {
			if (piece_node(p) === box)
				game.location[p] = s
		}
	}
}

function unstack_piece_from_force(p) {
	game.location[p] = piece_space_and_inside(p)
}

function restore_unit(p) {
	set_unit_reduced(p, 0)
	if (game.summary && game.summary.restored)
		push_summary(game.summary.restored, p)
	else
		// log(`Restored ${log_piece_name_and_place(p)}.`)
		log(`${log_piece_name_and_place(p)} restored.`)
}

function reduce_unit(p, verbose=true) {
	if (is_unit_reduced(p) || is_one_step_marine_detachment(p)) {
		eliminate_piece(p, verbose)
		return true
	}
	if (game.summary && game.summary.reduced)
		push_summary(game.summary.reduced, p)
	else if (verbose)
		// log(`Reduced ${log_piece_name_and_place(p)}.`)
		log(`${log_piece_name_and_place(p)} reduced.`)
	else
		// log(`Reduced ${piece_name(p)}.`)
		log(`${piece_name(p)} reduced.`)
	set_unit_reduced(p, 1)
	return false
}

function eliminate_piece(p, verbose=true) {
	if (game.summary && game.summary.eliminated)
		push_summary(game.summary.eliminated, p)
	else if (verbose)
		// log(`Eliminated ${log_piece_name_and_place(p)}.`)
		log(`${log_piece_name_and_place(p)} eliminated.`)
	else
		// log(`Eliminated ${piece_name(p)}.`)
		log(`${piece_name(p)} eliminated.`)
	unstack_force(p)
	set_unit_reduced(p, 0)
	game.location[p] = 0
	if (is_indian(p)) {
		let home = indians.space_from_piece[p]
		if (home) {
			if (is_indian_tribe_eliminated(home)) {
				log(`Removed ${indians.tribe_from_space[home]} allied marker.`)
				if (is_british_indian(p))
					set_delete(game.british.allied, home)
				else
					set_delete(game.french.allied, home)
			}
		}
	}
}

function eliminate_indian_tribe(s) {
	for (let p of indians.pieces_from_space[s])
		if (is_piece_unbesieged(p))
			eliminate_piece(p)
}

function is_indian_tribe_eliminated(s) {
	for (let p of indians.pieces_from_space[s])
		if (is_piece_on_map(p))
			return false
	return true
}

function move_piece_to(who, to) {
	game.location[who] = to
}

function is_seven_command_leader(who) {
	return who === ABERCROMBY || who === AMHERST || who === BRADDOCK || who === LOUDOUN
}

function place_piece(who, to) {
	game.location[who] = to

	if (game.summary && game.summary.placed)
		push_summary(game.summary.placed, who)
	else
		// log(`Placed ${log_piece_name_and_place(who)}.`)
		log(`${log_piece_name_and_place(who)} placed.`)

	// remember last placed 7-command leader(s)
	if (is_seven_command_leader(who)) {
		if (count_7_command_leaders_in_play() >= 2) {
			if (game.seven)
				game.seven.push(who)
			else
				game.seven = [ who ]
		}
	}

	if (is_indian(who)) {
		let home = indians.space_from_piece[who]
		if (home) {
			if (is_british_indian(who)) {
				if (!set_has(game.british.allied, home)) {
					log(`Placed ${indians.tribe_from_space[home]} allied marker.`)
					set_add(game.british.allied, home)
				}
			} else {
				if (!set_has(game.french.allied, home)) {
					log(`Placed ${indians.tribe_from_space[home]} allied marker.`)
					set_add(game.french.allied, home)
				}
			}
		}
	}
}

function capture_enemy_fortress(s) {
	log(`Captured fortress at %${s}.`)
	set_delete(enemy_player.fortresses, s)
	set_add(player.fortresses, s)
	award_vp(3)
}

function recapture_french_fortress(s) {
	log(`France recaptured fortress at %${s}.`)
	set_delete(game.british.fortresses, s)
	set_add(game.french.fortresses, s)
	award_french_vp(3)
}

function recapture_british_fortress(s) {
	log(`Britain recaptured fortress at %${s}.`)
	set_delete(game.french.fortresses, s)
	set_add(game.british.fortresses, s)
	award_british_vp(3)
}

function capture_enemy_fort_intact(s) {
	log(`Captured intact fort at %${s}.`)
	set_delete(enemy_player.forts, s)
	set_add(player.forts, s)
	award_vp(2)
}

function capture_enemy_fort(s) {
	log(`Captured fort at %${s}.`)
	set_delete(enemy_player.forts, s)
	set_add(player.forts_uc, s)
	award_vp(2)
}

function capture_enemy_stockade(s) {
	log(`Captured stockade at %${s}.`)
	set_delete(enemy_player.stockades, s)
	set_add(player.stockades, s)
	award_vp(1)
}

function destroy_enemy_stockade_after_battle(s) {
	log(`Destroyed stockade at %${s}.`)
	set_delete(enemy_player.stockades, s)
	award_vp(1)
}

function destroy_enemy_stockade_in_raid(s) {
	log(`Destroyed stockade at %${s}.`)
	set_delete(enemy_player.stockades, s)
}

function add_raid(who) {
	let where = piece_space(who)
	if (where && !game.raid.list.includes(where) && is_raid_space(where))
		game.raid.list.push(where)
}

function is_fort_or_fortress_vacant_of_besieging_units(s) {
	if (has_french_fort(s) || is_french_fortress(s))
		return !has_british_units(s)
	else
		return !has_french_units(s)
}

function lift_sieges_and_amphib() {
	// Lift sieges
	for_each_siege(s => {
		if (is_fort_or_fortress_vacant_of_besieging_units(s)) {
			log(`Lifted siege at %${s}.`)
			for (let p = 1; p <= last_piece; ++p)
				if (is_piece_in_space(p, s))
					set_piece_outside(p)
			delete game.sieges[s]
		}
	})

	// Remove amphib
	for (let i = game.amphib.length-1; i >= 0; --i) {
		let s = game.amphib[i]
		if (!has_british_units(s)) {
			if (has_french_drilled_troops(s) || (s !== LOUISBOURG && has_unbesieged_french_fortification(s))) {
				log(`Removed Amphib at %${s}.`)
				game.amphib.splice(i, 1)
			}
		}
	}

	// Recapture abandoned enemy fortresses.
	for (let s of originally_french_fortresses)
		if (set_has(game.british.fortresses, s) && is_french_controlled_space(s))
			recapture_french_fortress(s)
	for (let s of originally_british_fortresses)
		if (set_has(game.french.fortresses, s) && is_british_controlled_space(s))
			recapture_british_fortress(s)

	// Remove forts u/c if solely occupied by enemy drilled troops
	for (let s of player.forts_uc) {
		if (has_enemy_drilled_troops(s) && !has_friendly_units(s)) {
			log(`Removed fort u/c at %${s}.`)
			remove_friendly_fort_uc(s)
		}
	}
	for (let s of enemy_player.forts_uc) {
		if (has_friendly_drilled_troops(s) && !has_enemy_units(s)) {
			log(`Removed fort u/c at %${s}.`)
			remove_enemy_fort_uc(s)
		}
	}

	// Check ownership of other VP locations:
	update_vp("niagara", NIAGARA)
	update_vp("ohio_forks", OHIO_FORKS)
}

function update_vp(name, s) {
	let fr = has_french_units(s) || has_french_fortifications(s)
	let br = has_british_units(s) || has_british_fortifications(s)
	if (fr && !br) {
		if (game[name] < 0) {
			log(`France captured %${s}.`)
			award_french_vp(1)
			game[name] = 1
		}
	} else if (br && !fr) {
		if (game[name] > 0) {
			log(`Britain captured %${s}.`)
			award_british_vp(1)
			game[name] = -1
		}
	}
}

// SUPPLY LINES

function is_cultivated_or_fortification_or_amphib(space) {
	return is_cultivated(space) || has_friendly_fortifications(space) || has_friendly_amphib(space)
}

function search_supply_spaces_imp(queue) {
	let visited = new Array(spaces.length).fill(0)
	// console.log("======")
	let reached = []
	for (let s of queue) {
		set_add(reached, s)
		visited[s] = 1
	}
	while (queue.length > 0) {
		let here = queue.shift()
		// console.log("SUPPLY", space_name(here))
		for_each_exit_with_type(here, (next, type) => {
			if (visited[next])
				return
			if (has_unbesieged_enemy_units(next) || has_unbesieged_enemy_fortifications(next))
				return // continue
			if (is_cultivated_or_fortification_or_amphib(here)) {
				// came from cultivated/fortification,
				// may continue by water or another fortification
				// may stop at anything
				if (type !== 'land' || is_cultivated_or_fortification_or_amphib(next)) {
					// console.log("    ", space_name(next), "(from cultivated, continue)")
					set_add(reached, next)
					visited[next] = 1
					queue.push(next)
				} else {
					// console.log("    ", space_name(next), "(from cultivated, stop)")
					// allow re-visits in case we come by water a longer way
					set_add(reached, next)
				}
			} else {
				// in wilderness, arrived by water, must continue by water
				if (type !== 'land') {
					// console.log("    ", space_name(next), "(from river)")
					visited[next] = 1
					set_add(reached, next)
					queue.push(next)
				}
			}
		})
	}
	// console.log("====\nSUPPLY", reached.map(space_name).join("\nSUPPLY "))
	return reached
}

function search_supply_spaces() {
	if (game.active === FRANCE) {
		let list = originally_french_fortresses.filter(is_friendly_controlled_space)
		supply_cache = search_supply_spaces_imp(list)
	} else {
		let list = originally_british_fortresses_and_all_ports.filter(is_friendly_controlled_space)
		for (let s of game.amphib)
			if (!list.includes(s))
				list.push(s)
		supply_cache = search_supply_spaces_imp(list)
	}
}

function is_in_supply(from) {
	if (game.active === BRITAIN && has_amphib(from))
		return true
	if (!supply_cache)
		search_supply_spaces()
	if (set_has(supply_cache, from))
		return true
	return false
}

function query_supply() {
	let reply = {}
	set_active(BRITAIN)
	search_supply_spaces()
	reply.british = supply_cache
	set_active(FRANCE)
	search_supply_spaces()
	reply.french = supply_cache
	return reply
}

// CLOSEST PATH SEARCH

function find_closest_friendly_unbesieged_fortification(start) {
	let queue = []
	let seen = {}
	let stop = 1000
	let result = []

	queue.push([start, 0])

	while (queue.length > 0) {
		let [ here, dist ] = queue.shift()
		if (dist > stop)
			break
		if (has_unbesieged_friendly_fortifications(here)) {
			stop = dist
			result.push(here)
		}
		if (dist < stop) {
			for_each_exit(here, next => {
				if (!(next in seen))
					queue.push([next, dist+1])
				seen[next] = 1
			})
		}
	}

	return result
}

// SEQUENCE OF PLAY

function place_amherst_forbes_and_wolfe_in_pool(is_event) {
	if (is_event && game.year >= 1759)
		return
	log("Placed Amherst, Forbes, and Wolfe into the British leader pool.")
	game.british.pool.push(AMHERST)
	game.british.pool.push(FORBES)
	game.british.pool.push(WOLFE)
}

function start_year() {
	game.season = EARLY
	start_season()
}

function start_season() {
	switch (game.season) {
	case EARLY:
		logbr()
		log(`.h1 Early Season of ${game.year}`)
		logbr()
		break
	case LATE:
		logbr()
		log(`.h1 Late Season of ${game.year}`)
		logbr()
		break
	}

	if (game.year === 1759 && game.season === EARLY && !game.events.pitt)
		place_amherst_forbes_and_wolfe_in_pool(false)

	delete game.british.pass_fw
	delete game.british.pass_bh
	delete game.french.pass_fw
	delete game.french.pass_bh

	deal_cards()

	if (game.options.regulars_from_discard && game.year >= 1757) {
		let found = false
		for (let c of game.discard) {
			if (cards[c].event === 'british_regulars' || cards[c].event === 'highlanders') {
				found = true
				break
			}
		}
		if (found) {
			set_active(BRITAIN)
			game.state = 'discard_to_draw_regulars'
			return
		}
	}

	start_action_phase()
}

function start_action_phase() {
	if (game.events.quiberon)
		set_active(BRITAIN)
	else
		set_active(FRANCE)
	resume_action_phase()
}

function end_season() {
	if (game.british.hand.length > 0)
		game.british.held = 1
	else
		game.british.held = 0

	if (game.french.hand.length > 0)
		game.french.held = 1
	else
		game.french.held = 0

	delete game.events.french_regulars
	delete game.events.british_regulars
	delete player.passed
	delete enemy_player.passed

	if (game.season === EARLY) {
		game.season = LATE
		start_season()
	} else {
		end_late_season()
	}
}

function end_late_season() {
	logbr()
	log(".h2 End Late Season")
	logbr()
	delete game.events.no_amphib
	delete game.events.blockhouses
	goto_indians_and_leaders_go_home()
}

function resume_action_phase() {
	game.state = 'action_phase'
	game.phasing = game.active
	logbr()
	log(`.h2 ${game.active}`)
	logbr()
}

function end_action_phase() {
	flush_summary()

	lift_sieges_and_amphib()
	game.count = 0

	if (game.british.pass_fw === 1)
		delete game.british.pass_fw
	if (game.french.pass_fw === 1)
		delete game.french.pass_fw

	if (!enemy_player.passed && enemy_player.hand.length > 0) {
		set_active_enemy()
		resume_action_phase()
		return
	}

	if (!player.passed && player.hand.length > 0) {
		resume_action_phase()
		return
	}

	game.phasing = null
	end_season()
}

function can_play_event(card) {
	let symbol = cards[card].symbol
	if (game.active === FRANCE && symbol === 'red')
		return false
	if (game.active === BRITAIN && symbol === 'blue')
		return false
	let event = events[cards[card].event]
	if (event !== undefined) {
		if (event.can_play)
			return event.can_play(card)
		return true
	}
	return false
}

function gen_card_menu(card) {
	if (can_play_event(card))
		gen_action('play_event', card)
	gen_action('activate_force', card)
	gen_action('activate_individually', card)
	if (!player.did_construct) {
		gen_action('construct_stockades', card)
		gen_action('construct_forts', card)
	}
	gen_action('discard', card)
}

function card_name(card) {
	return `#${card} ${cards[card].name} [${cards[card].activation}]`
}

function play_card(card) {
	log(`${game.active} played\n${card_name(card)}.`)
	remove_from_array(player.hand, card)
	game.last_card = card
	if (cards[card].special === 'remove')
		game.removed.push(card)
	else
		game.discard.push(card)
}

function discard_card(card, reason) {
	if (reason)
		log(`${game.active} discarded\n${card_name(card)}\n${reason}.`)
	else
		log(`${game.active} discarded\n${card_name(card)}.`)
	remove_from_array(player.hand, card)
	game.last_card = card
	game.discard.push(card)
}

function remove_card(card) {
	remove_from_array(game.discard, card)
	game.removed.push(card)
}

states.action_phase = {
	prompt() {
		view.prompt = "Action Phase: Play a card."
		for (let i = 0; i < player.hand.length; ++i)
			gen_card_menu(player.hand[i])
		if (player.hand.length === 1 && !player.held)
			gen_action_pass()
	},
	play_event(card) {
		push_undo()
		player.did_construct = 0
		logbr()
		play_card(card)
		events[cards[card].event].play(card)
	},
	activate_force(card) {
		logbr()
		goto_activate_force(card)
	},
	activate_individually(card) {
		logbr()
		goto_activate_individually(card)
	},
	construct_stockades(card) {
		logbr()
		goto_construct_stockades(card)
	},
	construct_forts(card) {
		logbr()
		goto_construct_forts(card)
	},
	discard(card) {
		logbr()
		player.did_construct = 0
		discard_card(card)
		end_action_phase()
	},
	pass() {
		logbr()
		log(game.active + " passed.")
		player.passed = 1
		end_action_phase()
	},
}

// ACTIVATION

function goto_activate_individually(card) {
	push_undo()
	player.did_construct = 0
	discard_card(card, "to activate units individually")
	game.state = 'activate_individually'
	game.activation_value = 0
	game.count = cards[card].activation
	game.activation = []
}

function goto_activate_force(card) {
	push_undo()
	player.did_construct = 0
	discard_card(card, "to activate a force")
	game.state = 'activate_force'
	game.activation_value = cards[card].activation
}

events.campaign = {
	play() {
		game.state = 'select_campaign_1'
		game.activation_value = 3
		game.activation = []
	}
}

states.activate_individually = {
	prompt() {
		view.prompt = `Activate units and/or leaders individually${format_remain(game.count)}.`
		gen_action_next()
		if (game.count >= 1) {
			for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) {
				if (is_piece_on_map(p) && !game.activation.includes(p)) {
					gen_action_piece(p)
				}
			}
		}
		if (game.count > 0) {
			for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
				if (is_piece_on_map(p) && !game.activation.includes(p)) {
					if (game.count >= 0.5) {
						if (is_indian(p))
							gen_action_piece(p)
					}
					if (game.count >= 1) {
						if (is_ranger(p))
							gen_action_piece(p)
						if (is_coureurs(p))
							gen_action_piece(p)
						if (is_drilled_troops(p))
							if (game.activation.length === 0)
								gen_action_piece(p)
					}
				}
			}
		}
	},
	piece(p) {
		push_undo()
		game.activation.push(p)
		if (is_drilled_troops(p))
			game.count = 0
		else if (is_indian(p))
			game.count -= 0.5
		else
			game.count -= 1.0
	},
	next() {
		push_undo()
		goto_pick_first_move()
	},
}

function can_activate_force(who) {
	let where = game.location[who]
	// If at Halifax or Louisbourg ...
	if (where === HALIFAX || where === LOUISBOURG) {
		// must be able to Naval move
		if (game.activation_value === 3 && !(game.active === FRANCE && game.events.no_fr_naval))
			return true
		// or Siege/Assault
		if (can_siege_or_assault_if_activated(who, where))
			return true
		// otherwise it's a do-nothing action
		return false
	}
	return true
}

states.activate_force = {
	prompt() {
		view.prompt = "Activate a Force."
		for (let p = first_friendly_leader; p <= last_friendly_leader; ++p)
			if (is_piece_on_map(p) && leader_initiative(p) <= game.activation_value)
				if (can_activate_force(p))
					gen_action_piece(p)
	},
	piece(p) {
		push_undo()
		game.force = {
			commander: p,
			reason: 'move',
		}
		game.state = 'designate_force'
	},
}

states.select_campaign_1 = {
	inactive: "campaign",
	prompt() {
		view.prompt = "Campaign: Select the first leader."
		for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) {
			if (is_piece_on_map(p))
				if (!game.activation.includes(p))
					if (can_activate_force(p))
						gen_action_piece(p)
		}
	},
	piece(p) {
		push_undo()
		game.force = {
			commander: p,
			reason: 'campaign_1',
		}
		game.state = 'designate_force'
	},
}

states.select_campaign_2 = {
	inactive: "campaign",
	prompt() {
		view.prompt = "Campaign: Select the second leader."
		for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) {
			if (is_piece_on_map(p) && !is_piece_in_force(p, game.activation[0]))
				if (!game.activation.includes(p))
					if (can_activate_force(p))
						gen_action_piece(p)
		}
	},
	piece(p) {
		push_undo()
		game.force = {
			commander: p,
			reason: 'campaign_2',
		}
		game.state = 'designate_force'
	},
}

function goto_pick_first_move() {
	if (game.activation.length > 1) {
		logbr()
		log("Selected\n" + game.activation.map(log_piece_name_and_place).join(",\n") + ".")
		game.state = 'pick_move'
	} else if (game.activation.length > 0) {
		goto_move_piece(game.activation.pop())
	} else {
		delete game.activation_value
		delete game.activation
		end_action_phase()
	}
}

function goto_pick_next_move() {
	if (game.activation && game.activation.length > 0) {
		game.state = 'pick_move'
	} else {
		delete game.activation_value
		delete game.activation
		end_action_phase()
	}
}

states.pick_move = {
	prompt() {
		view.prompt = "Pick the next activated force, leader, or unit to move."
		game.activation.forEach(gen_action_piece)
	},
	piece(p) {
		remove_from_array(game.activation, p)
		goto_move_piece(p)
	},
}

function end_activation() {
	// Clear event flags
	delete game.events.coehorns
	delete game.events.ambush
	delete game.events.foul_weather
	delete game.events.george_croghan

	lift_sieges_and_amphib()
	goto_pick_next_move()
}

// DEFINE FORCE (for various actions)

function force_has_british_iroquois_and_mohawk_units(commander) {
	let has_br_indians = false
	for_each_friendly_unit_in_node(leader_box(commander), p => {
		if (is_british_iroquois_or_mohawk(p))
			has_br_indians = true
		gen_action_piece(p)
	})
	return has_br_indians
}

function can_drop_off_leader(commander, subordinate) {
	if (subordinate === JOHNSON)
		if (force_has_british_iroquois_and_mohawk_units(commander))
			return false
	return count_non_british_iroquois_and_mohawk_units_in_force(commander) <= force_command(commander) - leader_command(subordinate)
}

const designate_force_reason_prompt = {
	'campaign_1': "for first campaign",
	'campaign_2': "for second campaign",
	'move': "to move",
	'intercept': "to intercept",
	'avoid': "to avoid battle",
}

states.designate_force = {
	inactive() {
		inactive_prompt("designate force " + designate_force_reason_prompt[game.force.reason], game.force.commander, 0)
	},
	prompt() {
		let commander = game.force.commander
		let where = piece_space(commander)

		// 5.534 Johnson commands British Iroquois and Mohawk units for free
		let cmd_use = count_non_british_iroquois_and_mohawk_units_in_force(commander)
		let cmd_cap = force_command(commander)

		view.prompt = `Designate force ${designate_force_reason_prompt[game.force.reason]} with ${piece_name(commander)} from ${space_name(where)} (${cmd_use}/${cmd_cap}).`
		view.who = commander

		let can_pick_up = false

		// pick up sub-commanders
		for_each_friendly_leader_in_node(where, p => {
			if (game.force.reason === 'avoid' && is_piece_inside(p))
				return // continue
			if (game.activation && game.activation.includes(p))
				return // continue
			if (p !== commander && leader_command(p) <= leader_command(commander)) {
				can_pick_up = true
				gen_action_piece(p)
			}
		})

		// pick up units
		for_each_friendly_unit_in_node(where, p => {
			if (game.force.reason === 'avoid' && is_piece_inside(p))
				return // continue
			if (is_british_iroquois_or_mohawk(p)) {
				// 5.534 Only Johnson can command British Iroquois and Mohawk (and for free)
				if (is_piece_in_force(JOHNSON, commander)) {
					can_pick_up = true
					gen_action_piece(p)
				}
			} else {
				if (cmd_use < cmd_cap) {
					can_pick_up = true
					gen_action_piece(p)
				}
			}
		})

		// drop off sub-commanders
		for_each_friendly_leader_in_node(leader_box(commander), p => {
			if (can_drop_off_leader(commander, p))
				gen_action_piece(p)
		})

		// drop off units
		for_each_friendly_unit_in_node(leader_box(commander), p => {
			gen_action_piece(p)
		})

		if (can_pick_up)
			gen_action('pick_up_all')

		switch (game.force.reason) {
		case 'campaign_1':
		case 'campaign_2':
		case 'move':
			// Campaign and normal activations can activate leaders without forces.
			gen_action_next()
			break
		case 'intercept':
			// Must be a force to proceed (leader + at least one unit)
			if (count_units_in_force(commander) > 0)
				gen_action('intercept')
			break
		case 'avoid':
			// Must be a force to proceed (leader + at least one unit)
			if (count_units_in_force(commander) > 0)
				gen_action('avoid')
			break
		}
	},

	pick_up_all() {
		push_undo()

		let commander = game.force.commander
		let where = piece_space(commander)
		let box = leader_box(commander)

		// pick up all sub-commanders
		for_each_friendly_leader_in_node(where, p => {
			if (game.force.reason === 'avoid' && is_piece_inside(p))
				return // continue
			if (game.activation && game.activation.includes(p))
				return // continue
			if (p !== commander && leader_command(p) <= leader_command(commander))
				move_piece_to(p, box)
		})

		// pick up as many units as possible
		for_each_friendly_unit_in_node(where, p => {
			if (game.force.reason === 'avoid' && is_piece_inside(p))
				return // continue
			if (is_british_iroquois_or_mohawk(p)) {
				// 5.534 Only Johnson can command British Iroquois and Mohawk (and for free)
				if (is_piece_in_force(JOHNSON, commander))
					move_piece_to(p, box)
			} else {
				if (count_non_british_iroquois_and_mohawk_units_in_force(commander) < force_command(commander))
					move_piece_to(p, box)
			}
		})
	},

	piece(p) {
		push_undo()
		let commander = game.force.commander
		let where = piece_space(commander)
		if (piece_node(p) === leader_box(commander))
			move_piece_to(p, where)
		else
			move_piece_to(p, leader_box(commander))
	},

	next() {
		push_undo()
		if (game.force.reason === 'move' && count_units_in_force(game.force.commander) === 0)
			game.state = 'confirm_designate_force'
		else
			end_designate_force()
	},
	intercept() {
		attempt_intercept()
	},
	avoid() {
		attempt_avoid_battle()
	},
}

states.confirm_designate_force = {
	inactive() {
		inactive_prompt("designate force " + designate_force_reason_prompt[game.force.reason], game.force.commander, 0)
	},
	prompt() {
		view.prompt = `You have not picked up any units \u2014 are you sure you want to continue?`
		view.who = game.force.commander
		gen_action('next')
	},
	next() {
		end_designate_force()
	}
}

function end_designate_force() {
	let commander = game.force.commander
	let reason = game.force.reason
	delete game.force
	switch (reason) {
	case 'campaign_1':
		game.activation.push(commander)
		game.state = 'select_campaign_2'
		break
	case 'campaign_2':
		game.activation.push(commander)
		goto_pick_first_move()
		break
	case 'move':
		goto_move_piece(commander)
		break
	default:
		throw Error("unknown reason state: " + game.reason)
	}
}

// TODO: merge with designate_force using reason=intercept_lone_ax
states.designate_force_lone_ax = {
	inactive() {
		inactive_prompt("designate lone auxiliary force to intercept", game.force.commander, 0)
	},
	prompt() {
		let commander = game.force.commander
		let where = piece_space(commander)
		let n = count_units_in_force(commander)

		view.prompt = `Designate lone auxiliary force to intercept with ${piece_name(commander)} from ${space_name(where)}.`
		view.who = commander

		// pick up sub-commanders
		for_each_friendly_leader_in_node(where, p => {
			if (p !== commander && leader_command(p) <= leader_command(commander))
				gen_action_piece(p)
		})

		// pick up units (max 1 auxiliary)
		if (n === 0) {
			for_each_friendly_unit_in_node(where, p => {
				if (is_auxiliary(p)) {
					if (is_british_iroquois_or_mohawk(p)) {
						// 5.534 Only Johnson can command British Iroquois and Mohawk (and for free)
						if (is_piece_in_force(JOHNSON, commander))
							gen_action_piece(p)
					} else {
						gen_action_piece(p)
					}
				}
			})
		}

		// drop off sub-commanders
		for_each_friendly_leader_in_node(leader_box(commander), p => {
			if (!(p === JOHNSON && force_has_british_iroquois_and_mohawk_units(commander)))
				gen_action_piece(p)
		})

		// drop off units
		for_each_friendly_unit_in_node(leader_box(commander), p => {
			gen_action_piece(p)
		})

		if (n === 1)
			gen_action('intercept')
	},

	piece(p) {
		push_undo()
		let commander = game.force.commander
		let where = piece_space(commander)
		if (piece_node(p) === leader_box(commander))
			move_piece_to(p, where)
		else
			move_piece_to(p, leader_box(commander))
	},

	intercept() {
		push_undo()
		attempt_intercept()
	},
}

// MOVE

function describe_force(force, verbose) {
	if (is_leader(force) && count_pieces_in_force(force) > 1) {
		let desc = verbose ? log_piece_name_and_place(force) : piece_name(force)
		for_each_piece_in_force(force, p => {
			if (p !== force)
				desc += ",\n" + piece_name(p)
		})
		return desc
	} else {
		return verbose ? log_piece_name_and_place(force) : piece_name(force)
	}
}

function goto_move_piece(who) {
	logbr()
	log(`Activated\n${describe_force(who, true)}.`)

	let from = piece_space(who)
	game.state = 'move'
	game.move = {
		where: from,
		came_from: 0,
		type: (from === HALIFAX || from === LOUISBOURG) ? 'naval' : 'boat-or-land',
		used: -1,
		did_carry: 0,
		infiltrated: 0,

		moving: who,
		intercepting: 0,
		avoiding: 0,

		intercepted: [],
		did_attempt_intercept: 0,
	}
	game.raid = {
		where: 0,
		battle: 0,
		from: {},
		aux: list_auxiliary_units_in_force(who)
	}
	start_move()
}

function start_move() {
	if (can_moving_force_siege_or_assault()) {
		game.state = 'siege_or_move'
	} else if (is_piece_inside(moving_piece())) {
		goto_break_siege()
	} else {
		resume_move()
	}
}

states.siege_or_move = {
	inactive() {
		inactive_prompt("siege or move", moving_piece(), 0)
	},
	prompt() {
		let where = moving_piece_space()
		view.who = moving_piece()
		view.where = where
		if (is_assault_possible(where)) {
			if (player.hand.includes(SURRENDER)) {
				view.prompt = `You may assault at ${space_name(where)}, play "Surrender!", or move.`
				gen_action('play_event', SURRENDER)
			} else {
				view.prompt = `You may assault at ${space_name(where)} or move.`
			}
			gen_action('assault')
		} else {
			view.prompt = `You may siege at ${space_name(where)} or move.`
			gen_action('siege')
		}
		gen_action('move')
	},
	siege() {
		push_undo()
		goto_siege(moving_piece_space())
	},
	assault() {
		push_undo()
		goto_assault(moving_piece_space())
	},
	play_event(c) {
		push_undo()
		game.siege_where = moving_piece_space()
		play_card(c)
		goto_surrender()
	},
	move() {
		push_undo()
		resume_move()
	},
}

function goto_break_siege() {
	let here = moving_piece_space()
	game.move.came_from = here
	goto_avoid_battle()
}

function piece_can_naval_move_from(who, from) {
	if (game.events.foul_weather)
		return false
	if (game.active === FRANCE && game.events.no_fr_naval)
		return false
	if (is_leader(who) && count_pieces_in_force(who) > 1)
		if (game.activation_value < 3)
			return false

	if (game.active === FRANCE) {
		if (from === LOUISBOURG || from === QUEBEC)
			return is_friendly_controlled_space(from)
		return false
	}

	if (game.active === BRITAIN) {
		if (has_amphib(from))
			return true
		if (is_port(from))
			return is_friendly_controlled_space(from)
		return false
	}

	return false
}

function max_land_movement_cost() {
	return game.events.foul_weather ? 2 : movement_allowance(moving_piece())
}

function max_movement_cost(type) {
	switch (type) {
	case 'boat-or-land':
	case 'boat': return game.events.foul_weather ? 2 : 9
	case 'land': return max_land_movement_cost()
	case 'naval': return 9
	}
}

function resume_move() {
	let who = moving_piece()
	let where = moving_piece_space()

	let enemy_units = has_unbesieged_enemy_units(where)
	let enemy_leader = has_unbesieged_enemy_leader(where)
	let friendly_units = has_unbesieged_friendly_units(where)
	let friendly_leader = has_unbesieged_friendly_leader(where)

	if (enemy_leader && !enemy_units && friendly_units) {
		return goto_retreat_lone_leader(where, 'move')
	}

	// Can happen if enemy intercepted into moving piece and lone friendly leaders remain after battle.
	if (friendly_leader && !friendly_units && enemy_units) {
		game.state = 'retreat_lone_leader'
		game.retreat = { from: where, reason: 'friendly_move' }
		return
	}

	// Interrupt for Foul Weather response at first opportunity to move.
	if (game.move.used < 0) {
		if (is_enemy_card_available(FOUL_WEATHER) && !enemy_player.pass_fw) {
			if (game.options.retroactive) {
				game.retro_foul_weather = object_copy(game)
			} else {
				set_active_enemy()
				game.state = 'foul_weather'
				return
			}
		}
		game.move.used = 0
	}

	game.state = 'move'
}

function is_land_path(from, to) {
	return spaces[from].land.includes(to)
}

function has_friendly_fortifications_or_cultivated(s) {
	return has_friendly_fortifications(s) || is_originally_friendly(s)
}

function add_danger_space(s) {
	if (!view.danger)
		view.danger = []
	set_add(view.danger, s)
}

// Check if this move may lead to intercept/battle/other loss of control that prevents undo
function is_danger_move(from, to) {
	// Lake Schooner
	if (is_enemy_card_available(LAKE_SCHOONER))
		if (has_enemy_fortifications(to) && is_lake_connection(from, to))
			return true

	// Battle (and interception if infiltrating)
	if (has_unbesieged_enemy_units(to))
		return true

	// Retreat Lone Leader
	if (has_unbesieged_enemy_leader(to))
		return true

	// Interception
	if (can_be_intercepted(from, to))
		return true

	return false
}

function gen_action_move(from, to) {
	if (is_danger_move(from, to))
		add_danger_space(to)
	gen_action_space(to)
}

function gen_naval_move() {
	let from = moving_piece_space()
	if (!piece_can_naval_move_from(moving_piece(), from))
		return
	if (game.active === BRITAIN) {
		game.amphib.forEach(to => {
			if (to !== from)
				gen_action_move(from, to)
		})
		ports.forEach(to => {
			if (to !== from && !set_has(game.amphib, to))
				if (is_friendly_controlled_space(to))
					gen_action_move(from, to)
		})
	}
	if (game.active === FRANCE) {
		if (from !== LOUISBOURG && is_friendly_controlled_space(LOUISBOURG))
			gen_action_move(from, LOUISBOURG)
		if (from !== QUEBEC && is_friendly_controlled_space(QUEBEC))
			gen_action_move(from, QUEBEC)
	}
}

function is_carry_connection(from, to) {
	const from_ff = has_friendly_fortifications_or_cultivated(from)
	const to_ff = has_friendly_fortifications_or_cultivated(to)
	return (from_ff && to_ff)
}

function can_move_by_boat_or_land(used, did_carry, from, to) {
	if (is_land_path(from, to)) {
		if (used < max_land_movement_cost())
			return true
		if (!did_carry)
			return is_carry_connection(from, to)
		return false
	}
	return true
}

function can_move_by_boat(used, did_carry, from, to) {
	if (is_land_path(from, to)) {
		if (!did_carry)
			return is_carry_connection(from, to)
		return false
	}
	return true
}

function can_move(type, used, carry, from, to) {
	// console.log("CAN_INFILTRATE_MOVE", type, used, carry, space_name(from), ">", space_name(to))
	switch (type) {
	case 'boat-or-land':
		return can_move_by_boat_or_land(used, carry, from, to)
	case 'boat':
		return can_move_by_boat(used, carry, from, to)
	case 'land':
		return true
	}
	return false
}

function is_infiltration_move(to) {
	if (has_unbesieged_enemy_fortifications(to))
		return true
	if (has_unbesieged_enemy_units(to))
		return true
	return false
}

function can_infiltrate_search(type, used, carry, from, to) {
	if (can_move(type, used, carry, from, to)) {
		if (!is_infiltration_move(to)) {
			// console.log("  EXIT", space_name(to))
			return true
		}

		// Downgrade from Boat/Land to Land movement if not going by river or carries.
		if (type === 'boat' || type === 'boat-or-land') {
			if (is_land_path(from, to)) {
				if (!carry) {
					if (is_carry_connection(from, to))
						carry = 1
					else
						type = 'land'
				} else {
					type = 'land'
				}
			}
			if (used > max_movement_cost('land'))
				type = 'boat'
		}

		// See if we must stop.
		if (type === 'land') {
			const from_ff = has_friendly_fortifications_or_cultivated(from)
			const to_ff = has_friendly_fortifications_or_cultivated(to)
			// Must stop on mountains.
			if (!to_ff && is_mountain(to)) {
				// console.log("  STOP mountain", used)
				return false
			}
			// Must stop in the next space after passing through enemy cultivated
			if (used > 0 && !from_ff && is_originally_enemy(from)) {
				// console.log("  STOP enemy cultivated")
				return false
			}
		}

		// Continue looking.
		if (used + 1 < max_movement_cost(type)) {
			for (let next of spaces[to].exits) {
				if (can_infiltrate_search(type, used + 1, carry, to, next))
					return true
			}
		}
	}
	return false
}

function can_infiltrate(from, to) {
	// console.log("====")
	let result = can_infiltrate_search(game.move.type, game.move.used, game.move.did_carry, from, to)
	return result
}

function gen_regular_move() {
	let who = moving_piece()
	let from = moving_piece_space()
	let is_lone_ld = is_lone_leader(who)
	let is_lone_ax = is_lone_auxiliary(who)
	let has_dt = force_has_drilled_troops(who)
	for_each_exit(from, to => {
		if (is_lone_ld) {
			// Lone leaders can never enter an enemy occupied space
			if (has_unbesieged_enemy_units(to) || has_unbesieged_enemy_fortifications(to))
				return // continue
		} else {
			// Must have Drilled Troops to enter an enemy fort or fortress space.
			// except: Infiltration by lone auxiliary
			if (has_unbesieged_enemy_fort_or_fortress(to)) {
				if (!(has_dt || (is_lone_ax && can_infiltrate(from, to))))
					return // continue
			}
		}

		switch (game.move.type) {
		case 'boat-or-land':
			if (can_move_by_boat_or_land(game.move.used, game.move.did_carry, from, to))
				gen_action_move(from, to)
			break
		case 'boat':
			if (can_move_by_boat(game.move.used, game.move.did_carry, from, to))
				gen_action_move(from, to)
			break
		case 'land':
			gen_action_move(from, to)
			break
		}
	})
}

function stop_move() {
	game.move.used = 9
}

function stop_land_move() {
	if (game.move.type === 'boat-or-land')
		game.move.type = 'boat'
	else
		game.move.used = 9
}

function would_be_infiltration_move(who, from, to) {
	if (is_lone_auxiliary(who)) {
		if (has_enemy_stockade(to) && can_infiltrate(from, to))
			return true
		if (has_unbesieged_enemy_fort_or_fortress(to) && can_infiltrate(from, to))
			return true
		if (has_unbesieged_enemy_units(to) && can_infiltrate(from, to))
			return true
	}
	return false
}

function apply_move(to) {
	let who = moving_piece()
	let from = moving_piece_space()

	let maybe_infiltrated = is_lone_auxiliary(who) && can_infiltrate(from, to)

	if (game.move.type === 'naval')
		game.move.used = 9
	else
		game.move.used ++
	game.move.where = to
	game.move.came_from = from
	game.raid.from[to] = from // remember where raiders came from so they can retreat after battle

	// Downgrade from Boat/Land to Land movement if not going by river or carries.
	if (game.move.type === 'boat' || game.move.type === 'boat-or-land') {
		if (is_land_path(from, to)) {
			if (!game.move.did_carry) {
				if (is_carry_connection(from, to))
					game.move.did_carry = 1
				else
					game.move.type = 'land'
			} else {
				game.move.type = 'land'
			}
		}
		if (game.move.used > max_land_movement_cost('land'))
			game.move.type = 'boat'
	}

	if (game.move.type === 'land' || game.move.type === 'boat-or-land') {
		const from_ff = has_friendly_fortifications_or_cultivated(from)
		const to_ff = has_friendly_fortifications_or_cultivated(to)
		const has_dt = force_has_drilled_troops(who)
		const has_ax = force_has_auxiliary(who)

		// Must stop on mountains.
		if (is_mountain(to) && !to_ff)
			stop_land_move()

		// Must stop in the next space after passing through...
		if (game.move.used > 1 && !from_ff) {
			// Drilled Troops that pass through wilderness must stop in the next space.
			if (has_dt && !has_ax && is_wilderness(from))
				if (!game.events.george_croghan)
					stop_land_move()

			// Auxiliaries that pass through enemy cultivated must stop in the next space.
			if (has_ax && !has_dt && is_originally_enemy(from))
				stop_land_move()
		}
	}

	game.move.infiltrated = 0

	if (has_enemy_stockade(to)) {
		if (maybe_infiltrated)
			game.move.infiltrated = 1
		else
			stop_move()
	}

	if (has_unbesieged_enemy_fort_or_fortress(to)) {
		if (maybe_infiltrated)
			game.move.infiltrated = 1
		else
			stop_move()
	}

	if (has_unbesieged_enemy_units(to)) {
		if (maybe_infiltrated)
			game.move.infiltrated = 1
	}

	if (game.move.infiltrated)
		log(`Infiltrated %${to}.`)
	else
		log(`Moved to %${to}.`)

	move_piece_to(who, to)
	lift_sieges_and_amphib()
}

states.move = {
	inactive() {
		inactive_prompt("move", moving_piece(), 0)
	},
	prompt() {
		let who = moving_piece()
		let from = moving_piece_space()

		if (from) {
			view.prompt = `Move ${piece_name_and_place(who)}`
			switch (game.move.type) {
			case 'boat-or-land':
				view.prompt += " by boat or land"
				if (game.move.did_carry)
					view.prompt += " (carried)"
				break
			case 'boat':
				view.prompt += " by boat"
				if (game.move.did_carry)
					view.prompt += " (carried)"
				break
			case 'land':
				view.prompt += " by land"
				break
			case 'naval':
				if (game.move.used > 0)
					view.prompt += " by ship \u2014 done."
				else
					view.prompt += " by ship."
				break
			}
			if (game.move.infiltrated)
				view.prompt += " (infiltrating)"
			if (game.move.type !== 'naval') {
				if (game.move.used === 9)
					view.prompt += ` \u2014 done.`
				else
					view.prompt += ` \u2014 ${game.move.used}/${max_movement_cost(game.move.type)}.`
			}
		} else {
			view.prompt = `${piece_name(who)} eliminated.`
		}

		view.who = who
		if (game.move.used === 0) {
			if (game.events.foul_weather && can_moving_force_siege_or_assault()) {
				if (is_assault_possible(from))
					gen_action('assault')
				else
					gen_action('siege')
			}
			if (game.active === BRITAIN && player.hand.includes(GEORGE_CROGHAN)) {
				if (force_has_drilled_troops(who))
					gen_action('play_event', GEORGE_CROGHAN)
			}

			if (piece_can_naval_move_from(who, from)) {
				if (game.move.type !== 'naval') {
					gen_action('naval_move')
				} else {
					if (!game.events.no_amphib) {
						if (game.active === BRITAIN && has_amphibious_arrow(from)) {
							let has_amphib = false
							for (let card = first_amphib_card; card <= last_amphib_card; ++card) {
								if (player.hand.includes(card)) {
									has_amphib = true
									gen_action('play_event', card)
								}
							}
							if (has_amphib)
								view.prompt += ` You may play "Amphibious Landing."`
						}
					}
				}
			}
		}

		if (game.move.infiltrated) {
			if (!has_unbesieged_enemy_fort_or_fortress(from))
				gen_action('stop')
			else if (game.move.used === 9)
				gen_action('end_move')
		} else {
			gen_action('end_move')
		}

		if (game.move.used < max_movement_cost(game.move.type)) {
			if (game.move.type === 'naval')
				gen_naval_move()
			else
				gen_regular_move()
		}

		if (game.move.used < 9 && !game.move.infiltrated) {
			if (is_leader(who) && count_pieces_in_force(who) > 1)
				gen_action('drop_off')
		}
	},
	play_event(card) {
		push_undo()
		play_card(card)
		if (card === GEORGE_CROGHAN) {
			game.events.george_croghan = 1
			resume_move()
		} else {
			game.state = 'amphibious_landing'
		}
	},
	naval_move() {
		push_undo()
		game.move.type = 'naval'
		resume_move()
	},
	space(to) {
		push_undo()

		let from = moving_piece_space()

		if (is_enemy_card_available(LAKE_SCHOONER)) {
			if (has_enemy_fortifications(to) && is_lake_connection(from, to)) {
				set_active_enemy()
				game.move.lake_schooner = to
				game.state = 'lake_schooner'
				return goto_retroactive_foul_weather()
			}
		}

		apply_move(to)

		goto_intercept()
	},
	drop_off() {
		push_undo()
		if (game.summary)
			game.summary.drop_off = []
		game.state = 'drop_off'
	},
	siege() {
		push_undo()
		goto_siege(moving_piece_space())
	},
	assault() {
		push_undo()
		goto_assault(moving_piece_space())
	},
	stop() {
		game.move.infiltrated = 0
		goto_designate_inside()
	},
	end_move() {
		if (game.move.used > 0) {
			end_move()
		} else {
			push_undo()
			game.state = 'confirm_end_move'
		}
	},
}

states.drop_off = {
	inactive() {
		inactive_prompt("move", moving_piece(), 0)
	},
	prompt() {
		let who = moving_piece()
		let where = moving_piece_space()

		view.prompt = `Drop off subordinate units or leaders in ${space_name(where)}.`
		view.who = who
		view.where = where

		gen_action_next()

		for_each_leader_in_force(who, p => {
			if (p !== who && can_drop_off_leader(who, p))
				gen_action_piece(p)
		})
		for_each_unit_in_force(who, p => {
			gen_action_piece(p)
		})
	},
	piece(who) {
		push_undo()
		if (game.summary)
			game.summary.drop_off.push(who)
		else
			log(`Dropped off ${piece_name(who)}.`)
		move_piece_to(who, moving_piece_space())
	},
	next() {
		push_undo()
		print_plain_summary("Dropped off", 'drop_off')
		resume_move()
	},
}

states.confirm_end_move = {
	inactive() {
		inactive_prompt("move", moving_piece(), 0)
	},
	prompt() {
		view.prompt = `You have not moved yet \u2014 are you sure you want to pass?`
		view.who = moving_piece()
		gen_action('end_move')
	},
	end_move() {
		end_move()
	}
}

function goto_retroactive_foul_weather() {
	if (game.options.retroactive && game.retro_foul_weather) {
		// console.log("RETRO REWIND")

		let state_start = game.retro_foul_weather
		delete game.retro_foul_weather
		let state_next = object_copy(game)

		load_game_state(state_start)
		set_active_enemy()
		game.state = 'foul_weather'
		game.retro_foul_weather = state_next
	}
}

states.foul_weather = {
	inactive() {
		inactive_prompt("foul weather", moving_piece(), 0)
	},
	prompt() {
		let p = moving_piece()
		view.who = p
		view.where = moving_piece_space()
		if (player.hand.includes(FOUL_WEATHER)) {
			view.prompt = `${piece_name_and_place(p)} is about to move. You may play "Foul Weather".`
			gen_action('play_event', FOUL_WEATHER)
		} else {
			view.prompt = `${piece_name_and_place(p)} is about to move. You don't have "Foul Weather".`
		}
		gen_action('pass_fw_season')
		if (game.activation && game.activation.length > 0)
			gen_action('pass_fw_action')
		gen_action_pass()
	},
	play_event(c) {
		if (game.options.retroactive) {
			// console.log("RETRO STAY")
			delete game.retro_foul_weather
		}
		play_card(c)
		game.events.foul_weather = 1
		game.move.used = 0
		set_active_enemy()
		resume_move()
	},
	pass_fw_season() {
		let current = game.active
		states.foul_weather.pass()
		if (current === BRITAIN)
			game.british.pass_fw = 2
		else
			game.french.pass_fw = 2
	},
	pass_fw_action() {
		let current = game.active
		states.foul_weather.pass()
		if (current === BRITAIN)
			game.british.pass_fw = 1
		else
			game.french.pass_fw = 1
	},
	pass() {
		if (game.options.retroactive) {
			// console.log("RETRO PASS")
			load_game_state(game.retro_foul_weather)
		} else {
			game.move.used = 0
			set_active_enemy()
			resume_move()
		}
	}
}

states.lake_schooner = {
	inactive() {
		inactive_prompt("lake schooner", moving_piece(), game.move.lake_schooner)
	},
	prompt() {
		let who = moving_piece()
		let from = moving_piece_space()
		let to = game.move.lake_schooner
		view.who = who
		view.where = to
		if (player.hand.includes(LAKE_SCHOONER)) {
			view.prompt = `${piece_name(who)} is about to move from ${space_name(from)} to ${space_name(to)}. You may play "Lake Schooner".`
			gen_action('play_event', LAKE_SCHOONER)
		} else {
			view.prompt = `${piece_name(who)} is about to move from ${space_name(from)} to ${space_name(to)}. You don't have "Lake Schooner".`
		}
		gen_action_pass()
	},
	play_event(c) {
		play_card(c)
		let who = moving_piece()
		let from = moving_piece_space()
		let to = game.move.lake_schooner
		delete game.move.lake_schooner

		set_active_enemy()

		log(`${piece_name(who)} stopped at %${from}.`)

		if (would_be_infiltration_move(who, from, to)) {
			// 6.63 eliminate if forced back into enemy-occupied space during infiltration
			if (has_unbesieged_enemy_units(from) || has_unbesieged_enemy_fortifications(from)) {
				for_each_friendly_piece_in_space(from, p => {
					if (is_piece_unbesieged(p))
						eliminate_piece(p)
				})
			}
		}

		stop_move()
		resume_move()
	},
	pass() {
		let to = game.move.lake_schooner
		delete game.move.lake_schooner

		set_active_enemy()
		apply_move(to)
		goto_intercept()
	}
}

states.amphibious_landing = {
	inactive() {
		inactive_prompt("amphibious landing", moving_piece(), 0)
	},
	prompt() {
		let who = moving_piece()
		let from = moving_piece_space()
		view.prompt = `Amphibious Landing: Select a destination for ${piece_name_and_place(who)}.`
		view.who = who
		if (from === HALIFAX) {
			gen_action_move(from, LOUISBOURG)
		}
		if (from === LOUISBOURG) {
			gen_action_move(from, BAIE_ST_PAUL)
			gen_action_move(from, RIVIERE_OUELLE)
			gen_action_move(from, ILE_D_ORLEANS)
		}
	},
	space(to) {
		push_undo()
		set_add(game.amphib, to)
		apply_move(to)
		goto_intercept()
	},
}

function remove_siege_marker(where) {
	delete game.sieges[where]
}

function place_siege_marker(where) {
	log(`Started siege at %${where}.`)
	game.sieges[where] = 0
}

function change_siege_marker(where, amount) {
	return game.sieges[where] = clamp(game.sieges[where] + amount, 0, 2)
}

function goto_battle_check() {
	let where = moving_piece_space()
	if (has_unbesieged_enemy_units(where)) {
		goto_battle(where, false)
	} else {
		end_move_step(false)
	}
}

function end_move_step(final=false, overrun=false) {
	let did_battle = !!game.battle

	lift_sieges_and_amphib()
	let who = moving_piece()
	let where = moving_piece_space()
	delete game.battle
	game.move.did_attempt_intercept = 0 // reset flag for next move step

	if (final)
		stop_move()

	// Handle death of stack...
	if (!has_friendly_pieces(where)) {
		stop_move()
		return resume_move()
	}

	if (!game.move.infiltrated) {
		if (has_unbesieged_enemy_fortifications(where)) {
			if (has_enemy_fort(where) || is_fortress(where)) {
				place_siege_marker(where)
			}
			if (has_enemy_stockade(where)) {
				if (has_friendly_drilled_troops(where)) {
					if (did_battle) {
						destroy_enemy_stockade_after_battle(where)
					} else {
						capture_enemy_stockade(where)
						if (can_play_massacre())
							return goto_massacre('move')
					}
				}
			}
			stop_move()
		}
	}

	if (overrun && game.move.used < 9) {
		logbr()
		log(".b Overrun")
		logbr()
	}

	resume_move()
}

function end_move() {
	let who = moving_piece()

	unstack_force(who)

	delete game.move

	game.raid.list = []
	for (let i = 0; i < game.raid.aux.length; ++i)
		add_raid(game.raid.aux[i])

	goto_pick_raid()

	// Pause for foul weather before any raids are resolved...
	goto_retroactive_foul_weather()
}

// INTERCEPT

function can_be_intercepted(came_from, here) {
	let result = false

	let who = moving_piece()

	// 6.723 Leaders moving alone can NOT be intercepted
	if (is_lone_leader(who))
		return false

	// 6.722 entering space with friendly units or fortifications
	if (has_non_moving_unbesieged_friendly_units(here))
		return false
	if (has_unbesieged_friendly_fortifications(here))
		return false

	// 6.721 exception: can always intercept units infiltrating same space
	if (game.move.infiltrated) {
		if (has_unbesieged_enemy_units(here))
			return true
	}

	const is_lone_ax = is_lone_auxiliary(who)

	for_each_exit(here, from => {
		// 6.724 may not intercept an enemy leaving their own space
		if (from === came_from)
			return // continue

		// 6.721 Lone auxiliary in wilderness
		if (is_lone_ax && is_wilderness_or_mountain(here)) {
			if (has_unbesieged_enemy_auxiliary(from))
				result = true
		} else {
			if (has_unbesieged_enemy_units(from))
				result = true
		}
	})

	return result
}

function gen_intercept() {
	let is_lone_ax = is_lone_auxiliary(moving_piece())
	let to = moving_piece_space()

	// 6.721 exception -- can always intercept units infiltrating same space
	if (game.move.infiltrated) {
		for_each_friendly_piece_in_space(to, p => {
			if (is_piece_unbesieged(p))
				gen_action_piece(p)
		})
	}

	for_each_exit(to, from => {
		// 6.721
		if (is_lone_ax && is_wilderness_or_mountain(to)) {
			let has_ax = false
			let has_br_indians = false
			for_each_friendly_unit_in_space(from, p => {
				if (is_piece_unbesieged(p)) {
					if (is_auxiliary(p)) {
						gen_action_piece(p)
						if (is_british_iroquois_or_mohawk(p))
							has_br_indians = true
						else
							has_ax = true
					}
				}
			})
			// allow leaders to accompany intercepting auxiliary unit
			if (has_ax) {
				for_each_friendly_leader_in_space(from, p => {
					if (is_piece_unbesieged(p))
						gen_action_piece(p)
				})
			} else if (has_br_indians) {
				// TODO: allow intercept with Johnson as sub-commander
				if (is_piece_unbesieged_in_space(JOHNSON, from)) {
					gen_action_piece(JOHNSON)
				}
			}
		} else {
			for_each_friendly_piece_in_space(from, p => {
				if (is_piece_unbesieged(p))
					gen_action_piece(p)
			})
		}
	})
}

function goto_intercept() {
	// Abandoned lone leader at formerly besieged fortification with enemy units...
	let from = moving_piece_came_from()
	if (has_unbesieged_friendly_leader(from) && !has_unbesieged_friendly_units(from)) {
		if (has_unbesieged_enemy_units(from)) {
			game.state = 'retreat_lone_leader'
			game.retreat = { from: from, reason: 'abandon' }
			return
		}
	}

	if (can_be_intercepted(moving_piece_came_from(), moving_piece_space())) {
		game.move.intercepting = 0
		set_active_enemy()
		game.state = 'intercept_who'
		return goto_retroactive_foul_weather()
	}

	if (game.move.infiltrated)
		end_move_step(false)
	else
		goto_designate_inside()
}

function is_moving_piece_lone_ax_in_wilderness_or_mountain() {
	let p = moving_piece()
	let s = moving_piece_space()
	return is_lone_auxiliary(p) && is_wilderness_or_mountain(s)
}

states.intercept_who = {
	inactive() {
		inactive_prompt("intercept", moving_piece(), 0)
	},
	prompt() {
		let where = moving_piece_space()
		view.where = where
		if (game.move.intercepting) {
			view.prompt = `Intercept into ${space_name(where)} with ${piece_name(game.move.intercepting)}.`
			view.who = game.move.intercepting
			gen_action('intercept')
		} else {
			view.prompt = "You may select a force or unit to intercept into " + space_name(where) + "."
			gen_action_pass()
			gen_intercept()
		}
	},
	piece(p) {
		push_undo()
		let to = moving_piece_space()
		let from = piece_space(p)
		// All units can intercept in same space (even lone ax in wilderness), but no need to designate the force.
		if (is_leader(p)) {
			game.move.intercepting = p
			game.force = {
				commander: p,
				reason: 'intercept',
			}
			if (is_moving_piece_lone_ax_in_wilderness_or_mountain() && from !== to) {
				game.state = 'designate_force_lone_ax'
			} else {
				game.state = 'designate_force'
			}
		} else {
			game.move.intercepting = p
		}
	},
	intercept() {
		attempt_intercept()
	},
	pass() {
		game.move.intercepting = 0
		end_intercept_fail()
	},
}

function attempt_intercept() {
	let who = intercepting_piece()
	if (is_leader(who)) {
		for_each_piece_in_force(who, p => {
			game.move.intercepted.push(p)
		})
	} else {
		game.move.intercepted.push(who)
	}
	game.move.did_attempt_intercept = 1

	let die = roll_die("to intercept with\n" + describe_force(who, true))
	if (is_leader(who))
		die = modify(die, leader_tactics(who), "leader tactics")
	if (die >= 4) {
		log("Intercepted!")
		end_intercept_success()
	} else {
		log("Failed.")
		end_intercept_fail()
	}
}

function end_intercept_fail() {
	let who = intercepting_piece()
	if (who)
		unstack_force(who)
	set_active_enemy()
	game.state = 'move'
	if (game.move.infiltrated)
		end_move_step(false)
	else
		goto_designate_inside()
}

function end_intercept_success() {
	let who = intercepting_piece()
	let to = moving_piece_space()
	move_piece_to(who, to)
	unstack_force(who)
	set_active_enemy()
	game.state = 'move'
	lift_sieges_and_amphib()
	goto_designate_inside()
}

// DECLARE INSIDE/OUTSIDE FORTIFICATION

function goto_designate_inside() {
	let where = moving_piece_space()
	if (has_unbesieged_enemy_units_that_did_not_intercept(where)) {
		if (has_enemy_fortress(where) || has_enemy_fort(where)) {
			set_active_enemy()
			game.state = 'designate_inside'
			if (game.summary)
				game.summary.inside = []
			return goto_retroactive_foul_weather()
		}
	}
	goto_avoid_battle()
}

states.designate_inside = {
	inactive() {
		inactive_prompt("designate inside", moving_piece(), 0)
	},
	prompt() {
		let where = moving_piece_space()
		view.prompt = "You may withdraw leaders and units into the fortification."
		view.where = where
		gen_action_next()
		let n = count_friendly_units_inside(where)
		for_each_friendly_piece_in_space(where, p => {
			if (is_piece_unbesieged(p) && !did_piece_intercept(p)) {
				if (is_leader(p) || is_fortress(where) || n < 4)
					gen_action_piece(p)
			}
		})
	},
	piece(p) {
		push_undo()
		if (game.summary) {
			game.summary.inside.push(p)
		} else {
			if (is_fortress(moving_piece_space()))
				log(`${piece_name(p)} withdrew into fortress.`)
			else
				log(`${piece_name(p)} withdrew into fort.`)
		}
		set_piece_inside(p)
	},
	next() {
		if (is_fortress(moving_piece_space()))
			print_plain_summary("Withdrew into fortress", 'inside')
		else
			print_plain_summary("Withdrew into fort", 'inside')
		set_active_enemy()
		goto_avoid_battle()
	},
}

// AVOID BATTLE

function goto_avoid_battle() {
	let from = moving_piece_space()
	if (has_unbesieged_enemy_units(from)) {
		if (!game.move.did_attempt_intercept) {
			if (can_enemy_avoid_battle(from)) {
				game.move.avoiding = 0
				set_active_enemy()
				game.state = 'avoid_who'
				return goto_retroactive_foul_weather()
			}
		}
	}
	goto_battle_check()
}

function did_piece_intercept(p) {
	return game.move.intercepted.includes(p)
}

states.avoid_who = {
	inactive() {
		inactive_prompt("avoid battle", moving_piece(), 0)
	},
	prompt() {
		let from = moving_piece_space()
		view.where = from
		if (game.move.avoiding) {
			view.prompt = `Avoid battle from ${space_name(from)} with ${piece_name(game.move.avoiding)}.`
			view.who = game.move.avoiding
			gen_action('avoid')
		} else {
			view.prompt = "You may select a force or unit to avoid battle from " + space_name(from) + "."
			gen_action_pass()
			for_each_friendly_piece_in_space(from, p => {
				if (!did_piece_intercept(p) && is_piece_unbesieged(p))
					gen_action_piece(p)
			})
		}
	},
	piece(p) {
		push_undo()
		if (is_leader(p)) {
			game.move.avoiding = p
			game.force = {
				commander: p,
				reason: 'avoid',
			}
			game.state = 'designate_force'
		} else {
			game.move.avoiding = p
		}
	},
	avoid() {
		attempt_avoid_battle()
	},
	pass() {
		game.move.avoiding = 0
		end_avoid_battle()
	},
}

function attempt_avoid_battle() {
	let avoiding = avoiding_piece()
	let moving = moving_piece()
	let from = moving_piece_space()

	// 6.8 Exception: Auxiliary and all-Auxiliary forces automatically succeed.
	if (is_wilderness_or_mountain(from) && force_has_only_auxiliary_units(avoiding) && !force_has_auxiliary(moving)) {
		log("Auxiliaries avoided battle\n" + describe_force(avoiding, false) + ".")
		game.state = 'avoid_to'
		return
	}

	let die = roll_die("to avoid battle\n" + describe_force(avoiding, false))
	if (is_leader(avoiding))
		die = modify(die, leader_tactics(avoiding), "leader tactics")
	if (die >= 4) {
		game.state = 'avoid_to'
	} else {
		log("Failed.")
		end_avoid_battle()
	}
}

function can_enemy_avoid_battle(from) {
	let can_avoid = false
	for_each_exit(from, to => {
		if ((moving_piece_came_from() !== to)
			&& !has_unbesieged_friendly_units(to)
			&& !has_unbesieged_friendly_fortifications(to))
			can_avoid = true
	})
	// 6.811 British units in Amphib space may avoid directly to port
	if (game.active === FRANCE) {
		if (has_amphib(from)) {
			for_each_british_controlled_port(to => {
				if (to !== from)
					can_avoid = true
			})
		}
	}
	return can_avoid
}

states.avoid_to = {
	inactive() {
		inactive_prompt("avoid battle", moving_piece(), 0)
	},
	prompt() {
		let from = moving_piece_space()
		view.prompt = `Avoid battle from ${space_name(from)} \u2014 select where to.`
		view.who = avoiding_piece()
		view.where = from
		for_each_exit(from, to => {
			if ((moving_piece_came_from() !== to)
				&& !has_unbesieged_enemy_units(to)
				&& !has_unbesieged_enemy_fortifications(to))
				gen_action_space(to)
		})
		// 6.811 British units in Amphib space may avoid directly to port
		if (game.active === BRITAIN) {
			if (has_amphib(from)) {
				for_each_british_controlled_port(to => {
					if (to !== from)
						gen_action_space(to)
				})
			}
		}
	},
	space(to) {
		log(`Avoided to %${to}.`)
		end_avoid_battle_success(to)
	},
}

function end_avoid_battle_success(to) {
	let who = avoiding_piece()
	move_piece_to(who, to)
	end_avoid_battle()
}

function end_avoid_battle() {
	let who = avoiding_piece()
	if (who)
		unstack_force(who)
	set_active_enemy()
	game.state = 'move'
	goto_battle_check()
}

// BATTLE

function for_each_attacking_piece(fn) {
	game.battle.atk_pcs.forEach(fn)
}

function count_attacking_units() {
	let n = 0
	for (let i = 0; i < game.battle.atk_pcs.length; ++i)
		if (is_unit(game.battle.atk_pcs[i]))
			++n
	return n
}

function for_each_defending_piece(fn) {
	let where = game.battle.where
	if (game.battle.assault) {
		if (game.battle.defender === BRITAIN) {
			for (let p = first_british_piece; p <= last_british_piece; ++p)
				if (is_piece_in_space(p, where))
					fn(p)
		} else {
			for (let p = first_french_piece; p <= last_french_piece; ++p)
				if (is_piece_in_space(p, where))
					fn(p)
		}
	} else {
		if (game.battle.defender === BRITAIN) {
			for (let p = first_british_piece; p <= last_british_piece; ++p)
				if (is_piece_unbesieged_in_space(p, where))
					fn(p)
		} else {
			for (let p = first_french_piece; p <= last_french_piece; ++p)
				if (is_piece_unbesieged_in_space(p, where))
					fn(p)
		}
	}
}

function some_attacking_piece(fn) {
	let r = false
	for_each_attacking_piece(p => { if (fn(p)) r = true })
	return r
}

function some_defending_piece(fn) {
	let r = false
	for_each_defending_piece(p => { if (fn(p)) r = true })
	return r
}

function attacker_combat_strength() {
	let str = 0
	for_each_attacking_piece(p => {
		if (is_unit(p))
			str += unit_strength(p)
	})
	return str
}

function defender_combat_strength() {
	let str = 0
	for_each_defending_piece(p => {
		if (is_unit(p))
			str += unit_strength(p)
	})
	return str
}

const COMBAT_RESULT_TABLE = [
	// S/D  0  1  2  3  4  5  6  7
	[  0, [ 0, 0, 0, 0, 0, 1, 1, 1 ]],
	[  1, [ 0, 0, 0, 0, 1, 1, 1, 1 ]],
	[  2, [ 0, 0, 0, 1, 1, 1, 1, 2 ]],
	[  3, [ 0, 0, 1, 1, 1, 1, 2, 2 ]],
	[  5, [ 0, 0, 1, 1, 2, 2, 2, 3 ]],
	[  8, [ 0, 1, 2, 2, 2, 3, 3, 3 ]],
	[ 12, [ 1, 2, 2, 2, 3, 3, 4, 4 ]],
	[ 16, [ 1, 2, 3, 3, 4, 4, 4, 5 ]],
	[ 21, [ 2, 3, 3, 4, 4, 5, 5, 6 ]],
	[ 27, [ 3, 4, 4, 4, 5, 5, 6, 7 ]],
	[ 1000, [ 3, 4, 5, 5, 5, 6, 7, 8 ]],
]

function combat_result(die, str, shift) {
	die = clamp(die, 0, 7)
	str = clamp(str, 0, 28)
	for (let i = 0; i < COMBAT_RESULT_TABLE.length; ++i) {
		if (str <= COMBAT_RESULT_TABLE[i][0]) {
			let k = clamp(i + shift, 0, COMBAT_RESULT_TABLE.length-1)
			let r = COMBAT_RESULT_TABLE[k][1][die]
			if (k === 0)
				log(`Lookup ${die} on column 0.`)
			else if (k === COMBAT_RESULT_TABLE.length - 1)
				log(`Lookup ${die} on column >= 28.`)
			else {
				let a = COMBAT_RESULT_TABLE[k-1][0] + 1
				let b = COMBAT_RESULT_TABLE[k][0]
				if (a === b)
					log(`Lookup ${die} on column ${b}.`)
				else
					log(`Lookup ${die} on column ${a}-${b}.`)
			}
			return r
		}
	}
	return NaN
}

function goto_battle(where, is_assault) {
	logbr()
	if (is_assault)
		log(".assault %" + where)
	else if (game.raid.where !== where)
		log(".battle %" + where)
	logbr()

	game.battle = {
		where: where,
		attacker: game.active,
		defender: enemy(),
		assault: is_assault,
		atk_worth_vp: 0,
		def_worth_vp: 0,
		atk_pcs: [],
	}

	// Make a list of attacking pieces (for sorties and so we can unstack from the leader box)
	if (game.battle.assault) {
		game.battle.atk_commander = find_friendly_commanding_leader_in_space(game.battle.where)
		let where = game.battle.where
		if (game.battle.attacker === BRITAIN) {
			for (let p = first_british_piece; p <= last_british_piece; ++p)
				if (is_piece_in_space(p, where))
					game.battle.atk_pcs.push(p)
		} else {
			for (let p = first_french_piece; p <= last_french_piece; ++p)
				if (is_piece_in_space(p, where))
					game.battle.atk_pcs.push(p)
		}
	} else if (game.raid.where === where) {
		game.battle.atk_commander = find_friendly_commanding_leader_in_space(game.battle.where)
		for_each_friendly_piece_in_space(game.battle.where, p => {
			game.battle.atk_pcs.push(p)
		})
	} else {
		game.battle.atk_commander = game.move.moving
		for_each_piece_in_force(game.move.moving, p => {
			game.battle.atk_pcs.push(p)
		})
	}

	// 5.36 unit or leader may not be activated if it participated in combat or assault.
	if (game.activation) {
		for_each_attacking_piece(p => {
			if (game.activation.includes(p)) {
				log(`Deactivated ${log_piece_name_and_place(p)}.`)
				remove_from_array(game.activation, p)
				unstack_force(p)
			}
		})
	}

	if (game.raid)
		game.raid.battle = where

	// No Militia take part in assaults
	if (!game.battle.assault)
		goto_battle_militia()
	else
		goto_battle_sortie()

	// Pause for foul weather before any battles are resolved...
	goto_retroactive_foul_weather()
}

function determine_battle_vp_worth() {
	if (!game.battle.assault) {
		let n_atk = 0
		for_each_attacking_piece(p => {
			if (is_unit(p))
				++n_atk
			if (is_regular(p))
				game.battle.atk_worth_vp = 1
		})
		if (n_atk > 4)
			game.battle.atk_worth_vp = 1

		let n_def = 0
		for_each_defending_piece(p => {
			if (is_unit(p))
				++n_def
			if (is_regular(p))
				game.battle.def_worth_vp = 1
		})
		if (n_def > 4)
			game.battle.def_worth_vp = 1
	}
}

function goto_battle_militia() {
	let box = department_militia(game.battle.where)
	if (box && count_militia_in_department(box) > 0 && !game.raid.where) {
		let first = 0, last = 0
		switch (box) {
		case ST_LAWRENCE_CANADIAN_MILITIAS:
			set_active(FRANCE)
			first = first_st_lawrence_department
			last = last_st_lawrence_department
			break
		case NORTHERN_COLONIAL_MILITIAS:
			set_active(BRITAIN)
			first = first_northern_department
			last = last_northern_department
			break
		case SOUTHERN_COLONIAL_MILITIAS:
			set_active(BRITAIN)
			first = first_southern_department
			last = last_southern_department
			break
		}
		// 7.3 exception: No Militia if there are enemy raided markers.
		for (let s = first; s <= last; ++s)
			if (has_enemy_raided_marker(s))
				return goto_battle_sortie()
		game.state = 'militia_in_battle'
		if (game.summary)
			game.summary.deploy = []
	} else {
		goto_battle_sortie()
	}
}

states.militia_in_battle = {
	inactive() {
		inactive_prompt("deploy militia in battle", 0, game.battle.where)
	},
	prompt() {
		view.prompt = `You may deploy militia at ${space_name(game.battle.where)}.`
		let box = department_militia(game.battle.where)
		view.where = game.battle.where
		if (game.active === FRANCE) {
			for (let p = first_french_militia; p <= last_french_militia; ++p)
				if (piece_node(p) === box)
					gen_action_piece(p)
		} else {
			for (let p = first_british_militia; p <= last_british_militia; ++p)
				if (piece_node(p) === box)
					gen_action_piece(p)
		}
		gen_action_next()
	},
	piece(p) {
		push_undo()
		move_piece_to(p, game.battle.where)
		if (game.active === game.battle.attacker)
			game.battle.atk_pcs.push(p)
		if (game.summary)
			game.summary.deploy.push(p)
		else
			log(`Deployed ${piece_name(p)}.`)
	},
	next() {
		print_plain_summary("Deployed", 'deploy')
		goto_battle_sortie()
	},
}

function goto_battle_sortie() {
	set_active(game.battle.attacker)
	if (has_besieged_friendly_units(game.battle.where)) {
		game.state = 'sortie'
		if (game.summary)
			game.summary.sortie = []
	} else {
		goto_battle_attacker_events()
	}
}

function sortie_with_piece(p) {
	if (game.summary)
		game.summary.sortie.push(p)
	else
		log(`${piece_name(p)} sortied.`)

	game.battle.atk_pcs.push(p)

	// 5.36 unit or leader may not be activated if it participated in combat or assault.
	unstack_piece_from_force(p)
	if (game.activation)
		remove_from_array(game.activation, p)
}

states.sortie = {
	inactive() {
		inactive_prompt("sortie with besieged units", 0, game.battle.where)
	},
	prompt() {
		view.prompt = `You may sortie with besieged units at ${space_name(game.battle.where)}.`
		view.where = game.battle.where
		let done = true
		for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
			if (is_piece_besieged_in_space(p, game.battle.where)) {
				if (!game.battle.atk_pcs.includes(p)) {
					gen_action_piece(p)
					done = false
				}
			}
		}
		if (!done)
			gen_action('pick_up_all')
		gen_action_next()
	},
	piece(p) {
		push_undo()
		sortie_with_piece(p)
	},
	pick_up_all() {
		push_undo()
		for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
			if (is_piece_besieged_in_space(p, game.battle.where))
				if (!game.battle.atk_pcs.includes(p))
					sortie_with_piece(p)
	},
	next() {
		print_plain_summary("Sortied", 'sortie')
		goto_battle_attacker_events()
	},
}

function count_auxiliary_units_in_attack() {
	let n = 0
	for_each_attacking_piece(p => {
		if (is_auxiliary(p))
			++n
	})
	return n
}

function count_auxiliary_units_in_defense() {
	let n = 0
	for_each_defending_piece(p => {
		if (is_auxiliary(p))
			++n
	})
	return n
}

function has_light_infantry_in_attack() {
	let n = 0
	for_each_attacking_piece(p => {
		if (is_light_infantry(p))
			++n
	})
	return n > 0
}

function has_light_infantry_in_defense() {
	let n = 0
	for_each_defending_piece(p => {
		if (is_light_infantry(p))
			++n
	})
	return n > 0
}

function can_play_ambush_in_attack() {
	if (!game.battle.assault && game.events.ambush !== game.battle.attacker) {
		let s = game.battle.where
		if (is_card_available_for_attacker(AMBUSH_1) || is_card_available_for_attacker(AMBUSH_2)) {
			let n = count_auxiliary_units_in_attack()
			if (is_wilderness_or_mountain(s) && n > 0) {
				if (has_enemy_fort(s) || has_light_infantry_in_defense(s) || count_auxiliary_units_in_defense() > n)
					return false
				return true
			}
		}
	}
	return false
}

function can_play_ambush_in_defense() {
	if (!game.battle.assault && game.events.ambush !== game.battle.defender) {
		let s = game.battle.where
		if (is_card_available_for_defender(AMBUSH_1) || is_card_available_for_defender(AMBUSH_2)) {
			let n = count_auxiliary_units_in_defense()
			if (is_wilderness_or_mountain(s) && n > 0) {
				if (has_enemy_fort(s) || has_light_infantry_in_attack(s) || count_auxiliary_units_in_attack() > n)
					return false
				return true
			}
		}
	}
	return false
}

function can_play_coehorns_in_attack() {
	if (is_card_available_for_attacker(COEHORNS))
		return game.battle.assault && has_friendly_regulars(game.battle.where)
	return false
}

function can_play_fieldworks_in_attack() {
	if (!game.battle.assault) {
		if (is_card_available_for_attacker(FIELDWORKS_1) || is_card_available_for_attacker(FIELDWORKS_2)) {
			if (has_fieldworks(game.battle.where)) {
				if (game.battle.assault)
					return has_friendly_drilled_troops(game.battle.where)
				else
					return force_has_drilled_troops(game.move.moving)
			}
		}
	}
	return false
}

function can_play_fieldworks_in_defense() {
	if (!game.battle.assault) {
		if (is_card_available_for_defender(FIELDWORKS_1) || is_card_available_for_defender(FIELDWORKS_2)) {
			if (!has_fieldworks(game.battle.where)) {
				return has_friendly_drilled_troops(game.battle.where)
			}
		}
	}
	return false
}

function goto_battle_attacker_events() {
	set_active(game.battle.attacker)
	if (can_play_ambush_in_attack() || can_play_coehorns_in_attack() || can_play_fieldworks_in_attack()) {
		game.state = 'attacker_events'
	} else {
		goto_battle_defender_events()
	}
}

function goto_battle_defender_events() {
	set_active(game.battle.defender)
	if (can_play_ambush_in_defense() || can_play_fieldworks_in_defense()) {
		game.state = 'defender_events'
	} else {
		goto_battle_roll()
	}
}

states.attacker_events = {
	inactive() {
		inactive_prompt("attacker events", 0, game.battle.where)
	},
	prompt() {
		let have = []
		let dont_have = []
		if (can_play_ambush_in_attack()) {
			let x = false
			if (player.hand.includes(AMBUSH_1)) {
				gen_action('play_event', AMBUSH_1)
				x = true
			}
			if (player.hand.includes(AMBUSH_2)) {
				gen_action('play_event', AMBUSH_2)
				x = true
			}
			if (x)
				have.push('"Ambush"')
			else
				dont_have.push('"Ambush"')
		}
		if (can_play_coehorns_in_attack()) {
			if (player.hand.includes(COEHORNS)) {
				gen_action('play_event', COEHORNS)
				have.push('"Coehorns"')
			} else {
				dont_have.push('"Coehorns"')
			}
		}
		if (can_play_fieldworks_in_attack()) {
			let x = false
			if (player.hand.includes(FIELDWORKS_1)) {
				gen_action('play_event', FIELDWORKS_1)
				x = true
			}
			if (player.hand.includes(FIELDWORKS_2)) {
				gen_action('play_event', FIELDWORKS_2)
				x = true
			}
			if (x)
				have.push('"Fieldworks"')
			else
				dont_have.push('"Fieldworks"')
		}
		view.prompt = `Attacker at ${space_name(game.battle.where)}.`
		view.where = game.battle.where
		if (have.length > 0)
			view.prompt += " You may play " + have.join(" or ") + "."
		if (dont_have.length > 0)
			view.prompt += " You don't have " + dont_have.join(" or ") + "."
		if (have.length === 0 && dont_have.length === 0)
			view.prompt += " You have no more response events."
		gen_action_next()
	},
	play_event(c) {
		push_undo()
		play_card(c)
		switch (c) {
		case AMBUSH_1:
		case AMBUSH_2:
			game.events.ambush = game.active
			break
		case COEHORNS:
			game.events.coehorns = game.active
			break
		case FIELDWORKS_1:
		case FIELDWORKS_2:
			remove_fieldworks(game.battle.where)
			break
		}
	},
	pass() {
		goto_battle_defender_events()
	},
	next() {
		goto_battle_defender_events()
	},
}

states.defender_events = {
	inactive() {
		inactive_prompt("defender events", 0, game.battle.where)
	},
	prompt() {
		let have = []
		let dont_have = []
		if (can_play_ambush_in_defense()) {
			let x = false
			if (player.hand.includes(AMBUSH_1)) {
				gen_action('play_event', AMBUSH_1)
				x = true
			}
			if (player.hand.includes(AMBUSH_2)) {
				gen_action('play_event', AMBUSH_2)
				x = true
			}
			if (x)
				have.push('"Ambush"')
			else
				dont_have.push('"Ambush"')
		}
		if (can_play_fieldworks_in_defense()) {
			let x = false
			if (player.hand.includes(FIELDWORKS_1)) {
				gen_action('play_event', FIELDWORKS_1)
				x = true
			}
			if (player.hand.includes(FIELDWORKS_2)) {
				gen_action('play_event', FIELDWORKS_2)
				x = true
			}
			if (x)
				have.push('"Fieldworks"')
			else
				dont_have.push('"Fieldworks"')
		}
		view.prompt = `Defender at ${space_name(game.battle.where)}.`
		view.where = game.battle.where
		if (have.length > 0)
			view.prompt += " You may play " + have.join(" or ") + "."
		if (dont_have.length > 0)
			view.prompt += " You don't have " + dont_have.join(" or ") + "."
		if (have.length === 0 && dont_have.length === 0)
			view.prompt += " You have no more response events."
		gen_action_next()
	},
	play_event(c) {
		push_undo()
		play_card(c)
		switch (c) {
		case AMBUSH_1:
		case AMBUSH_2:
			if (game.events.ambush)
				delete game.events.ambush
			else
				game.events.ambush = game.active
			break
		case FIELDWORKS_1:
		case FIELDWORKS_2:
			place_fieldworks(game.battle.where)
			break
		}
	},
	pass() {
		goto_battle_roll()
	},
	next() {
		goto_battle_roll()
	},
}

/*
	if ambush === attacker
		attacker fires
		defender step loss
		defender fires
		attacker step loss
	else if ambush === defender
		defender fires
		attacker step loss
		attacker fires
		defender step loss
	else
		attacker fires
		defender fires
		attacker step loss
		defender step loss
	determine winner
 */

function goto_battle_roll() {
	determine_battle_vp_worth()
	if (game.events.ambush === game.battle.attacker)
		goto_atk_fire()
	else if (game.events.ambush === game.battle.defender)
		goto_def_fire()
	else
		goto_atk_fire()
}

function end_atk_fire() {
	if (game.events.ambush)
		goto_def_step_losses()
	else
		goto_def_fire()
}

function end_def_fire() {
	goto_atk_step_losses()
}

function end_step_losses() {
	flush_summary()
	if (game.active === game.battle.attacker)
		goto_atk_leader_check()
	else
		goto_def_leader_check()
}

function end_leader_check() {
	flush_summary()
	delete game.battle.leader_check
	if (game.events.ambush === game.battle.attacker) {
		if (game.active === game.battle.defender)
			goto_def_fire()
		else
			goto_determine_winner()
	} else if (game.events.ambush === game.battle.defender) {
		if (game.active === game.battle.attacker)
			goto_atk_fire()
		else
			goto_determine_winner()
	} else {
		if (game.active === game.battle.attacker)
			goto_def_step_losses()
		else
			goto_determine_winner()
	}
}

// FIRE

function goto_atk_fire() {
	set_active(game.battle.attacker)

	// Attacker who is wiped out by ambush does not get to fire back!
	if (game.events.ambush === game.battle.defender) {
		if (!some_attacking_piece(is_unit)) {
			game.battle.atk_die = 0
			game.battle.atk_result = 0
			return end_atk_fire()
		}
	}

	logbr()
	log(".b Attacker")

	let str = attacker_combat_strength()
	let shift = 0
	if (game.events.ambush === game.battle.attacker) {
		log(`Strength ${str} \xd7 2 for ambush.`)
		str *= 2
	} else {
		log(`Strength ${str}.`)
	}

	let die = game.battle.atk_die = roll_die()
	if (is_leader(game.battle.atk_commander)) {
		die = modify(die, leader_tactics(game.battle.atk_commander), "leader tactics")
	}
	if (game.events.coehorns === game.battle.attacker) {
		die = modify(die, 2, "for coehorns")
	}

	if (game.battle.assault) {
		log(`1 column left for assaulting`)
		shift -= 1
	} else {
		if (is_wilderness_or_mountain(game.battle.where)) {
			let atk_has_ax = some_attacking_piece(p => is_auxiliary(p) || is_light_infantry(p))
			let def_has_ax = some_defending_piece(p => is_auxiliary(p) || is_light_infantry(p))
			if (!atk_has_ax && def_has_ax)
				die = modify(die, -1, "vs auxiliaries in wilderness")
		}
		if (is_cultivated(game.battle.where)) {
			let atk_has_reg = some_attacking_piece(p => is_regular(p))
			let def_has_reg = some_defending_piece(p => is_regular(p))
			if (!atk_has_reg && def_has_reg)
				die = modify(die, -1, "vs regulars in cultivated")
		}
		if (has_amphib(game.battle.where) && game.move && game.move.type === 'naval') {
			die = modify(die, -1, "amphibious landing")
		}
		if (has_enemy_stockade(game.battle.where)) {
			die = modify(die, -1, "vs stockade")
		}
		if (has_fieldworks(game.battle.where)) {
			// NOTE: Ignore fieldworks during assault, as they belong to the besieging forces.
			log(`1 column left vs fieldworks`)
			shift -= 1
		}
	}

	game.battle.atk_result = combat_result(die, str, shift)
	log(`Attacker result: ${game.battle.atk_result}.`)

	end_atk_fire()
}

function goto_def_fire() {
	set_active(game.battle.defender)

	// Defender who is wiped out by ambush does not get to fire back!
	if (game.events.ambush === game.battle.attacker) {
		if (!some_defending_piece(is_unit)) {
			game.battle.def_die = 0
			game.battle.def_result = 0
			return end_def_fire()
		}
	}

	logbr()
	log(".b Defender")

	let str = defender_combat_strength()
	let shift = 0
	if (game.events.ambush === game.battle.defender) {
		log(`Strength ${str} \xd7 2 for ambush.`)
		str *= 2
	} else {
		log(`Strength ${str}.`)
	}

	let die = game.battle.def_die = roll_die()
	let p = find_friendly_commanding_leader_in_space(game.battle.where)
	if (p) {
		die = modify(die, leader_tactics(p), "leader tactics")
	}
	if (game.events.coehorns === game.battle.defender) {
		die = modify(die, 2, "for coehorns")
	}

	if (!game.battle.assault) {
		if (is_wilderness_or_mountain(game.battle.where)) {
			let atk_has_ax = some_attacking_piece(p => is_auxiliary(p) || is_light_infantry(p))
			let def_has_ax = some_defending_piece(p => is_auxiliary(p) || is_light_infantry(p))
			if (atk_has_ax && !def_has_ax)
				die = modify(die, -1, "vs auxiliaries in wilderness")
		}
		if (is_cultivated(game.battle.where)) {
			let atk_has_reg = some_attacking_piece(p => is_regular(p))
			let def_has_reg = some_defending_piece(p => is_regular(p))
			if (atk_has_reg && !def_has_reg)
				die = modify(die, -1, "vs regulars in cultivated")
		}
	}

	game.battle.def_result = combat_result(die, str, shift)
	log(`Defender result: ${game.battle.def_result}.`)

	end_def_fire()
}

// STEP LOSSES

function goto_atk_step_losses() {
	set_active(game.battle.attacker)
	game.battle.def_caused = 0
	if (game.battle.def_result > 0) {
		if (game.move)
			unstack_force(moving_piece())
		game.state = 'step_losses'
		game.battle.step_loss = game.battle.def_result
		if (game.battle.assault)
			game.battle.dt_loss = game.battle.step_loss
		else
			game.battle.dt_loss = Math.ceil(game.battle.step_loss / 2)
		game.battle.units = []
		for_each_attacking_piece(p => {
			if (is_unit(p))
				game.battle.units.push(p)
		})
		logbr()
		log(".b Attacker Losses")
	} else {
		end_step_losses()
	}
}

function goto_def_step_losses() {
	set_active(game.battle.defender)
	game.battle.atk_caused = 0
	if (game.battle.atk_result > 0) {
		game.state = 'step_losses'
		game.battle.step_loss = game.battle.atk_result
		if (game.battle.assault)
			game.battle.dt_loss = game.battle.step_loss
		else
			game.battle.dt_loss = Math.ceil(game.battle.step_loss / 2)
		game.battle.units = []
		for_each_defending_piece(p => {
			if (is_unit(p))
				game.battle.units.push(p)
		})
		// None to take!
		if (game.battle.units.length === 0)
			end_step_losses()
		else {
			logbr()
			log(".b Defender Losses")
		}
	} else {
		end_step_losses()
	}
}

states.step_losses = {
	inactive() {
		if (game.active === game.battle.defender)
			inactive_prompt("defender step losses", 0, game.battle.where)
		else
			inactive_prompt("attacker step losses", 0, game.battle.where)
	},
	prompt() {
		let done = true
		if (game.battle.step_loss > 0) {
			if (game.battle.dt_loss > 0) {
				for (let i = 0; i < game.battle.units.length; ++i) {
					let p = game.battle.units[i]
					if (is_drilled_troops(p) && can_reduce_unit(p)) {
						done = false
						gen_action_piece(p)
					}
				}
				if (done) {
					for (let i = 0; i < game.battle.units.length; ++i) {
						let p = game.battle.units[i]
						if (is_drilled_troops(p)) {
							done = false
							gen_action_piece(p)
						}
					}
				}
			}
			if (done) {
				for (let i = 0; i < game.battle.units.length; ++i) {
					let p = game.battle.units[i]
					if (can_reduce_unit(p)) {
						done = false
						gen_action_piece(p)
					}
				}
			}
			if (done) {
				for (let i = 0; i < game.battle.units.length; ++i) {
					let p = game.battle.units[i]
					done = false
					gen_action_piece(p)
				}
			}
		}
		if (done) {
			view.prompt = `Apply step losses \u2014 done.`
			gen_action_next()
		} else {
			if (game.battle.dt_loss > 0)
				view.prompt = `Apply step losses (${game.battle.step_loss} left, ${game.battle.dt_loss} from drilled troops).`
			else
				view.prompt = `Apply step losses (${game.battle.step_loss} left).`
		}
	},
	piece(p) {
		push_undo()
		--game.battle.step_loss
		if (game.battle.dt_loss > 0 && is_drilled_troops(p))
			--game.battle.dt_loss
		if (reduce_unit(p, false)) {
			remove_from_array(game.battle.atk_pcs, p)
			remove_from_array(game.battle.units, p)
		}
	},
	next() {
		if (game.active === game.battle.attacker)
			game.battle.def_caused = game.battle.def_result - game.battle.step_loss
		else
			game.battle.atk_caused = game.battle.atk_result - game.battle.step_loss
		end_step_losses()
	},
}

function goto_raid_step_losses() {
	if (game.raid.step_loss > 0) {
		game.state = 'raid_step_losses'
		game.raid.units = []
		for_each_friendly_unit_in_space(game.raid.where, p => {
			game.raid.units.push(p)
		})
	} else {
		goto_raid_leader_check()
	}
}

states.raid_step_losses = {
	inactive() {
		inactive_prompt("raid step losses", 0, game.raid.where)
	},
	prompt() {
		view.prompt = `Apply step losses (${game.raid.step_loss}).`
		let can_reduce = false
		if (game.raid.step_loss > 0) {
			for (let i = 0; i < game.raid.units.length; ++i) {
				let p = game.raid.units[i]
				if (can_reduce_unit(p)) {
					can_reduce = true
					gen_action_piece(p)
				}
			}
			if (!can_reduce) {
				for (let i = 0; i < game.raid.units.length; ++i) {
					let p = game.raid.units[i]
					can_reduce = true
					gen_action_piece(p)
				}
			}
		}
		if (!can_reduce)
			gen_action_next()
	},
	piece(p) {
		push_undo()
		--game.raid.step_loss
		if (reduce_unit(p, false))
			remove_from_array(game.raid.units, p)
	},
	next() {
		flush_summary()
		goto_raid_leader_check()
	},
}

// LEADER LOSSES

function goto_atk_leader_check() {
	set_active(game.battle.attacker)
	game.battle.leader_check = []
	if ((game.battle.def_result > 0) && (game.battle.def_die === 1 || game.battle.def_die === 6)) {
		for_each_attacking_piece(p => {
			if (is_leader(p))
				game.battle.leader_check.push(p)
		})
	}
	if (game.battle.leader_check.length > 0) {
		game.state = 'leader_check'
	} else {
		end_leader_check()
	}
}

function goto_def_leader_check() {
	set_active(game.battle.defender)
	game.battle.leader_check = []
	if ((game.battle.atk_result > 0) && (game.battle.atk_die === 1 || game.battle.atk_die === 6)) {
		for_each_defending_piece(p => {
			if (is_leader(p))
				game.battle.leader_check.push(p)
		})
	}
	if (game.battle.leader_check.length > 0) {
		log(`Leader loss check.`)
		game.state = 'leader_check'
	} else {
		end_leader_check()
	}
}

states.leader_check = {
	inactive() {
		if (game.active === game.battle.defender)
			inactive_prompt("defender leader check", 0, game.battle.where)
		else
			inactive_prompt("attacker leader check", 0, game.battle.where)
	},
	prompt() {
		view.prompt = "Roll for leader losses."
		for (let i = 0; i < game.battle.leader_check.length; ++i)
			gen_action_piece(game.battle.leader_check[i])
	},
	piece(p) {
		let die = roll_die("for " + piece_name(p))
		if (die === 1) {
			if (game.battle)
				remove_from_array(game.battle.atk_pcs, p)
			eliminate_piece(p, false)
		}
		remove_from_array(game.battle.leader_check, p)
		if (game.battle.leader_check.length === 0)
			end_leader_check()
	},
}

function goto_raid_leader_check() {
	if (game.raid.leader_check) {
		game.raid.leader_check = []
		for_each_friendly_leader_in_space(game.raid.where, p => {
			game.raid.leader_check.push(p)
		})
		if (game.raid.leader_check.length > 0) {
			log(`Leader loss check.`)
			game.state = 'raid_leader_check'
		} else {
			delete game.raid.leader_check
			goto_raiders_go_home()
		}
	} else {
		goto_raiders_go_home()
	}
}

states.raid_leader_check = {
	inactive() {
		inactive_prompt("raider leader check", 0, game.raid.where)
	},
	prompt() {
		view.prompt = "Roll for leader losses."
		for (let i = 0; i < game.raid.leader_check.length; ++i)
			gen_action_piece(game.raid.leader_check[i])
	},
	piece(p) {
		let die = roll_die("for " + piece_name(p))
		if (die === 1)
			eliminate_piece(p, false)
		remove_from_array(game.raid.leader_check, p)
		if (game.raid.leader_check.length === 0) {
			delete game.raid.leader_check
			flush_summary()
			goto_raiders_go_home()
		}
	},
}

// WINNER/LOSER

function return_militia(where) {
	let box = department_militia(where)
	if (box) {
		let n = 0
		for (let p = 1; p <= last_piece; ++p) {
			if (is_militia(p) && is_piece_in_space(p, where)) {
				move_piece_to(p, box)
				++n
			}
		}
		if (n > 0) {
			log(`${n} Militia units returned to their box.`)
		}
	}
}

function goto_determine_winner() {
	set_active(game.battle.attacker)
	if (game.battle.assault)
		determine_winner_assault()
	else
		determine_winner_battle()

	// Reset battle event flags that may occur again (in case of overrun)
	delete game.events.ambush
}

function determine_winner_battle() {
	let where = game.battle.where

	logbr()

	// 7.8: Determine winner
	let atk_eliminated = count_attacking_units() === 0
	let def_eliminated = count_unbesieged_enemy_units_in_space(where) === 0

	let victor
	if (atk_eliminated && def_eliminated) {
		log("Both sides eliminated.")
		if (game.battle.atk_result > game.battle.def_result)
			victor = game.battle.attacker
		else
			victor = game.battle.defender
	} else if (atk_eliminated && !def_eliminated) {
		log("Attacker eliminated.")
		victor = game.battle.defender
	} else if (!atk_eliminated && def_eliminated) {
		log("Defender eliminated.")
		victor = game.battle.attacker
	} else {
		if (game.battle.atk_caused > game.battle.def_caused)
			victor = game.battle.attacker
		else
			victor = game.battle.defender
	}

	logbr()
	if (victor === game.battle.attacker)
		log(".b Attacker Won")
	else
		log(".b Defender Won")

	if (victor === game.battle.attacker && game.battle.def_worth_vp) {
		if (victor === FRANCE)
			award_french_vp(1)
		else
			award_british_vp(1)
	}
	if (victor === game.battle.defender && game.battle.atk_worth_vp) {
		if (victor === FRANCE)
			award_french_vp(1)
		else
			award_british_vp(1)
	}

	return_militia(game.battle.where)

	if (victor === game.battle.attacker)
		remove_fieldworks(where)

	logbr()

	// Raid battle vs militia
	if (game.raid && game.raid.where > 0) {
		if (victor === game.battle.attacker) {
			goto_raid_events()
		} else {
			if (game.battle.atk_pcs.length > 0) {
				retreat_attacker(game.raid.where, game.raid.from[game.raid.where] | 0)
			} else {
				retreat_attacker(game.raid.where, game.raid.from[game.raid.where] | 0)
				end_retreat_attacker(game.raid.from[game.raid.where])
			}
		}
		return
	}

	// Normal battle

	// 6.712 - Infiltrator must always retreat from fort/fortress even if they win
	if (game.move.infiltrated && has_unbesieged_enemy_fort_or_fortress(game.battle.where))
		victor = game.battle.defender

	if (victor === game.battle.attacker) {
		if (def_eliminated && game.battle.def_result === 0)
			game.battle.overrun = 1
		if (has_unbesieged_enemy_pieces(where)) {
			log(".b Defender Retreat")
			goto_retreat_defender()
		} else {
			if (game.battle.overrun) {
				end_move_step(false, true)
			} else {
				end_move_step(true)
			}
		}
	} else {
		/* If attacker must retreat, unbesieged defenders who withdrew inside can come out. */
		if (is_space_unbesieged(where)) {
			for (let p = first_piece; p <= last_piece; ++p)
				if (is_piece_besieged_in_space(p, where))
					set_piece_outside(p)
		}

		if (game.battle.atk_pcs.length > 0) {
			unstack_force(moving_piece())
			retreat_attacker(game.battle.where, moving_piece_came_from())
		} else {
			retreat_attacker(game.battle.where, moving_piece_came_from())
			end_retreat_attacker(moving_piece_came_from())
		}
	}
}

function eliminate_enemy_pieces_inside(where) {
	for (let p = first_enemy_piece; p <= last_enemy_piece; ++p)
		if (is_piece_besieged_in_space(p, where))
			eliminate_piece(p, false)
}

function determine_winner_assault() {
	let where = game.battle.where
	let victor

	logbr()

	if (game.battle.atk_result > game.battle.def_result)
		victor = game.battle.attacker
	else
		victor = game.battle.defender

	if (victor === game.battle.attacker) {
		log(".b Attacker Won Assault")
		eliminate_enemy_pieces_inside(where)
		remove_siege_marker(where)
		if (has_enemy_fortress(where)) {
			capture_enemy_fortress(where)
			if (can_play_massacre())
				return goto_massacre('assault')
		}
		if (has_enemy_fort(where)) {
			capture_enemy_fort(where)
			if (can_play_massacre())
				return goto_massacre('assault')
		}
	} else {
		log(".b Defender Won Assault")
	}

	logbr()

	end_move_step(true)
}

// RETREAT

function can_attacker_retreat_from_to(p, from, to) {
	if (to === 0)
		return false
	if (has_unbesieged_enemy_units(to))
		return false
	if (has_unbesieged_enemy_fortifications(to))
		return false
	if (force_has_drilled_troops(p)) {
		if (is_cultivated(to) || has_friendly_fortifications(to))
			return true
		else
			return false
	}
	return true
}

function retreat_attacker(from, to) {
	set_active(game.battle.attacker)
	game.state = 'retreat_attacker'
	game.retreat = { from, to }
}

states.retreat_attacker = {
	inactive() {
		inactive_prompt("attacker retreat", 0, game.retreat.from)
	},
	prompt() {
		let from = game.retreat.from
		let to = game.retreat.to
		if (from === to)
			view.prompt = `Retreat losing leaders and units back into ${space_name(to)}.`
		else
			view.prompt = `Retreat losing leaders and units from ${space_name(from)} to ${space_name(to)}.`
		view.where = from
		gen_action_space(to)
	},
	space() {
		let from = game.retreat.from
		let to = game.retreat.to

		// NOTE: Besieged pieces that sortie out are 'inside' so not affected by the code below.
		init_retreat_summary()
		log(".b Attacker Retreat")
		for_each_friendly_piece_in_space(from, p => {
			if (is_piece_unbesieged(p)) {
				if (can_attacker_retreat_from_to(p, from, to)) {
					push_retreat_summary(p, "to %" + to)
					move_piece_to(p, to)
				} else {
					eliminate_piece(p, false)
				}
			} else {
				if (is_fortress(to))
					push_retreat_summary(p, "into fortress")
				else
					push_retreat_summary(p, "into fort")
			}
		})
		flush_retreat_summary()
		flush_summary()
		logbr()
		end_retreat_attacker(to)
	}
}

function end_retreat_attacker(to) {
	if (game.move)
		game.move.infiltrated = 0

	// Raid battle vs militia
	if (game.raid && game.raid.where > 0) {
		// if raiders need to retreat again, they go back to this
		// space, unless they retreat to join other raiders
		if (!game.raid.from[to])
			game.raid.from[to] = game.retreat.from
		delete game.retreat
		return goto_pick_raid()
	}

	// Normal battle
	delete game.retreat
	end_retreat()
}

function goto_retreat_defender() {
	set_active(game.battle.defender)
	game.state = 'retreat_defender'
	init_retreat_summary()
}

function can_defender_retreat_from_to(p, from, to) {
	if (has_unbesieged_enemy_units(to))
		return false
	if (has_unbesieged_enemy_fortifications(to))
		return false
	if (game.move && moving_piece_came_from() === to)
		if (!game.retreat || game.retreat.reason !== 'friendly_move' || game.retreat.reason !== 'abandon')
			return false
	if (force_has_drilled_troops(p)) {
		if (is_cultivated(to) || has_friendly_fortifications(to))
			return true
		else
			return false
	}
	return true
}

function can_defender_retreat_inside(p, from) {
	if (has_friendly_fort_or_fortress(from)) {
		let n = count_friendly_units_inside(from)
		let m = count_units_in_force(p)
		if (is_leader(p) || is_fortress(from) || (n + m) <= 4)
			return true
	}
	return false
}

function can_defender_retreat_from(p, from) {
	if (is_piece_inside(p))
		return false
	if (can_defender_retreat_inside(p, from))
		return true
	if (game.battle.defender === BRITAIN && has_amphib(from))
		return true
	let can_retreat = false
	for_each_exit(from, to => {
		if (can_defender_retreat_from_to(p, from, to))
			can_retreat = true
	})
	return can_retreat
}

function can_all_defenders_retreat_from(from) {
	let result = true
	for_each_unbesieged_friendly_piece_in_space(from, p => {
		if (!can_defender_retreat_from(p, from))
			result = false
	})
	return result
}

function can_any_defenders_retreat_from_to(from, to) {
	let result = false
	for_each_unbesieged_friendly_piece_in_space(from, p => {
		if (can_defender_retreat_from_to(p, from, to))
			result = true
	})
	return result
}

function can_any_defenders_retreat_inside(from) {
	let result = false
	for_each_unbesieged_friendly_piece_in_space(from, p => {
		if (can_defender_retreat_inside(p, from))
			result = true
	})
	return result
}

states.retreat_defender = {
	inactive() {
		inactive_prompt("defender retreat", 0, game.battle.where)
	},
	prompt() {
		let from = game.battle.where
		view.prompt = "Retreat losing leaders and units \u2014"
		view.where = from
		let can_retreat = false
		for_each_friendly_piece_in_node(from, p => {
			if (can_defender_retreat_from(p, from)) {
				can_retreat = true
				gen_action_piece(p)
			}
		})
		if (!can_retreat) {
			view.prompt += " done."
			gen_action_next()
		} else {
			view.prompt += " select piece to retreat."
			if (can_all_defenders_retreat_from(from))
				gen_action('pick_up_all')
		}
	},
	piece(piece) {
		push_undo()
		game.battle.who = piece
		game.state = 'retreat_defender_to'
	},
	pick_up_all() {
		push_undo()
		game.state = 'retreat_all_defenders_to'
	},
	next() {
		let from = game.battle.where
		for_each_friendly_piece_in_space(from, p => {
			if (is_piece_unbesieged(p))
				eliminate_piece(p, false)
		})
		flush_retreat_summary()
		flush_summary()
		logbr()
		end_retreat()
	},
}

states.retreat_defender_to = {
	inactive() {
		inactive_prompt("defender retreat", 0, game.battle.where)
	},
	prompt() {
		let from = game.battle.where
		let who = game.battle.who
		view.prompt = "Retreat losing leaders and units \u2014 select where to."
		view.who = who
		if (game.active === BRITAIN && has_amphib(from)) {
			for_each_british_controlled_port(to => gen_action_space(to))
		}
		if (can_defender_retreat_inside(who, from))
			gen_action_space(from)
		for_each_exit(from, to => {
			if (can_defender_retreat_from_to(who, from, to)) {
				gen_action_space(to)
			}
		})
	},
	space(to) {
		let from = game.battle.where
		let who = game.battle.who
		if (from === to) {
			if (is_fortress(to))
				push_retreat_summary(who, "into fortress")
			else
				push_retreat_summary(who, "into fort")
			set_piece_inside(who)
		} else {
			push_retreat_summary(who, "to %" + to)
			move_piece_to(who, to)
		}
		game.state = 'retreat_defender'
	},
}

states.retreat_all_defenders_to = {
	inactive() {
		inactive_prompt("defender retreat", 0, game.battle.where)
	},
	prompt() {
		let from = game.battle.where
		view.prompt = "Retreat all losing leaders and units \u2014 select where to."
		if (game.active === BRITAIN && has_amphib(from)) {
			for_each_british_controlled_port(to => gen_action_space(to))
		}
		if (can_any_defenders_retreat_inside(from))
			gen_action_space(from)
		for_each_exit(from, to => {
			if (can_any_defenders_retreat_from_to(from, to)) {
				gen_action_space(to)
			}
		})
	},
	space(to) {
		push_undo()
		let from = game.battle.where
		let done = true
		for_each_unbesieged_friendly_piece_in_space(from, p => {
			if (from === to) {
				if (can_defender_retreat_inside(p, from)) {
					if (is_fortress(to))
						push_retreat_summary(p, "into fortress")
					else
						push_retreat_summary(p, "into fort")
					set_piece_inside(p)
				} else {
					done = false
				}
			} else {
				if (can_defender_retreat_from_to(p, from, to)) {
					push_retreat_summary(p, "to %" + to)
					move_piece_to(p, to)
				} else {
					done = false
				}
			}
		})
		if (!can_all_defenders_retreat_from(from))
			done = true
		if (done)
			game.state = 'retreat_defender'
	},
	next() {
		push_undo()
		game.state = 'retreat_defender'
	}
}

function end_retreat() {
	set_active(game.battle.attacker)
	if (game.battle.overrun) {
		end_move_step(false, true)
	} else {
		end_move_step(true)
	}
}

function goto_retreat_lone_leader(from, reason) {
	set_active_enemy()
	game.state = 'retreat_lone_leader'
	game.retreat = { from, reason }
	// Pause for foul weather if necessary
	goto_retroactive_foul_weather()
}

function pick_unbesieged_leader(s) {
	for (let p = first_friendly_leader; p <= last_friendly_leader; ++p)
		if (is_piece_unbesieged_in_space(p, s))
			return p
	return 0
}

states.retreat_lone_leader = {
	inactive() {
		inactive_prompt("retreat lone leader", game.move ? moving_piece() : 0, game.retreat.where)
	},
	prompt() {
		let from = game.retreat.from
		let who = pick_unbesieged_leader(from)
		view.prompt = `Retreat lone leader ${piece_name(who)} from ${space_name(from)}.`
		view.who = who
		let can_retreat = false
		if (game.active === BRITAIN && has_amphib(from)) {
			for_each_british_controlled_port(to => {
				can_retreat = true
				gen_action_space(to)
			})
		}
		if (can_defender_retreat_inside(who, from)) {
			can_retreat = true
			gen_action_space(from)
		}
		for_each_exit(from, to => {
			if (can_defender_retreat_from_to(who, from, to)) {
				// Forbid lone leader to coexist with enemy lone leader
				if (!has_unbesieged_enemy_leader(to)) {
					can_retreat = true
					gen_action_space(to)
				}
			}
		})
		if (!can_retreat)
			gen_action('eliminate')
	},
	eliminate() {
		let from = game.retreat.from
		let who = pick_unbesieged_leader(from)
		eliminate_piece(who)
		resume_retreat_lone_leader(from)
	},
	space(to) {
		let from = game.retreat.from
		let who = pick_unbesieged_leader(from)
		if (from === to) {
			if (is_fortress(to))
				log(`${piece_name(who)} retreated into fortress.`)
			else
				log(`${piece_name(who)} retreated into fort.`)
			set_piece_inside(who)
		} else {
			log(`${piece_name(who)} retreated to %${to}.`)
			move_piece_to(who, to)
		}
		resume_retreat_lone_leader(from)
	},
}

function resume_retreat_lone_leader(from) {
	let who = pick_unbesieged_leader(from)
	if (!who) {
		flush_summary()
		switch (game.retreat.reason) {
		case 'indian_alliance':
			set_active_enemy()
			delete game.retreat
			game.state = 'indian_alliance'
			break
		case 'move':
			set_active_enemy()
			delete game.retreat
			resume_move()
			break
		case 'friendly_move':
			delete game.retreat
			resume_move()
			break
		case 'abandon':
			delete game.retreat
			goto_intercept()
			break
		}
	}
}

// SIEGE

const SIEGE_TABLE = [ 0, 0, 0, 1, 1, 1, 2, 2 ]

function can_siege_or_assault_if_activated(leader, where) {
	if (has_besieged_enemy_fortifications(where)) {
		let commanding = find_friendly_commanding_leader_in_space(where)
		if (commanding > 0) {
			let cmd_rank = leader_command(commanding)
			let ldr_rank = leader_command(leader)
			if (ldr_rank === cmd_rank && has_friendly_supplied_drilled_troops(where))
				return true
		}
	}
}

function can_moving_force_siege_or_assault() {
	let leader = moving_piece()
	let where = moving_piece_space()
	if (has_besieged_enemy_fortifications(where)) {
		let commanding = find_friendly_commanding_leader_in_space(where)
		if (commanding > 0) {
			let cmd_rank = leader_command(commanding)
			let ldr_rank = leader_command(leader)
			if (ldr_rank === cmd_rank && force_has_supplied_drilled_troops(leader)) {
				return true
			}
		}
	}
	return false
}

function can_play_coehorns_in_siege(s) {
	return is_friendly_card_available(COEHORNS) && has_friendly_regulars(s)
}

function goto_siege(space) {
	// TODO: unstack here?
	game.siege_where = space
	if (can_play_coehorns_in_siege(game.siege_where))
		game.state = 'siege_coehorns_attacker'
	else
		end_siege_coehorns_attacker()
}

states.siege_coehorns_attacker = {
	inactive() {
		inactive_prompt("attacker siege coehorns", 0, game.siege_where)
	},
	prompt() {
		if (player.hand.includes(COEHORNS)) {
			view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".`
			gen_action('play_event', COEHORNS)
		} else {
			view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`
		}
		gen_action_pass()
	},
	play_event(c) {
		play_card(c)
		game.events.coehorns = game.active
		end_siege_coehorns_attacker()
	},
	pass() {
		end_siege_coehorns_attacker()
	}
}

function end_siege_coehorns_attacker() {
	set_active_enemy()
	if (can_play_coehorns_in_siege(game.siege_where))
		game.state = 'siege_coehorns_defender'
	else
		end_siege_coehorns_defender()
}

states.siege_coehorns_defender = {
	inactive() {
		inactive_prompt("defender siege coehorns", 0, game.siege_where)
	},
	prompt() {
		if (player.hand.includes(COEHORNS)) {
			view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Coehorns & Howitzers".`
			gen_action('play_event', COEHORNS)
		} else {
			view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Coehorns & Howitzers".`
		}
		gen_action_pass()
	},
	play_event(c) {
		play_card(c)
		game.events.coehorns = game.active
		end_siege_coehorns_defender()
	},
	pass() {
		end_siege_coehorns_defender()
	}
}

function end_siege_coehorns_defender() {
	set_active_enemy()
	if (is_friendly_card_available(SURRENDER)) {
		if (game.siege_where === LOUISBOURG && game.sieges[LOUISBOURG] !== 1 && game.sieges[LOUISBOURG] !== 2)
			resolve_siege()
		else
			game.state = 'siege_surrender'
	} else {
		resolve_siege()
	}
}

states.siege_surrender = {
	inactive() {
		inactive_prompt("siege surrender", 0, game.siege_where)
	},
	prompt() {
		if (player.hand.includes(SURRENDER)) {
			view.prompt = `Siege at ${space_name(game.siege_where)}. You may play "Surrender!"`
			gen_action('play_event', SURRENDER)
		} else {
			view.prompt = `Siege at ${space_name(game.siege_where)}. You don't have "Surrender!"`
		}
		gen_action_pass()
	},
	play_event(c) {
		play_card(c)
		goto_surrender()
	},
	pass() {
		resolve_siege()
	}
}

function goto_surrender() {
	for (let p = first_enemy_piece; p <= last_enemy_piece; ++p)
		if (piece_node(p) === game.siege_where)
			set_piece_outside(p)
	delete game.sieges[game.siege_where]
	if (has_enemy_fort(game.siege_where))
		capture_enemy_fort_intact(game.siege_where)
	else
		capture_enemy_fortress(game.siege_where)
	if (can_play_massacre())
		return goto_massacre('surrender')
	goto_surrender_place()
}

function goto_surrender_place() {
	set_active_enemy()
	if (has_friendly_units(game.siege_where)) {
		game.state = 'surrender'
		if (game.siege_where === LOUISBOURG) {
			game.surrender = find_closest_friendly_unbesieged_fortification(QUEBEC)
		} else {
			game.surrender = find_closest_friendly_unbesieged_fortification(game.siege_where)
			if (game.surrender.length === 0)
				if (has_unbesieged_friendly_fortifications(LOUISBOURG))
					game.surrender.push(LOUISBOURG)
		}
	} else {
		end_surrender()
	}
}

states.surrender = {
	inactive() {
		inactive_prompt("surrender", 0, game.siege_where)
	},
	prompt() {
		view.prompt = "Surrender! Place defenders at the closest unbesieged fortification."
		view.where = game.siege_where
		for (let i=0; i < game.surrender.length; ++i)
			gen_action_space(game.surrender[i])
		if (game.surrender.length === 0)
			gen_action('eliminate')
	},
	space(s) {
		for (let p = first_friendly_piece; p <= last_friendly_piece; ++p)
			if (piece_node(p) === game.siege_where)
				move_piece_to(p, s)
		end_surrender()
	},
	eliminate() {
		for (let p = first_friendly_piece; p <= last_friendly_piece; ++p)
			if (piece_node(p) === game.siege_where)
				eliminate_piece(p)
		end_surrender()
	},
}

function end_surrender() {
	set_active_enemy()
	delete game.surrender
	delete game.siege_where
	end_move_step(true)
}

const SIEGE_TABLE_RESULT = {
	0: "No effect.",
	1: "Siege +1.",
	2: "Siege +2."
}

function resolve_siege() {
	let where = game.siege_where
	logbr()
	log(".siege %" + where)
	logbr()
	let att_leader = find_friendly_commanding_leader_in_space(where)
	let def_leader = find_enemy_commanding_leader_in_space(where)
	let die = roll_die("for siege")
	die = modify(die, leader_tactics(att_leader), "besieging leader")
	if (game.events.coehorns)
		die = modify(die, game.events.coehorns === game.active ? 2 : -2, "for coehorns")
	if (def_leader)
		die = modify(die, -leader_tactics(def_leader), "defending leader")
	if (where === LOUISBOURG)
		die = modify(die, -1, "for Louisbourg")
	let result = SIEGE_TABLE[clamp(die, 0, 7)]
	log(`Lookup ${die} on siege table.`)
	log(SIEGE_TABLE_RESULT[result])
	if (result > 0) {
		let level = change_siege_marker(where, result)
		log("Siege level " + level + ".")
	}
	goto_assault_possible(where)
}

// ASSAULT

function is_assault_possible(where) {
	let siege_level = game.sieges[where] | 0
	if (has_enemy_fort(where) && siege_level >= 1)
		return true
	if (has_enemy_fortress(where) && siege_level >= 2)
		return true
	return false
}

function goto_assault_possible(where) {
	if (is_assault_possible(where)) {
		game.state = 'assault_possible'
		game.assault_possible = where
	} else {
		end_move_step(true)
	}
}

states.assault_possible = {
	inactive() {
		inactive_prompt("assault is possible", 0, game.assault_possible)
	},
	prompt() {
		view.prompt = `You may assault at ${space_name(game.assault_possible)}.`
		gen_action_space(game.assault_possible)
		gen_action('assault')
		gen_action('pass')
	},
	space() {
		let where = game.assault_possible
		delete game.assault_possible
		goto_assault(where)
	},
	assault() {
		let where = game.assault_possible
		delete game.assault_possible
		goto_assault(where)
	},
	pass() {
		let where = game.assault_possible
		delete game.assault_possible
		log("Did not assault %" + where)
		end_move_step(true)
	},
}

function goto_assault(where) {
	// TODO: unstack here?
	goto_battle(where, true)
}

// RAID

function goto_pick_raid() {
	if (game.raid.list.length > 0) {
		game.state = 'pick_raid'
	} else {
		delete game.raid
		// TODO: allow demolish before ending activation
		end_activation()
	}
}

states.pick_raid = {
	inactive: "pick raid",
	prompt() {
		view.prompt = "Pick the next raid space."
		for (let i=0; i < game.raid.list.length; ++i)
			gen_action_space(game.raid.list[i])
	},
	space(s) {
		logbr()
		log(".raid %" + s)
		logbr()
		game.raid.where = s
		remove_from_array(game.raid.list, s)
		goto_raid_militia()
	},
}

function goto_raid_militia() {
	let where = game.raid.where
	if (has_enemy_stockade(where) && enemy_department_has_at_least_n_militia(where, 1)) {
		if (where === game.raid.battle) {
			goto_raid_events()
		} else {
			set_active_enemy()
			game.state = 'militia_against_raid'
			game.count = 1
		}
	} else {
		goto_raid_events()
	}
}

states.militia_against_raid = {
	inactive() {
		inactive_prompt("deploy militia against raid", 0, game.raid.where)
	},
	prompt() {
		view.prompt = `You may deploy one militia against the raid at ${space_name(game.raid.where)}.`
		view.where = game.raid.where
		if (game.count > 0) {
			let box = department_militia(game.raid.where)
			if (game.active === FRANCE) {
				for (let p = first_french_militia; p <= last_french_militia; ++p)
					if (piece_node(p) === box)
						gen_action_piece(p)
			} else {
				for (let p = first_british_militia; p <= last_british_militia; ++p)
					if (piece_node(p) === box)
						gen_action_piece(p)
			}
		}
		gen_action_next()
	},
	piece(p) {
		push_undo()
		move_piece_to(p, game.raid.where)
		log(`Deployed ${piece_name(p)}.`)
		game.count --
	},
	next() {
		set_active_enemy()
		if (game.count === 0)
			goto_battle(game.raid.where, false)
		else
			goto_raid_events()
	},
}

const RAID_TABLE = {
	stockade:   [  2, 1, 1, 0, 2, 1, 0, 0 ],
	cultivated: [  2, 0, 0, 0, 1, 1, 0, 0 ],
}

function goto_raid_events() {
	if (is_enemy_card_available(BLOCKHOUSES) && !enemy_player.pass_bh) {
		set_active_enemy()
		game.state = 'raid_blockhouses'
	} else {
		resolve_raid()
	}
}

states.raid_blockhouses = {
	inactive() {
		inactive_prompt("raid blockhouses", 0, game.raid.where)
	},
	prompt() {
		if (player.hand.includes(BLOCKHOUSES)) {
			view.prompt = `Raid at ${space_name(game.raid.where)}. You may play "Blockhouses".`
			gen_action('play_event', BLOCKHOUSES)
		} else {
			view.prompt = `Raid at ${space_name(game.raid.where)}. You don't have "Blockhouses".`
		}
		gen_action('pass_bh_season')
		gen_action_pass()
	},
	play_event(c) {
		play_card(c)
		game.events.blockhouses = game.active
		set_active_enemy()
		resolve_raid()
	},
	pass_bh_season() {
		player.pass_bh = 1
		states.raid_blockhouses.pass()
	},
	pass() {
		set_active_enemy()
		resolve_raid()
	}
}

function resolve_raid() {
	let where = game.raid.where
	let x_stockade = has_enemy_stockade(where)
	let x_allied = has_enemy_allied_settlement(where)

	let natural_die = roll_die("for raid")
	let die = natural_die

	let commander = find_friendly_commanding_leader_in_space(where)
	if (commander)
		die = modify(die, leader_tactics(commander), "leader")
	if (has_friendly_rangers(where))
		die = modify(die, 1, "for rangers")
	if (enemy_department_has_at_least_n_militia(where, 2))
		die = modify(die, -1, "for milita in dept")

	let column = 'cultivated'
	if (x_stockade || x_allied)
		column = 'stockade'
	if (game.events.blockhouses === enemy()) {
		column = 'stockade'
		log("vs enemy blockhouses")
	}

	let result = clamp(die, 0, 7)
	let success = result >= 5
	let losses = RAID_TABLE[column][result]

	log(`Lookup ${die} vs ${column}.`)
	if (success) {
		if (losses === 0)
			log(`Success.`)
		else
			log(`Success with one step loss.`)
		if (x_stockade || x_allied || !has_friendly_raided_marker(where))
			place_friendly_raided_marker(where)
		if (x_stockade)
			destroy_enemy_stockade_in_raid(where)
		if (x_allied)
			eliminate_indian_tribe(where)
	} else {
		if (losses === 0)
			log(`No effect.`)
		else if (losses === 1)
			log(`Failure with one step loss.`)
		else
			log(`Failure with two step losses.`)
	}

	game.raid.step_loss = losses

	// 10.32: leader check
	if (natural_die === 1 || (natural_die === 6 && column === 'stockade'))
		game.raid.leader_check = 1
	else
		game.raid.leader_check = 0

	// Next states:
	//   raider step losses
	//   raider leader check
	//   raiders go home

	goto_raid_step_losses()
}

// RAIDERS GO HOME & INDIANS AND LEADERS GO HOME

function can_follow_indians_home(from) {
	for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) {
		if (is_piece_unbesieged_in_space(p, from))
			return true
	}
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
		if (is_coureurs(p) && is_piece_unbesieged_in_space(p, from))
			return true
	}
	return false
}

function goto_raiders_go_home() {
	// Surviving raiders must go home!
	if (has_friendly_pieces(game.raid.where)) {
		game.state = 'raiders_go_home'
		game.go_home = {
			reason: 'raid',
			who: 0,
			from: 0,
			to: 0,
			follow: {},
		}
		init_go_home_summary()
	} else {
		end_raiders_go_home()
	}
}

function end_raiders_go_home() {
	flush_go_home_summary()
	delete game.go_home
	goto_pick_raid()
}

function goto_indians_and_leaders_go_home() {
	set_active(FRANCE)
	resume_indians_and_leaders_go_home()
}

function resume_indians_and_leaders_go_home() {
	game.state = 'indians_and_leaders_go_home'
	game.go_home = {
		reason: 'late_season',
		who: 0,
		from: 0,
		to: 0,
		follow: {},
	}
	init_go_home_summary()
}

function end_indians_and_leaders_go_home() {
	flush_go_home_summary()
	logbr()
	if (game.active === FRANCE) {
		set_active(BRITAIN)
		resume_indians_and_leaders_go_home()
	} else {
		set_active(FRANCE)
		delete game.go_home
		goto_remove_raided_markers()
	}
}

states.raiders_go_home = {
	inactive() {
		inactive_prompt("raiders go home", 0, game.raid.where)
	},
	prompt() {
		let from = game.raid.where
		let done = true
		if (true) {
			// INDIANS FIRST
			for_each_friendly_unit_in_space(from, p => {
				if (is_indian(p)) {
					done = false
					gen_action_piece(p)
				}
			})
			if (done) {
				for_each_friendly_piece_in_space(from, p => {
					if (!is_indian(p)) {
						done = false
						gen_action_piece(p)
					}
				})
			}
		} else {
			// IN ANY ORDER
			// Possibly confusing because leaders and coureurs can
			// only follow indians when indians lead the way.
			for_each_friendly_piece_in_space(from, p => {
				done = false
				gen_action_piece(p)
			})
		}
		if (done) {
			view.prompt = `Raiders go home from ${space_name(from)} \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Raiders go home from ${space_name(from)}.`
		}
	},
	piece(p) {
		push_undo()
		game.go_home.who = p
		game.go_home.from = game.raid.where
		game.state = 'go_home_to'
	},
	next() {
		end_raiders_go_home()
	},
}

states.indians_and_leaders_go_home = {
	inactive: "indians and leaders go home",
	prompt() {
		let done = true
		for (let p = first_friendly_piece; p <= last_friendly_piece; ++p) {
			let s = piece_space(p)
			if (s && is_piece_unbesieged(p) && !has_friendly_fortifications(s)) {

				// Indians not at their settlement
				if (is_indian(p)) {
					if (s !== indians.space_from_piece[p]) {
						done = false
						gen_action_piece(p)
					}
				}

				// Leaders who are left alone in the wilderness
				if (is_leader(p)) {
					if (is_wilderness_or_mountain(s) && !has_friendly_units(s)) {
						done = false
						gen_action_piece(p)
					}
				}
			}
		}
		if (done) {
			view.prompt = "Indians and leaders go home \u2014 done."
			gen_action_next()
		} else {
			view.prompt = "Indians and leaders go home."
		}
	},
	piece(p) {
		push_undo()
		game.go_home.who = p
		game.go_home.from = piece_space(p)
		game.state = 'go_home_to'
	},
	next() {
		end_indians_and_leaders_go_home()
	},
}

states.go_home_to = {
	inactive() {
		if (game.go_home.reason === 'late_season')
			inactive_prompt("indians and leaders go home", 0, 0)
		else
			inactive_prompt("raiders go home", 0, game.raid.where)
	},
	prompt() {
		let who = game.go_home.who
		let from = game.go_home.from

		if (game.go_home.reason === 'late_season')
			view.prompt = `Indians and leaders go home \u2014 ${piece_name_and_place(who)}.`
		else
			view.prompt = `Raiders go home \u2014 ${piece_name_and_place(who)}.`
		view.who = who

		let can_go_home = false

		if (is_indian(who)) {
			let home = indians.space_from_piece[who]
			// 10.412: Cherokee have no home settlement
			if (home && has_friendly_allied_settlement(home) && !has_enemy_units(home)) {
				can_go_home = true
				gen_action_space(home)
			}

			if (has_unbesieged_friendly_leader(from)) {
				find_closest_friendly_unbesieged_fortification(from).forEach(to => {
					can_go_home = true
					gen_action_space(to)
				})
			} else if (game.go_home.follow && game.go_home.follow[from]) {
				can_go_home = true
				game.go_home.follow[from].forEach(gen_action_space)
			}
		} else {
			// Leader alone in the wilderness; or leaders, rangers, and coureurs after raid.
			find_closest_friendly_unbesieged_fortification(from).forEach(to => {
				can_go_home = true
				gen_action_space(to)
			})
		}

		if (!can_go_home)
			gen_action('eliminate')
	},
	space(to) {
		let who = game.go_home.who
		let from = game.go_home.from
		push_go_home_summary(who, to)
		move_piece_to(who, to)
		if (is_indian(who)) {
			let home = indians.space_from_piece[who]
			game.count = 0
			if (to !== home) {
				if (game.go_home.follow[from]) {
					if (game.go_home.follow[from].includes(to)) {
						game.count = 0
					} else {
						game.go_home.follow[from].push(to)
						game.count = 1
					}
				} else {
					game.go_home.follow[from] = [ to ]
					game.count = 1
				}
			}
			if (game.count > 0 || can_follow_indians_home(from)) {
				game.go_home.to = to
				game.state = 'go_home_with_indians'
			} else {
				end_go_home_to()
			}
		} else {
			// Leader alone in the wilderness; or leaders, rangers and coureurs.
			if (is_leader(who)) {
				if (game.go_home.follow[from]) {
					if (!game.go_home.follow[from].includes(to))
						game.go_home.follow[from].push(to)
				} else {
					game.go_home.follow[from] = [ to ]
				}
			}
			end_go_home_to()
		}
	},
	eliminate() {
		eliminate_piece(game.go_home.who)
		end_go_home_to()
	},
}

states.go_home_with_indians = {
	inactive() {
		if (game.go_home.reason === 'late_season')
			inactive_prompt("indians and leaders go home", 0, 0)
		else
			inactive_prompt("raiders go home", 0, game.raid.where)
	},
	prompt() {
		let from = game.go_home.from
		let to = game.go_home.to

		if (game.go_home.reason === 'late_season')
			view.prompt = "Indians and leaders go home \u2014 "
		else
			view.prompt = "Raiders go home \u2014 "
		if (game.active === FRANCE)
			view.prompt += "leaders and coureurs may follow to "
		else
			view.prompt += "leaders may follow to "
		view.prompt += space_name(to) + "."
		view.where = to

		for (let p = first_friendly_leader; p <= last_friendly_leader; ++p) {
			if (is_piece_unbesieged_in_space(p, from))
				gen_action_piece(p)
		}
		for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
			if (is_coureurs(p) && is_piece_unbesieged_in_space(p, from))
				gen_action_piece(p)
		}

		if (game.count === 0)
			gen_action_next()
	},
	piece(p) {
		push_undo()
		let from = game.go_home.from
		let to = game.go_home.to

		push_go_home_summary(p, to)
		move_piece_to(p, to)
		if (game.count > 0 && is_leader(p))
			game.count = 0

		if (!can_follow_indians_home(from))
			end_go_home_to()
	},
	next() {
		push_undo()
		end_go_home_to()
	},
}

function end_go_home_to() {
	game.go_home.who = 0
	game.go_home.from = 0
	game.go_home.to = 0
	if (game.go_home.reason === 'late_season')
		game.state = 'indians_and_leaders_go_home'
	else
		game.state = 'raiders_go_home'
}

// LATE SEASON - REMOVE RAIDED MARKERS

function goto_remove_raided_markers() {
	if (game.french.raids.length > 0) {
		logbr()
		log(`France removed ${game.french.raids.length} raided markers.`)
		award_french_vp(Math.ceil(game.french.raids.length / 2))
		game.french.raids = []
	}

	if (game.british.raids.length > 0) {
		logbr()
		log(`Britain removed ${game.british.raids.length} raided markers.`)
		award_british_vp(Math.ceil(game.british.raids.length / 2))
		game.british.raids = []
	}

	goto_winter_attrition()
}

// LATE SEASON - WINTER ATTRITION

function is_unit_reduced_for_winter(p) {
	// WBC rules: one-step MD are considered reduced for winter attrition
	return is_unit_reduced(p) || is_one_step_marine_detachment(p)
}

function goto_winter_attrition() {
	set_active(FRANCE)
	game.state = 'winter_attrition'
	logbr()
	log(".h3 French Winter Attrition")
	logbr()
	resume_winter_attrition()
}

function resume_winter_attrition() {
	let done = true
	game.winter_attrition = {}
	for (let s = first_space; s <= last_space; ++s) {
		if (has_friendly_drilled_troops(s)) {
			let safe = false
			if (is_originally_friendly(s))
				safe = true
			if (has_friendly_fortress(s))
				safe = true
			if (has_friendly_fort(s) || has_friendly_stockade(s))
				if (count_friendly_units_in_space(s) <= 4)
					safe = true
			let stack = { n: 0, dt: [] }
			for_each_friendly_unit_in_space(s, p => {
				if (is_drilled_troops(p)) {
					if (is_piece_inside(p) || !safe) {
						stack.dt.push(p)
						if (is_unit_reduced_for_winter(p))
							stack.n++
					}
				}
			})
			if (stack.dt.length > 0) {
				// Never remove the last friendly step in a space.
				if (stack.n !== 1 || count_friendly_units_in_space(s) !== 1) {
					stack.n = Math.ceil(stack.n / 2)
					game.winter_attrition[s] = stack
					done = false
				}
			}
		}
	}
	if (done)
		end_winter_attrition()
}

function end_winter_attrition() {
	flush_summary()
	if (game.active === FRANCE) {
		set_active(BRITAIN)
		logbr()
		log(".h3 British Winter Attrition")
		logbr()
		resume_winter_attrition()
	} else {
		goto_victory_check()
	}
}

states.winter_attrition = {
	inactive: "winter attrition",
	prompt() {
		let done = true
		for (let s in game.winter_attrition) {
			let stack = game.winter_attrition[s]
			for (let p of stack.dt) {
				if (is_unit_reduced_for_winter(p)) {
					if (stack.n > 0) {
						done = false
						gen_action_piece(p)
					}
				} else {
					if (stack.n === 0) {
						done = false
						gen_action_piece(p)
					}
				}
			}
		}
		if (done) {
			view.prompt = "Winter Attrition \u2014 done."
			gen_action_next()
		} else {
			view.prompt = "Winter Attrition: Reduce drilled troops not in winter quarters."
		}
	},
	piece(p) {
		let stack = game.winter_attrition[piece_space(p)]
		push_undo()
		if (is_unit_reduced_for_winter(p))
			stack.n--
		reduce_unit(p, true)
		remove_from_array(stack.dt, p)
	},
	next() {
		end_winter_attrition()
	}
}

// LATE SEASON - VICTORY CHECK

function are_all_british_controlled_spaces(list) {
	for (let i = 0; i < list.length; ++i) {
		let s = list[i]
		if (!is_british_controlled_space(s))
			return false
	}
	return true
}

function is_enemy_controlled_fortress_for_vp(s) {
	// NOTE: active must be FRANCE
	if (has_unbesieged_friendly_units(s)) {
		if (is_space_besieged(s)) {
			// 13.12 British control unless besieging force qualifies to roll on siege table
			let cmd = find_friendly_commanding_leader_in_space(s)
			if (cmd && has_friendly_supplied_drilled_troops(s))
				return false
			return true
		}
		return false
	}
	return true
}

function are_all_enemy_controlled_fortresses_for_vp(list) {
	let result = true
	for (let i = 0; i < list.length; ++i) {
		let s = list[i]
		if (!is_enemy_controlled_fortress_for_vp(s)) {
			result = false
		}
	}
	return result
}

function count_british_controlled_spaces(list) {
	let n = 0
	for (let i = 0; i < list.length; ++i) {
		let s = list[i]
		if (is_british_controlled_space(s))
			++n
	}
	return n
}

function goto_victory_check() {
	set_active(FRANCE)

	if (are_all_british_controlled_spaces(fortresses) && are_all_british_controlled_spaces([NIAGARA, OHIO_FORKS]))
		return goto_game_over(BRITAIN, "Sudden Death: The British control all fortresses, Niagara, and Ohio Forks.")
	if (game.vp >= 11)
		return goto_game_over(FRANCE, "Sudden Death: France has 11 or more VP.")
	if (game.vp <= -11)
		return goto_game_over(BRITAIN, "Sudden Death: Britain has 11 or more VP.")
	if (game.year === 1760 && game.vp >= 8)
		return goto_game_over(FRANCE, "Sudden Death: France has 8 or more VP in 1760.")
	if (game.year === 1761 && game.vp >= 5)
		return goto_game_over(FRANCE, "Sudden Death: France has 5 or more VP in 1761.")
	if (game.year === game.end_year) {
		if (game.year === 1759) {
			// NOTE: active is FRANCE
			if (are_all_enemy_controlled_fortresses_for_vp(originally_british_fortresses) &&
				count_british_controlled_spaces([QUEBEC, MONTREAL, NIAGARA, OHIO_FORKS]) >= 2)
				return goto_game_over(BRITAIN, "British Victory: Britain controls all its fortresses and two of Québec, Montréal, Niagara, and Ohio Forks.")
			if (game.vp >= 1)
				return goto_game_over(FRANCE, "French Victory: France has at least 1 VP.")
			if (game.vp <= -1)
				return goto_game_over(BRITAIN, "British Victory: Britain has at least 1 VP.")
		}
		if (game.year === 1762) {
			if (game.vp >= 1)
				return goto_game_over(FRANCE, "French Victory: France has at least 1 VP.")
			if (game.vp <= -5)
				return goto_game_over(BRITAIN, "British Victory: Britain has at least 5 VP.")
		}
		return goto_game_over("Draw", "The game is a draw.")
	} else {
		game.year++
		start_year()
	}
}

function goto_game_over(result, victory) {
	logbr()
	log(victory)
	game.state = 'game_over'
	game.active = 'None'
	game.result = result
	game.victory = victory
}

states.game_over = {
	inactive() {
		view.prompt = game.victory
	},
	prompt() {
		view.prompt = game.victory
	}
}

// DEMOLITION

function gen_action_demolish() {
	for (let s of player.forts) {
		if (is_space_unbesieged(s)) {
			gen_action('demolish_fort')
			break
		}
	}
	if (player.forts_uc.length > 0) {
		gen_action('demolish_fort')
	}
	if (player.stockades.length > 0) {
		gen_action('demolish_stockade')
	}
	for (let s of game.fieldworks) {
		if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s)) {
			gen_action('demolish_fieldworks')
			break
		}
	}
}

function goto_demolish_fort() {
	push_undo()
	game.demolish_state = game.state
	game.state = 'demolish_fort'
}

function goto_demolish_stockade() {
	push_undo()
	game.demolish_state = game.state
	game.state = 'demolish_stockade'
}

function goto_demolish_fieldworks() {
	push_undo()
	game.demolish_state = game.state
	game.state = 'demolish_fieldworks'
}

function end_demolish() {
	game.state = game.demolish_state
	delete game.demolish_state
}

states.demolish_fort = {
	inactive: "demolish fort",
	prompt() {
		view.prompt = "Demolish an unbesieged friendly fort."
		for (let s of player.forts)
			if (is_space_unbesieged(s))
				gen_action_space(s)
		for (let s of player.forts_uc)
			gen_action_space(s)
	},
	space(s) {
		if (has_friendly_fort_uc(s)) {
			log(`Demolished fort U/C at\n%${s}.`)
			// log(`Fort U/C (%${s}) demolished.`)
			// log(`Fort U/C at %${s} demolished.`)
			remove_friendly_fort_uc(s)
		} else if (has_friendly_fort(s)) {
			log(`Demolished fort at\n%${s}.`)
			// log(`Fort (%${s}) demolished.`)
			// log(`Fort at %${s} demolished.`)
			award_vp(-1)
			remove_friendly_fort(s)
		}
		end_demolish()
	}
}

states.demolish_stockade = {
	inactive: "demolish stockade",
	prompt() {
		view.prompt = "Demolish a friendly stockade."
		for (let s of player.stockades)
			gen_action_space(s)
	},
	space(s) {
		log(`Demolished stockade at\n%${s}.`)
		// log(`Stockade (%${s}) demolished.`)
		// log(`Stockade at %${s} demolished.`)
		// log(`Demolished stockade (%${s}).`)
		remove_friendly_stockade(s)
		end_demolish()
	}
}

states.demolish_fieldworks = {
	inactive: "demolish fieldworks",
	prompt() {
		view.prompt = "Demolish friendly fieldworks."
		for (let s of game.fieldworks)
			if (is_friendly_controlled_space(s) || has_unbesieged_friendly_units(s))
				gen_action_space(s)
	},
	space(s) {
		remove_fieldworks(s)
		end_demolish()
	}
}

// CONSTRUCTION

function format_remain(n) {
	if (n === 0)
		return " \u2014 done"
	return ": " + n + " left"
}

function goto_construct_stockades(card) {
	push_undo()
	discard_card(card, "to construct stockades")
	player.did_construct = 1
	game.state = 'construct_stockades'
	game.count = cards[card].activation
}

states.construct_stockades = {
	inactive: "construct stockades",
	prompt() {
		view.prompt = `Construct Stockades${format_remain(game.count)}.`
		gen_action("end_construction")
		if (game.count > 0) {
			for (let s = first_space; s <= last_space; ++s) {
				if (has_friendly_supplied_drilled_troops(s) || is_originally_friendly(s)) {
					if (has_enemy_units(s))
						continue
					if (has_enemy_fortifications(s))
						continue
					if (has_friendly_fortifications(s))
						continue
					if (is_space_besieged(s))
						continue
					if (is_fortress(s))
						continue
					gen_action_space(s)
				}
			}
		}
	},
	space(s) {
		push_undo()
		log(`Stockade at %${s}.`)
		// log(`Constructed stockade at %${s}.`)
		// log(`Stockade at %${s} constructed.`)
		set_add(player.stockades, s)
		game.count --
	},
	end_construction() {
		end_action_phase()
	},
	pass() {
		this.end_construction()
	},
	next() {
		this.end_construction()
	},
}

function goto_construct_forts(card) {
	push_undo()
	discard_card(card, "to construct forts")
	player.did_construct = 1
	game.state = 'construct_forts'
	game.count = cards[card].activation
	game.list = []
}

states.construct_forts = {
	inactive: "construct forts",
	prompt() {
		view.prompt = `Construct Forts${format_remain(game.count)}.`
		gen_action("end_construction")
		if (game.count > 0) {
			for (let s = first_space; s <= last_space; ++s) {
				if (has_friendly_supplied_drilled_troops(s)) {
					if (game.list.includes(s))
						continue
					if (has_friendly_fort(s))
						continue
					if (is_space_besieged(s))
						continue
					if (is_fortress(s))
						continue
					gen_action_space(s)
				}
			}
		}
	},
	space(s) {
		push_undo()
		if (has_friendly_fort_uc(s)) {
			// log(`Finished building fort at %${s}.`)
			// log(`Fort (%${s}) built.`)
			log(`Fort at %${s}.`)
			place_friendly_fort(s)
		} else {
			// log(`Started building fort at %${s}.`)
			// log(`Fort U/C (%${s}) built.`)
			log(`Fort U/C at %${s}.`)
			place_friendly_fort_uc(s)
			game.list.push(s) // don't finish it in the same action phase
		}
		game.count --
	},
	end_construction() {
		delete game.list
		end_action_phase()
	},
	pass() {
		this.end_construction()
	},
	next() {
		this.end_construction()
	},
}

// MAX TWO 7 COMMAND LEADERS

function count_7_command_leaders_in_play() {
	let n = 0
	if (is_piece_on_map(ABERCROMBY)) ++n
	if (is_piece_on_map(AMHERST)) ++n
	if (is_piece_on_map(BRADDOCK)) ++n
	if (is_piece_on_map(LOUDOUN)) ++n
	return n
}

function end_british_reinforcement() {
	delete game.leader
	if (count_7_command_leaders_in_play() > 2) {
		game.state = 'max_two_7_command_leaders_in_play'
	} else {
		delete game.seven
		end_action_phase()
	}
}

states.max_two_7_command_leaders_in_play = {
	inactive: "remove a 7 command leader",
	prompt() {
		if (count_7_command_leaders_in_play() > 2) {
			view.prompt = `Remove a 7 command leader from play.`
			if (!game.seven.includes(ABERCROMBY)) gen_action_piece(ABERCROMBY)
			if (!game.seven.includes(AMHERST)) gen_action_piece(AMHERST)
			if (!game.seven.includes(BRADDOCK)) gen_action_piece(BRADDOCK)
			if (!game.seven.includes(LOUDOUN)) gen_action_piece(LOUDOUN)
		} else {
			view.prompt = `Remove a 7 command leader from play \u2014 done.`
			gen_action_next()
		}
	},
	piece(p) {
		push_undo()
		eliminate_piece(p)
		remove_from_array(game.seven, p)
	},
	next() {
		delete game.seven
		end_action_phase()
	}
}

// EVENTS

function can_play_massacre() {
	let s = moving_piece_space()
	if (is_enemy_card_available(MASSACRE))
		return has_friendly_indians(s) && has_friendly_drilled_troops(s)
	return false
}

function goto_massacre(reason) {
	set_active_enemy()
	game.state = 'massacre_1'
	game.massacre = reason
	return goto_retroactive_foul_weather()
}

function end_massacre() {
	let reason = game.massacre
	delete game.massacre
	set_active_enemy()
	switch (reason) {
	case 'move':
		resume_move()
		break
	case 'assault':
		end_move_step(true)
		break
	case 'surrender':
		goto_surrender_place()
		break
	}
}

states.massacre_1 = {
	inactive() {
		inactive_prompt("massacre", moving_piece(), 0)
	},
	prompt() {
		if (player.hand.includes(MASSACRE)) {
			view.prompt = `You may play "Massacre!"`
			gen_action('play_event', MASSACRE)
		} else {
			view.prompt = `You don't have "Massacre!"`
		}
		gen_action_pass()
	},
	play_event(c) {
		play_card(c)
		award_vp(1)
		game.state = 'massacre_2'
		set_active_enemy()
		unstack_force(moving_piece())
	},
	pass() {
		end_massacre()
	}
}

states.massacre_2 = {
	inactive() {
		inactive_prompt("massacre", moving_piece(), 0)
	},
	prompt() {
		let s = moving_piece_space()
		let done = true
		for (let p = 1; p <= last_piece; ++p) {
			if (is_indian(p) && is_piece_in_space(p, s)) {
				gen_action_piece(p)
				done = false
			}
		}
		if (done) {
			view.prompt = `Massacre! Eliminate all indians in ${space_name(s)} \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Massacre! Eliminate all indians in ${space_name(s)}.`
		}
	},
	piece(p) {
		eliminate_piece(p, false)
	},
	next() {
		set_active_enemy()
		end_massacre()
	}
}

function can_place_in_space(s) {
	if (has_enemy_units(s))
		return false
	if (has_enemy_fortifications(s))
		return false
	return true
}

function can_restore_unit(p) {
	if (is_piece_on_map(p) && is_piece_unbesieged(p) && is_unit_reduced(p)) {
		if (is_militia(p))
			return true // always in militia box
		if (is_drilled_troops(p))
			return is_in_supply(piece_space(p))
		return true
	}
	return false
}

function count_french_raids_in_southern_department() {
	let n = 0
	for (let i = 0; i < game.french.raids.length; ++i) {
		if (is_southern_department(game.french.raids[i]))
			++n
	}
	return n
}

function count_french_raids_in_northern_department() {
	let n = 0
	for (let i = 0; i < game.french.raids.length; ++i) {
		if (is_northern_department(game.french.raids[i]))
			++n
	}
	return n
}

events.provincial_regiments_dispersed_for_frontier_duty = {
	can_play() {
		let s = Math.min(count_french_raids_in_southern_department(), count_southern_provincials())
		let n = Math.min(count_french_raids_in_northern_department(), count_northern_provincials())
		return (s + n) > 0
	},
	play() {
		game.state = 'provincial_regiments_dispersed_for_frontier_duty'
		game.frontier_duty = {
			southern: Math.min(count_french_raids_in_southern_department(), count_southern_provincials()),
			northern: Math.min(count_french_raids_in_northern_department(), count_northern_provincials()),
		}
	}
}

states.provincial_regiments_dispersed_for_frontier_duty = {
	prompt() {
		let done = true
		for (let p = first_british_unit; p <= last_british_unit; ++p) {
			if ((game.frontier_duty.northern > 0 && is_northern_provincial(p)) ||
				(game.frontier_duty.southern > 0 && is_southern_provincial(p))) {
				done = false
				gen_action_piece(p)
			}
		}
		if (done) {
			view.prompt = `Provincial Regiments Dispersed \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Provincial Regiments Dispersed: Eliminate ${game.frontier_duty.southern} southern and ${game.frontier_duty.northern} northern provincials.`
		}
	},
	piece(p) {
		push_undo()
		if (is_southern_provincial(p))
			game.frontier_duty.southern --
		if (is_northern_provincial(p))
			game.frontier_duty.northern --
		eliminate_piece(p)
	},
	next() {
		delete game.frontier_duty
		end_action_phase()
	},
}

events.northern_indian_alliance = {
	can_play() {
		return is_friendly_controlled_space(MONTREAL)
	},
	play() {
		let roll = roll_die()
		if (game.vp > 4)
			game.count = roll
		else
			game.count = Math.ceil(roll / 2)
		if (has_friendly_fort(NIAGARA))
			game.alliance = [ 'blue', 'blue-orange' ]
		else
			game.alliance = [ 'blue' ]
		game.state = 'indian_alliance'
	}
}

events.western_indian_alliance = {
	can_play() {
		return has_friendly_fort(OHIO_FORKS)
	},
	play() {
		let roll = roll_die()
		if (game.vp > 4)
			game.count = roll
		else
			game.count = Math.ceil(roll / 2)
		if (has_friendly_fort(NIAGARA))
			game.alliance = [ 'orange', 'blue-orange' ]
		else
			game.alliance = [ 'orange' ]
		game.state = 'indian_alliance'
	}
}

events.iroquois_alliance = {
	can_play() {
		let ff =
			has_friendly_fortifications(OSWEGO) ||
			has_friendly_fortifications(ONEIDA_CARRY_WEST) ||
			has_friendly_fortifications(ONEIDA_CARRY_EAST)
		let ef =
			has_enemy_fortifications(OSWEGO) ||
			has_enemy_fortifications(ONEIDA_CARRY_WEST) ||
			has_enemy_fortifications(ONEIDA_CARRY_EAST)
		if (ff && !ef) {
			if (game.active === BRITAIN)
				return set_has(within_two_of_gray_settlement, piece_space(JOHNSON))
			return true
		}
		return false
	},
	play() {
		let roll = roll_die()
		game.count = roll
		game.alliance = [ 'gray' ]
		game.state = 'indian_alliance'
	},
}

function find_friendly_unused_indian(s) {
	for (let p of indians.pieces_from_space[s])
		if (is_friendly_indian(p) && is_piece_unused(p))
			return p
	return 0
}

states.indian_alliance = {
	prompt() {
		let done = true
		for (let a of game.alliance) {
			if (game.count >= 1) {
				for (let p of indians.pieces_from_color[a]) {
					if (is_friendly_indian(p) && is_piece_unused(p)) {
						let s = indians.space_from_piece[p]
						if (!has_enemy_allied_settlement(s) && can_place_in_space(s)) {
							done = false
							gen_action_space(s)
						}
					}
				}
			}
			if (game.count >= 0.5) {
				for (let p of indians.pieces_from_color[a]) {
					if (is_friendly_indian(p) && can_restore_unit(p)) {
						done = false
						gen_action_piece(p)
					}
				}
			}
		}
		if (done) {
			view.prompt = `Indian Alliance \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Indian Alliance: Place or restore ${game.alliance.join(" or ")} indians (${game.count} left).`
		}
	},
	space(s) {
		push_undo()
		let p = find_friendly_unused_indian(s)
		if (p) {
			place_piece(p, s)
			game.count -= 1.0
			if (has_unbesieged_enemy_leader(s) && !has_unbesieged_enemy_units(s))
				goto_retreat_lone_leader(s, 'indian_alliance')
		}
	},
	piece(p) {
		push_undo()
		restore_unit(p)
		game.count -= 0.5
	},
	next() {
		delete game.alliance
		end_action_phase()
	},
}

// Used by Mohawks and Cherokees events.
function place_indian(s, first, last) {
	push_undo()
	for (let p = first; p <= last; ++p) {
		if (is_piece_unused(p)) {
			place_piece(p, s)
		}
	}
	game.count = 0
}

function can_place_indians(first, last) {
	for (let p = first; p <= last; ++p)
		if (is_piece_unused(p))
			return true
	return false
}

function can_restore_unit_range(first, last) {
	for (let p = first; p <= last; ++p)
		if (can_restore_unit(p))
			return true
	return false
}

function can_place_or_restore_indians(first, last) {
	return can_place_indians(first, last) || can_restore_unit_range(first, last)
}

function goto_restore_units(name, first, last) {
	if (can_restore_unit_range(first, last)) {
		game.state = 'restore_units'
		game.restore = { name, first, last }
	} else {
		end_action_phase()
	}
}

states.restore_units = {
	prompt() {
		let done = true
		for (let p = game.restore.first; p <= game.restore.last; ++p) {
			if (can_restore_unit(p)) {
				gen_action_piece(p)
				done = false
			}
		}
		if (done) {
			view.prompt = `Restore all ${game.restore.name} \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Restore all ${game.restore.name}.`
		}
	},
	piece(p) {
		restore_unit(p)
	},
	next() {
		end_action_phase()
	}
}

events.mohawks = {
	can_play() {
		let s = piece_space(JOHNSON)
		if (set_has(within_two_of_canajoharie, s))
			if (is_piece_unbesieged(JOHNSON))
				return can_place_or_restore_indians(first_mohawk, last_mohawk)
		return false
	},
	play() {
		if (can_place_indians(first_mohawk, last_mohawk)) {
			game.state = 'mohawks'
			game.count = 1
		} else {
			goto_restore_units("Mohawks", first_mohawk, last_mohawk)
		}
	},
}

states.mohawks = {
	prompt() {
		let done = true
		if (game.count > 0) {
			let s = piece_space(JOHNSON)
			if (can_place_in_space(s)) {
				done = false
				gen_action_space(s)
			}
		}
		if (done) {
			view.prompt = "Place all Mohawks not on the map with Johnson \u2014 done."
			gen_action_next()
		} else {
			view.prompt = "Place all Mohawks not on the map with Johnson."
		}
	},
	space(s) {
		place_indian(s, first_mohawk, last_mohawk)
	},
	next() {
		goto_restore_units("Mohawks", first_mohawk, last_mohawk)
	},
}

events.cherokees = {
	can_play() {
		if (game.events.cherokee_uprising)
			return false
		return can_place_or_restore_indians(first_cherokee, last_cherokee)
	},
	play() {
		game.events.cherokees = 1
		if (can_place_indians(first_cherokee, last_cherokee)) {
			game.state = 'cherokees'
			game.count = 1
		} else {
			goto_restore_units("Cherokees", first_cherokee, last_cherokee)
		}

	},
}

states.cherokees = {
	prompt() {
		let done = true
		if (game.count > 0) {
			for (let s = first_southern_department; s <= last_southern_department; ++s) {
				if (has_unbesieged_friendly_fortifications(s)) {
					done = false
					gen_action_space(s)
				}
			}
		}
		if (done) {
			view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept \u2014 done."
			gen_action_next()
		} else {
			view.prompt = "Place all Cherokees not on the map at a British fortification in the southern dept."
		}
	},
	space(s) {
		place_indian(s, first_cherokee, last_cherokee)
	},
	next() {
		goto_restore_units("Cherokees", first_cherokee, last_cherokee)
	},
}

events.cherokee_uprising = {
	can_play() {
		if (game.events.cherokees)
			return true
		return false
	},
	play() {
		delete game.events.cherokees
		game.events.cherokee_uprising = 1
		set_active_enemy()
		game.state = 'cherokee_uprising'
		game.uprising = {
			regular: 2,
			southern: 1
		}
	},
}

states.cherokee_uprising = {
	prompt() {
		let done = true
		for (let p = first_british_unit; p <= last_british_unit; ++p) {
			if (is_piece_on_map(p) && is_piece_unbesieged(p)) {
				let x = false
				if (game.uprising.regular > 0 && is_regular(p))
					x = true
				if (game.uprising.southern > 0 && is_southern_provincial(p))
					x = true
				if (is_cherokee(p))
					x = true
				if (x) {
					done = false
					gen_action_piece(p)
				}
			}
		}
		if (done) {
			view.prompt = `Cherokee Uprising \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Cherokee Uprising: Eliminate ${game.uprising.regular} regulars, ${game.uprising.southern} southern provincials, and all Cherokee.`
		}
	},
	piece(p) {
		push_undo()
		if (is_regular(p))
			game.uprising.regular --
		if (is_southern_provincial(p))
			game.uprising.southern --
		eliminate_piece(p)
	},
	next() {
		delete game.uprising
		set_active_enemy()
		end_action_phase()
	},
}

events.treaty_of_easton = {
	can_play() {
		for (let s of in_or_adjacent_to_ohio_forks)
			if (has_unbesieged_friendly_fortifications(s) && has_british_drilled_troops(s))
				return true
		return false
	},
	play() {
		set_active_enemy()
		game.state = 'treaty_of_easton'
	},
}

states.treaty_of_easton = {
	prompt() {
		let done = true
		for (let p = first_orange_indian; p <= last_orange_indian; ++p) {
			if (is_piece_on_map(p) && is_piece_unbesieged(p)) {
				gen_action_piece(p)
				done = false
			}
		}
		if (done) {
			view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians \u2014 done."
			gen_action_next()
		} else {
			view.prompt = "Treaty of Easton: Eliminate all unbesieged orange indians."
		}
	},
	piece(p) {
		eliminate_piece(p)
	},
	next() {
		set_active_enemy()
		end_action_phase()
	}
}

events.indians_desert = {
	play() {
		game.state = 'indians_desert'
		game.indians_desert = 0
		game.count = 2
	}
}

states.indians_desert = {
	prompt() {
		let can_desert = false
		if (game.count > 0) {
			for (let p = first_enemy_unit; p <= last_enemy_unit; ++p) {
				if (is_indian(p) && is_piece_on_map(p) && is_piece_unbesieged(p)) {
					if (!game.indians_desert || is_piece_in_space(p, game.indians_desert)) {
						can_desert = true
						gen_action_piece(p)
					}
				}
			}
		}
		if (can_desert) {
			view.prompt = `Indians Desert: Eliminate two indians from one space (${game.count} left).`
		} else {
			view.prompt = "Indians Desert: Eliminate two indians from one space \u2014 done."
			gen_action_next()
		}
	},
	piece(p) {
		push_undo()
		if (!game.indians_desert)
			game.indians_desert = piece_space(p)
		eliminate_piece(p)
		game.count --
	},
	next() {
		delete game.indians_desert
		end_action_phase()
	},
}

events.louisbourg_squadrons = {
	can_play() {
		return is_friendly_controlled_space(LOUISBOURG)
	},
	play() {
		game.events.no_amphib = 1
		let roll = roll_die()
		log("No amphibious landings this year.")
		if (roll <= 3) {
			log("No French naval moves ever.")
			log("British may play Quiberon.")
			log("Card removed.")
			game.events.no_fr_naval = 1
			remove_card(LOUISBOURG_SQUADRONS)
		} else {
			log("No effect.")
		}
		end_action_phase()
	}
}

events.governor_vaudreuil_interferes = {
	can_play() {
		let n = 0
		for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) {
			if (is_piece_unbesieged(p))
				if (!game.events.no_fr_naval || piece_space(p) !== LOUISBOURG)
					++n
		}
		return n >= 2
	},
	play() {
		game.state = 'governor_vaudreuil_interferes'
		game.count = 1
		game.swap = 0
	},
}

states.governor_vaudreuil_interferes = {
	inactive: "governor Vaudreuil interferes",
	prompt() {
		if (game.count > 0) {
			if (game.swap) {
				view.prompt = `Governor Vaudreuil Interferes: Reverse location of ${piece_name(game.swap)} and another French leader.`
				view.who = game.swap
			} else {
				view.prompt = "Governor Vaudreuil Interferes: Reverse location of two French leaders."
			}
			for (let p = first_enemy_leader; p <= last_enemy_leader; ++p) {
				if (is_piece_unbesieged(p))
					if (!game.events.no_fr_naval || piece_space(p) !== LOUISBOURG)
						if (p !== game.swap)
							gen_action_piece(p)
			}
		} else {
			view.prompt = "Governor Vaudreuil Interferes \u2014 done."
			gen_action_next()
		}
	},
	piece(p) {
		if (game.swap) {
			push_undo()
			let a = game.swap
			delete game.swap
			let a_loc = piece_space(a)
			let p_loc = piece_space(p)
			move_piece_to(a, p_loc)
			move_piece_to(p, a_loc)
			log(`${piece_name(a)} moved to %${p_loc}.`)
			log(`${piece_name(p)} moved to %${a_loc}.`)
			game.count = 0
		} else {
			push_undo()
			game.swap = p
		}
	},
	next() {
		end_action_phase()
	}
}

events.small_pox = {
	can_play() {
		for (let s = first_space; s <= last_space; ++s)
			if (count_units_in_space(s) > 4)
				return true
		return false
	},
	play() {
		game.state = 'small_pox'
	},
}

states.small_pox = {
	prompt() {
		view.prompt = "Small Pox: Choose a space with more than 4 units."
		for (let s = first_space; s <= last_space; ++s)
			if (count_units_in_space(s) > 4)
				gen_action_space(s)
	},
	space(s) {
		log(`Small Pox at %${s}.`)
		let roll = roll_die()
		if (count_units_in_space(s) > 8) {
			game.count = roll
		} else {
			game.count = Math.ceil(roll / 2)
		}
		log(`Must eliminate ${game.count} steps.`)
		game.state = 'small_pox_eliminate_steps'
		game.small_pox = s
		set_active_enemy()
	},
}

states.small_pox_eliminate_steps = {
	inactive() {
		inactive_prompt("small pox", 0, game.small_pox)
	},
	prompt() {
		let done = true
		if (game.count > 0) {
			for_each_friendly_unit_in_space(game.small_pox, p => {
				if (can_reduce_unit(p)) {
					done = false
					gen_action_piece(p)
				}
			})
			if (done) {
				for_each_friendly_unit_in_space(game.small_pox, p => {
					done = false
					gen_action_piece(p)
				})
			}
		}
		if (done) {
			view.prompt = `Small Pox at ${space_name(game.small_pox)} \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Small Pox at ${space_name(game.small_pox)}: Eliminate steps \u2014 ${game.count} left.`
		}
	},
	piece(p) {
		push_undo()
		game.count --
		reduce_unit(p, false)
	},
	next() {
		if (has_any_indians(game.small_pox)) {
			game.state = 'small_pox_remove_indians'
		} else {
			end_small_pox()
		}
	},
}

states.small_pox_remove_indians = {
	inactive() {
		inactive_prompt("small pox", 0, game.small_pox)
	},
	prompt() {
		view.prompt = `Small Pox at ${space_name(game.small_pox)}: Remove all indians.`
		for_each_unit_in_space(game.small_pox, p => {
			if (is_indian(p))
				gen_action_piece(p)
		})
	},
	piece(p) {
		eliminate_piece(p, false)
		if (!has_any_indians(game.small_pox))
			end_small_pox()
	},
}

function end_small_pox() {
	delete game.small_pox
	set_active_enemy()
	end_action_phase()
}

events.courier_intercepted = {
	can_play() {
		return enemy_player.hand.length > 0
	},
	play() {
		let roll = roll_die()
		if (roll >= 3) {
			let i = random(enemy_player.hand.length)
			let c = enemy_player.hand[i]
			enemy_player.hand.splice(i, 1)
			player.hand.push(c)
			log(`Stole ${card_name(c)}.`)
		} else {
			log("No effect.")
		}
		end_action_phase()
	},
}

events.françois_bigot = {
	can_play() {
		return enemy_player.hand.length > 0
	},
	play() {
		let i = random(enemy_player.hand.length)
		let c = enemy_player.hand[i]
		enemy_player.hand.splice(i, 1)
		game.discard.push(c)
		log(`France discarded ${card_name(c)}.`)
		end_action_phase()
	},
}

const british_ministerial_crisis_cards = [ 47, 48, 54, 57, 58, 59, 60, 61, 63, 64 ]

events.british_ministerial_crisis = {
	can_play() {
		return enemy_player.hand.length > 0
	},
	play() {
		let n = 0
		for (let i = 0; i < enemy_player.hand.length; ++i) {
			let c = enemy_player.hand[i]
			if (set_has(british_ministerial_crisis_cards, c))
				++n
		}
		if (n > 0) {
			set_active_enemy()
			game.state = 'british_ministerial_crisis'
			game.count = 1
		} else {
			log("British player has none of the listed cards in hand.")
			end_action_phase()
		}
	},
}

states.british_ministerial_crisis = {
	prompt() {
		if (game.count > 0) {
			view.prompt = "British Ministerial Crisis: Discard a British Regulars, Highlanders, Light Infantry, Transports, or Victories card."
			for (let i = 0; i < player.hand.length; ++i) {
				let c = player.hand[i]
				if (set_has(british_ministerial_crisis_cards, c))
					gen_action_discard(c)
			}
		} else {
			view.prompt = "British Ministerial Crisis \u2014 done."
			gen_action_next()
		}
	},
	card(c) {
		push_undo()
		game.count = 0
		discard_card(c)
	},
	next() {
		set_active_enemy()
		end_action_phase()
	}
}

function count_southern_provincials() {
	let n = 0
	for (let p = first_southern_provincial; p <= last_southern_provincial; ++p)
		if (is_piece_on_map(p))
			++n
	return n
}

function count_northern_provincials() {
	let n = 0
	for (let p = first_northern_provincial; p <= last_northern_provincial; ++p)
		if (is_piece_on_map(p))
			++n
	return n
}

function count_unbesieged_southern_provincials() {
	let n = 0
	for (let p = first_southern_provincial; p <= last_southern_provincial; ++p)
		if (is_piece_on_map(p) && is_piece_unbesieged(p))
			++n
	return n
}

function count_unbesieged_northern_provincials() {
	let n = 0
	for (let p = first_northern_provincial; p <= last_northern_provincial; ++p)
		if (is_piece_on_map(p) && is_piece_unbesieged(p))
			++n
	return n
}

function can_restore_southern_provincial_regiments() {
	for (let p = first_southern_provincial; p <= last_southern_provincial; ++p)
		if (can_restore_unit(p))
			return true
	return false
}

function can_restore_northern_provincial_regiments() {
	for (let p = first_northern_provincial; p <= last_northern_provincial; ++p)
		if (can_restore_unit(p))
			return true
	return false
}

events.stingy_provincial_assembly = {
	can_play() {
		if (game.pa === ENTHUSIASTIC)
			return false
		let num_n = count_unbesieged_northern_provincials()
		let num_s = count_unbesieged_southern_provincials()
		return (num_n + num_s) > 0
	},
	play() {
		let num_n = count_unbesieged_northern_provincials()
		let num_s = count_unbesieged_southern_provincials()
		if (num_n > 0 && num_s === 0) {
			goto_stingy_provincial_assembly('northern')
		} else if (num_n === 0 && num_s > 0) {
			goto_stingy_provincial_assembly('southern')
		} else {
			game.state = 'stingy_provincial_assembly_department'
			game.count = 1
		}
	}
}

states.stingy_provincial_assembly_department = {
	prompt() {
		view.prompt = "Stingy Provincial Assembly: Choose a department."
		gen_action('northern')
		gen_action('southern')
	},
	northern() {
		goto_stingy_provincial_assembly('northern')
	},
	southern() {
		goto_stingy_provincial_assembly('southern')
	},
}

function goto_stingy_provincial_assembly(dept) {
	set_active_enemy()
	game.state = 'stingy_provincial_assembly'
	game.department = dept
	game.count = 1
}

states.stingy_provincial_assembly = {
	prompt() {
		if (game.count > 0) {
			view.prompt = `Stingy Provincial Assembly: Remove a ${game.department} provincial unit.`
			if (game.department === 'northern') {
				for (let p = first_northern_provincial; p <= last_northern_provincial; ++p)
					if (is_piece_unbesieged(p))
						gen_action_piece(p)
			} else {
				for (let p = first_southern_provincial; p <= last_southern_provincial; ++p)
					if (is_piece_unbesieged(p))
						gen_action_piece(p)
			}
		} else {
			view.prompt = `Stingy Provincial Assembly \u2014 done.`
			gen_action_next()
		}
	},
	piece(p) {
		push_undo()
		game.count = 0
		eliminate_piece(p)
	},
	next() {
		set_active_enemy()
		end_action_phase()
	},
}

events.british_colonial_politics = {
	can_play() {
		if (game.active === FRANCE)
			return game.pa > 0
		return game.pa < 2
	},
	play() {
		if (game.active === FRANCE) {
			game.pa -= 1
			log(`Provincial Assemblies reduced to ${pa_name()}.`)
			goto_british_colonial_politics()
		} else {
			game.pa += 1
			log(`Provincial Assemblies increased to ${pa_name()}.`)
			end_action_phase()
		}
	},
}

function pa_name() {
	switch (game.pa) {
	case RELUCTANT: return "Reluctant"
	case SUPPORTIVE: return "Supportive"
	case ENTHUSIASTIC: return "Enthusiastic"
	}
}

const southern_provincial_limit = [ 2, 4, 6 ]
const northern_provincial_limit = [ 6, 10, 18 ]

function goto_british_colonial_politics() {
	if (game.pa < ENTHUSIASTIC) {
		let num_s = count_southern_provincials()
		let num_n = count_northern_provincials()
		let max_n = northern_provincial_limit[game.pa]
		let max_s = southern_provincial_limit[game.pa]
		if (num_s > max_s || num_n > max_n) {
			set_active_enemy()
			game.state = 'british_colonial_politics'
			return
		}
	}
	end_action_phase()
}

states.british_colonial_politics = {
	prompt() {
		let num_s = count_southern_provincials()
		let num_n = count_northern_provincials()
		let max_n = northern_provincial_limit[game.pa]
		let max_s = southern_provincial_limit[game.pa]
		let done = true
		if (num_s > max_s) {
			for (let p = first_southern_provincial; p <= last_southern_provincial; ++p) {
				if (is_piece_unbesieged(p)) {
					gen_action_piece(p)
					done = false
				}
			}
		}
		if (num_n > max_n) {
			for (let p = first_northern_provincial; p <= last_northern_provincial; ++p) {
				if (is_piece_unbesieged(p)) {
					gen_action_piece(p)
					done = false
				}
			}
		}
		if (done) {
			view.prompt = `British Colonial Politics \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `British Colonial Politics: Remove provincials over limit \u2014 ${num_s}/${max_s} southern, ${num_n}/${max_n} northern.`
		}
	},
	piece(p) {
		push_undo()
		eliminate_piece(p)
	},
	next() {
		set_active_enemy()
		end_action_phase()
	},
}

function can_raise_southern_provincial_regiments() {
	let num = count_southern_provincials()
	let max = southern_provincial_limit[game.pa]
	return num < max
}

function can_raise_northern_provincial_regiments() {
	let num = count_northern_provincials()
	let max = northern_provincial_limit[game.pa]
	return num < max
}

events.raise_provincial_regiments = {
	can_play() {
		if (game.pa === RELUCTANT)
			return false
		if (can_raise_northern_provincial_regiments() || can_restore_northern_provincial_regiments())
			return true
		if (can_raise_southern_provincial_regiments() || can_restore_southern_provincial_regiments())
			return true
		return false
	},
	play() {
		game.state = 'raise_provincial_regiments_where'
	},
}

states.raise_provincial_regiments_where = {
	prompt() {
		view.prompt = "Raise Provincial Regiments in which department?"
		if (can_raise_northern_provincial_regiments() || can_restore_northern_provincial_regiments())
			gen_action('northern')
		if (can_raise_southern_provincial_regiments() || can_restore_southern_provincial_regiments())
			gen_action('southern')
	},
	northern() {
		push_undo()
		let num = count_northern_provincials()
		let max = northern_provincial_limit[game.pa]
		game.state = 'raise_provincial_regiments'
		game.count = clamp(max - num, 0, 4)
		game.department = 'northern'
		game.did_raise = 0
		if (game.count === 0)
			goto_restore_provincial_regiments()
	},
	southern() {
		push_undo()
		let num = count_southern_provincials()
		let max = southern_provincial_limit[game.pa]
		game.state = 'raise_provincial_regiments'
		game.count = clamp(max - num, 0, 2)
		game.department = 'southern'
		game.did_raise = 0
		if (game.count === 0)
			goto_restore_provincial_regiments()
	},
}

states.raise_provincial_regiments = {
	prompt() {
		let done = true
		if (!game.did_raise) {
			if (game.department === 'northern' && can_restore_northern_provincial_regiments()) {
				done = false
				gen_action('restore')
			}
			if (game.department === 'southern' && can_restore_southern_provincial_regiments()) {
				done = false
				gen_action('restore')
			}
		}
		if (game.count > 0) {
			if (game.department === 'northern') {
				for (let s = first_northern_department; s <= last_northern_department; ++s) {
					if (has_unbesieged_friendly_fortifications(s)) {
						done = false
						gen_action_space(s)
					}
				}
			}
			if (game.department === 'southern') {
				for (let s = first_southern_department; s <= last_southern_department; ++s) {
					if (has_unbesieged_friendly_fortifications(s)) {
						done = false
						gen_action_space(s)
					}
				}
			}
		}
		if (done) {
			view.prompt = `Raise Provincial Regiments \u2014 done.`
			gen_action_next()
		} else {
			if (game.did_raise)
				view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left).`
			else
				view.prompt = `Raise Provincial Regiments in ${game.department} department (${game.count} left) or restore all to full.`
		}
	},
	restore() {
		push_undo()
		goto_restore_provincial_regiments()
	},
	space(s) {
		push_undo()
		let p = find_unused_provincial(game.department)
		place_piece(p, s)
		game.count --
		game.did_raise = 1
	},
	next() {
		delete game.did_raise
		delete game.department
		end_action_phase()
	}
}

function goto_restore_provincial_regiments() {
	game.count = 0
	delete game.did_raise
	if (game.department === 'northern') {
		delete game.department
		goto_restore_units("Northern Provincials", first_northern_provincial, last_northern_provincial)
	} else {
		delete game.department
		goto_restore_units("Southern Provincials", first_southern_provincial, last_southern_provincial)
	}
}

function is_card_removed(card) {
	return game.removed.includes(card)
}

events.quiberon_bay = {
	can_play() {
		if (is_card_removed(LOUISBOURG_SQUADRONS))
			return true
		if (is_friendly_controlled_space(LOUISBOURG))
			return true
		if (game.year > 1759)
			return true
		return false
	},
	play() {
		game.events.quiberon = 1
		delete game.events.diplo
		end_action_phase()
	},
}

function is_friendly_siege(space) {
	if (has_friendly_fort(space))
		return true
	if (is_fortress(space))
		return has_unbesieged_enemy_units(space)
	return false
}

events.bastions_repaired = {
	can_play() {
		let result = false
		for_each_siege((space, level) => {
			if (level > 0 && is_friendly_siege(space))
				result = true
		})
		return result
	},
	play() {
		game.state = 'bastions_repaired'
		game.count = 1
	},
}

states.bastions_repaired = {
	prompt() {
		if (game.count > 0) {
			view.prompt = "Bastions Repaired: Replace a siege 1 or siege 2 marker on the map with siege 0."
			for_each_siege((space, level) => {
				if (level > 0 && is_friendly_siege(space))
					gen_action_space(space)
			})
		} else {
			view.prompt = "Bastions Repaired \u2014 done."
			gen_action_next()
		}
	},
	space(s) {
		push_undo()
		log(`Replaced siege marker at %${s} with siege 0.`)
		game.sieges[s] = 0
		game.count = 0
	},
	next() {
		end_action_phase()
	},
}

function is_colonial_recruit(p) {
	return is_coureurs(p) || is_ranger(p) || is_light_infantry(p) || is_provincial(p)
}

events.colonial_recruits = {
	can_play() {
		for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
			if (can_restore_unit(p))
				return true
		return false
	},
	play() {
		let roll = roll_die()
		game.state = 'colonial_recruits'
		game.count = roll
	},
}

states.colonial_recruits = {
	prompt() {
		let done = true
		if (game.count > 0) {
			for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
				if (is_colonial_recruit(p)) {
					if (can_restore_unit(p)) {
						done = false
						gen_action_piece(p)
					}
				}
			}
		}
		if (done) {
			view.prompt = `Colonial Recruits \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Colonial Recruits: Restore ${game.count} reduced colonial recruits.`
		}
	},
	piece(p) {
		push_undo()
		restore_unit(p)
		game.count --
	},
	next() {
		end_action_phase()
	},
}

function can_restore_regular_or_light_infantry_units() {
	for (let p = first_friendly_unit; p <= last_friendly_unit; ++p)
		if (is_regular(p) || is_light_infantry(p))
			if (can_restore_unit(p))
				return true
	return false
}

events.troop_transports_and_local_enlistments = {
	can_play() {
		if (game.active === FRANCE) {
			if (game.events.quiberon)
				return false
			if (is_british_controlled_space(QUEBEC))
				return false
		}
		return can_restore_regular_or_light_infantry_units()
	},
	play() {
		game.state = 'restore_regular_or_light_infantry_units'
		if (game.active === FRANCE)
			game.count = 3
		else
			game.count = 6
	},
}

events.victories_in_germany_release_troops_and_finances_for_new_world = {
	can_play() {
		if (game.year <= 1755)
			return false
		if (game.active === FRANCE) {
			if (game.events.quiberon)
				return false
			if (is_british_controlled_space(QUEBEC))
				return false
		}
		return can_restore_regular_or_light_infantry_units()
	},
	play() {
		game.state = 'restore_regular_or_light_infantry_units'
		game.count = roll_die()
	},
}

states.restore_regular_or_light_infantry_units = {
	prompt() {
		let done = true
		if (game.count > 0) {
			for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
				if (is_regular(p) || is_light_infantry(p)) {
					if (can_restore_unit(p)) {
						done = false
						gen_action_piece(p)
					}
				}
			}
		}
		if (done) {
			view.prompt = `Restore reduced regular or light infantry \u2014 done.`
			gen_action_next()
		} else {
			view.prompt = `Restore ${game.count} reduced regular or light infantry.`
		}
	},
	piece(p) {
		push_undo()
		restore_unit(p)
		game.count --
	},
	next() {
		end_action_phase()
	},
}

events.call_out_militias = {
	can_play() {
		if (game.active === FRANCE) {
			for (let p = first_french_militia; p <= last_french_militia; ++p)
				if (is_piece_unused(p) || is_unit_reduced(p))
					return true
		} else {
			for (let p = first_british_militia; p <= last_british_militia; ++p)
				if (is_piece_unused(p) || is_unit_reduced(p))
					return true
		}
		return false
	},
	play() {
		game.state = 'call_out_militias'
		game.count = 2
	}
}

states.call_out_militias = {
	prompt() {
		let done = true
		if (game.count === 2) {
			if (game.active === BRITAIN) {
				if (find_unused_friendly_militia()) {
					done = false
					gen_action_space(SOUTHERN_COLONIAL_MILITIAS)
					gen_action_space(NORTHERN_COLONIAL_MILITIAS)
				}
			} else {
				if (find_unused_friendly_militia()) {
					done = false
					gen_action_space(ST_LAWRENCE_CANADIAN_MILITIAS)
				}
			}
		}
		if (game.count > 0) {
			if (game.active === BRITAIN) {
				for (let p = first_british_militia; p <= last_british_militia; ++p) {
					if (is_piece_on_map(p) && is_unit_reduced(p)) {
						done = false
						gen_action_piece(p)
					}
				}
			} else {
				for (let p = first_french_militia; p <= last_french_militia; ++p) {
					if (is_piece_on_map(p) && is_unit_reduced(p)) {
						done = false
						gen_action_piece(p)
					}
				}
			}
		}
		if (done) {
			view.prompt = `Call Out Militias \u2014 done.`
			gen_action_next()
		} else {
			if (game.count < 2)
				view.prompt = `Call Out Militias: Restore another militia to full strength.`
			else
				view.prompt = `Call Out Militias: Place one militia into a militia box, or restore 2 to full strength.`
		}
	},
	space(s) {
		push_undo()
		let p = find_unused_friendly_militia()
		place_piece(p, s)
		game.count -= 2
	},
	piece(p) {
		push_undo()
		restore_unit(p)
		game.count -= 1
	},
	next() {
		end_action_phase()
	},
}

events.rangers = {
	play() {
		game.state = 'rangers'
		game.count = 2
	}
}

states.rangers = {
	prompt() {
		let done = true
		if (game.count === 2) {
			if (find_unused_ranger()) {
				for (let s = first_space; s <= last_space; ++s) {
					if (has_unbesieged_friendly_fortifications(s)) {
						done = false
						gen_action_space(s)
					}
				}
			}
		}
		if (game.count > 0) {
			for (let p = first_friendly_unit; p <= last_friendly_unit; ++p) {
				if (is_ranger(p)) {
					if (can_restore_unit(p)) {
						done = false
						gen_action_piece(p)
					}
				}
			}
		}
		if (done) {
			view.prompt = `Rangers \u2014 done.`
			gen_action_next()
		} else {
			if (game.count < 2)
				view.prompt = `Rangers: Restore another ranger to full strength.`
			else
				view.prompt = `Rangers: Place a ranger at a fortification, or restore 2 to full strength.`
		}
	},
	space(s) {
		push_undo()
		let p = find_unused_ranger()
		place_piece(p, s)
		game.count -= 2
	},
	piece(p) {
		push_undo()
		restore_unit(p)
		game.count -= 1
	},
	next() {
		end_action_phase()
	},
}

events.french_regulars = {
	can_play() {
		if (game.events.french_regulars)
			return false
		if (game.events.quiberon)
			return false
		if (!has_british_units(QUEBEC))
			return true
		if (!has_british_units(LOUISBOURG) && !has_amphib(LOUISBOURG))
			return true
		return false
	},
	play() {
		game.state = 'french_regulars'
		if (game.events.once_french_regulars) {
			game.leader = 1
			move_piece_to(MONTCALM, leader_box(MONTCALM))
			move_piece_to(LEVIS, leader_box(LEVIS))
			move_piece_to(BOUGAINVILLE, leader_box(BOUGAINVILLE))
			delete game.events.once_french_regulars
		}
		game.count = 2
		if (game.options.regulars_vp && game.year <= 1756)
			award_vp(-1)
	}
}

states.french_regulars = {
	prompt() {
		if (game.count > 0) {
			if (game.leader)
				view.prompt = `French Regulars: Place Montcalm, Lévis, Bougainville and two regulars at either Québec or Louisbourg.`
			else
				view.prompt = `French Regulars: Place two regulars at either Québec or Louisbourg.`
		} else {
			view.prompt = `French Regulars \u2014 done.`
		}
		if (game.count > 0) {
			if (!has_british_units(QUEBEC))
				gen_action_space(QUEBEC)
			if (!has_british_units(LOUISBOURG) && !has_amphib(LOUISBOURG))
				gen_action_space(LOUISBOURG)
		} else {
			gen_action_next()
		}
	},
	space(s) {
		push_undo()
		if (game.leader) {
			place_piece(MONTCALM, s)
			place_piece(LEVIS, s)
			place_piece(BOUGAINVILLE, s)
		}
		for (let p = first_french_regular; p <= last_french_regular && game.count > 0; ++p) {
			if (is_piece_unused(p)) {
				place_piece(p, s)
				--game.count
			}
		}
		game.count = 0
	},
	next() {
		game.events.french_regulars = 1
		delete game.leader
		end_action_phase()
	},
}

events.light_infantry = {
	play() {
		game.state = 'light_infantry'
		game.count = 2
		game.leader = draw_leader_from_pool()
	}
}

states.light_infantry = {
	prompt() {
		if (game.leader) {
			view.prompt = `Light Infantry: Place ${piece_name(game.leader)} at any fortress.`
			view.who = game.leader
		} else {
			if (game.count > 0)
				view.prompt = `Light Infantry: Place ${game.count} light infantry at any fortresses.`
			else
				view.prompt = `Light Infantry \u2014 done.`
		}
		if (game.count > 0) {
			for (let s = first_space; s <= last_space; ++s) {
				if (has_unbesieged_friendly_fortress(s)) {
					gen_action_space(s)
				}
			}
		}
		if (game.count === 0)
			gen_action_next()
	},
	space(s) {
		push_undo()
		if (game.leader) {
			place_piece(game.leader, s)
			game.leader = 0
		} else {
			let p = find_unused_light_infantry()
			if (p) {
				place_piece(p, s)
				game.count --
			} else {
				log("No more Light Infantry units available.")
				game.count = 0
			}
		}
	},
	next() {
		end_british_reinforcement()
	},
}

function can_place_in_british_ports() {
	for (let i = 0; i < ports.length; ++i)
		if (is_british_controlled_space(ports[i]))
			return true
	return game.amphib.length > 0
}

events.british_regulars = {
	can_play() {
		if (game.events.british_regulars)
			return false
		return can_place_in_british_ports()
	},
	play() {
		game.state = 'british_regulars'
		game.count = 3
		game.leader = draw_leader_from_pool()
		if (game.options.regulars_vp && game.year <= 1756)
			award_vp(-1)
	}
}

states.british_regulars = {
	prompt() {
		if (game.leader) {
			view.prompt = `British Regulars: Place ${piece_name(game.leader)} at any port.`
			view.who = game.leader
		} else {
			if (game.count > 0)
				view.prompt = `British Regulars: Place ${game.count} regulars at any ports.`
			else
				view.prompt = `British Regulars \u2014 done.`
		}
		if (game.count > 0) {
			for_each_british_controlled_port_and_amphib(s => {
				if (can_place_in_space(s))
					gen_action_space(s)
			})
		} else {
			gen_action_next()
		}
	},
	space(s) {
		push_undo()
		if (game.leader) {
			place_piece(game.leader, s)
			game.leader = 0
		} else {
			let p = find_unused_british_regular()
			if (p) {
				place_piece(p, s)
				game.count --
			} else {
				game.count = 0
			}
		}
	},
	next() {
		game.events.british_regulars = 1
		end_british_reinforcement()
	},
}

events.highlanders = {
	can_play() {
		if (game.events.pitt || game.year > 1758)
			return can_place_in_british_ports()
		return false
	},
	play(card) {
		game.state = 'highlanders'
		game.leader = []
		if (card === 60) {
			game.count = 4
			for (let i = 0; i < 2; ++i) {
				let p = draw_leader_from_pool()
				if (p)
					game.leader.push(p)
			}
		} else {
			game.count = 1
			let p = draw_leader_from_pool()
			if (p)
				game.leader.push(p)
		}
	}
}

states.highlanders = {
	prompt() {
		if (game.leader.length > 0) {
			let p = game.leader[0]
			view.prompt = `Highlanders: Place ${piece_name(p)} at any port.`
			view.who = p
		} else {
			if (game.count > 0)
				view.prompt = `Highlanders: Place ${game.count} highlanders at any ports.`
			else
				view.prompt = `Highlanders \u2014 done.`
		}
		if (game.count > 0) {
			for_each_british_controlled_port_and_amphib(s => {
				if (can_place_in_space(s))
					gen_action_space(s)
			})
		} else {
			gen_action_next()
		}
	},
	space(s) {
		push_undo()
		if (game.leader.length > 0) {
			let p = game.leader.shift()
			place_piece(p, s)
		} else {
			let p = find_unused_highland()
			if (p) {
				place_piece(p, s)
				game.count --
			} else {
				game.count = 0
			}
		}
	},
	next() {
		end_british_reinforcement()
	},
}

events.royal_americans = {
	can_play() {
		for (let s = first_northern_department; s <= last_northern_department; ++s)
			if (has_unbesieged_friendly_fortress(s))
				return true
		for (let s = first_southern_department; s <= last_southern_department; ++s)
			if (has_unbesieged_friendly_fortress(s))
				return true
		return false
	},
	play() {
		game.state = 'royal_americans'
		game.count = 4
		game.leader = draw_leader_from_pool()
	}
}

states.royal_americans = {
	prompt() {
		if (game.leader) {
			let p = game.leader
			view.prompt = `Royal Americans: Place ${piece_name(p)} at any fortress in the departments.`
			view.who = p
		} else {
			if (game.count > 0)
				view.prompt = `Royal Americans: Place ${game.count} royal americans at any fortress in the departments.`
			else
				view.prompt = `Royal Americans \u2014 done.`
		}
		if (game.count > 0) {
			for (let s = first_northern_department; s <= last_northern_department; ++s)
				if (has_unbesieged_friendly_fortress(s))
					gen_action_space(s)
			for (let s = first_southern_department; s <= last_southern_department; ++s)
				if (has_unbesieged_friendly_fortress(s))
					gen_action_space(s)
		} else {
			gen_action_next()
		}
	},
	space(s) {
		push_undo()
		if (game.leader) {
			place_piece(game.leader, s)
			game.leader = 0
		} else {
			let p = find_unused_royal_american()
			if (p) {
				place_piece(p, s)
				game.count --
			} else {
				game.count = 0
			}
		}
	},
	next() {
		end_british_reinforcement()
	},
}

events.acadians_expelled = {
	can_play() {
		if (game.options.acadians)
			return true
		return game.active === BRITAIN
	},
	play() {
		game.state = 'acadians_expelled_place_regulars'
	},
}

states.acadians_expelled_place_regulars = {
	inactive: 'Acadians expelled (place regulars)',
	prompt() {
		view.prompt = "Acadians Expelled: Place two Regulars at Halifax."
		gen_action_space(HALIFAX)
	},
	space() {
		for (let i = 0; i < 2; ++i) {
			let p = find_unused_british_regular()
			place_piece(p, HALIFAX)
		}
		game.acadians = game.active
		set_active(FRANCE)
		game.state = 'acadians_expelled_place_coureurs'
	},
}

states.acadians_expelled_place_coureurs = {
	inactive: 'Acadians expelled (place coureurs)',
	prompt() {
		view.prompt = "Acadians Expelled: Place a Coureurs unit at Québec or Louisbourg."
		if (!has_british_units(QUEBEC))
			gen_action_space(QUEBEC)
		if (!has_british_units(LOUISBOURG))
			gen_action_space(LOUISBOURG)
		if (has_british_units(QUEBEC) && has_british_units(LOUISBOURG))
			gen_action_pass()
	},
	space(s) {
		push_undo()
		let p = find_unused_coureurs()
		if (p)
			place_piece(p, s)
		game.state = 'acadians_expelled_restore_coureurs_and_militia'
	},
	pass() {
		set_active(game.acadians)
		delete game.acadians
		end_action_phase()
	},
}

states.acadians_expelled_restore_coureurs_and_militia = {
	inactive: 'Acadians expelled (restore coureurs and militia)',
	prompt() {
		let done = true
		for (let p = first_french_militia; p <= last_french_militia; ++p) {
			if (can_restore_unit(p)) {
				done = false
				gen_action_piece(p)
			}
		}
		for (let p = first_coureurs; p <= last_coureurs; ++p) {
			if (can_restore_unit(p)) {
				done = false
				gen_action_piece(p)
			}
		}
		if (done) {
			view.prompt = "Acadians Expelled: Restore all Coureurs and Militia \u2014 done."
			gen_action_next()
		} else {
			view.prompt = "Acadians Expelled: Restore all Coureurs and Militia."
		}
	},
	piece(p) {
		restore_unit(p)
	},
	next() {
		set_active(game.acadians)
		delete game.acadians
		end_action_phase()
	},
}

const william_pitt_cards = [
	'highlanders',
	'british_regulars',
	'light_infantry',
	'troop_transports_and_local_enlistments'
]

events.william_pitt = {
	play() {
		game.events.pitt = 1
		game.state = 'william_pitt'
		game.count = 1
		place_amherst_forbes_and_wolfe_in_pool(true)
	}
}

states.william_pitt = {
	prompt() {
		if (game.count > 0) {
			view.prompt = "William Pitt: Draw Highlanders, British Regulars, Light Infantry or Troop Transports from discard."
			view.hand = game.discard
			for (let c of game.discard) {
				if (william_pitt_cards.includes(cards[c].event))
					gen_action('card', c)
			}
		} else {
			view.prompt = "William Pitt \u2014 done."
		}
		gen_action_next()
	},
	card(c) {
		push_undo()
		log(`Drew ${card_name(c)} from discard.`)
		remove_from_array(game.discard, c)
		player.hand.push(c)
		game.count = 0
	},
	next() {
		end_action_phase()
	}
}

const diplomatic_revolution_cards = [
	'french_regulars',
	'troop_transports_and_local_enlistments'
]

events.diplomatic_revolution = {
	can_play() {
		return !game.events.quiberon
	},
	play() {
		game.events.diplo = 1
		game.state = 'diplomatic_revolution'
		game.count = 1
	}
}

states.diplomatic_revolution = {
	prompt() {
		if (game.count > 0) {
			view.prompt = "Diplomatic Revolution: Draw French Regulars or Troop Transports from discard."
			view.hand = game.discard
			for (let c of game.discard) {
				if (diplomatic_revolution_cards.includes(cards[c].event))
					gen_action('card', c)
			}
		} else {
			view.prompt = "Diplomatic Revolution \u2014 done."
		}
		gen_action_next()
	},
	card(c) {
		push_undo()
		log(`Drew ${card_name(c)} from discard.`)
		remove_from_array(game.discard, c)
		player.hand.push(c)
		game.count = 0
	},
	next() {
		end_action_phase()
	}
}

states.discard_to_draw_regulars = {
	prompt() {
		view.prompt = `Exchange random card with British Regulars or Highlanders from discard?`
		gen_action('exchange')
		gen_action('pass')
	},
	exchange() {
		push_undo()
		game.state = 'draw_regulars'
	},
	pass() {
		start_action_phase()
	},
}

states.draw_regulars = {
	prompt() {
		view.prompt = `Draw one British Regulars or Highlanders from the discard.`
		view.hand = game.discard
		for (let c of game.discard) {
			if (cards[c].event === 'british_regulars' || cards[c].event === 'highlanders')
				gen_action('card', c)
		}
	},
	card(c) {
		let x = player.hand[random(player.hand.length)]
		remove_from_array(player.hand, x)
		game.discard.push(x)
		remove_from_array(game.discard, c)
		player.hand.push(c)

		log(`Exchanged ${card_name(x)} for ${card_name(c)} in discard.`)

		start_action_phase()
	},
}

events.intrigues_against_shirley = {
	can_play() {
		return game.vp >= 1 && is_piece_on_map(SHIRLEY) && is_piece_unbesieged(SHIRLEY)
	},
	play() {
		game.state = 'intrigues_against_shirley'
	}
}

states.intrigues_against_shirley = {
	prompt() {
		view.prompt = "Intrigues Against Shirley: Eliminate Shirley."
		gen_action_piece(SHIRLEY)
	},
	piece() {
		eliminate_piece(SHIRLEY)
		end_action_phase()
	},
}

// SETUP

exports.scenarios = [
	"Annus Mirabilis",
	"Annus Mirabilis (WBC)",
	"Early War Campaign",
	"Late War Campaign",
	"The Full Campaign",
]

exports.roles = [
	FRANCE,
	BRITAIN,
]

function setup_markers(m, list) {
	for (let name of list)
		set_add(m, find_space(name))
}

function setup_leader(where, who) {
	who = find_unused_piece(who)
	where = find_space(where)
	game.location[who] = where
}

function setup_unit(where, who) {
	who = find_unused_piece(who)
	where = find_space(where)
	game.location[who] = where
}

function setup_1757(end_year, start_vp) {
	game.year = 1757
	game.end_year = end_year
	game.season = EARLY
	game.vp = start_vp
	game.pa = SUPPORTIVE

	for (let i = 1; i <= 62; ++i)
		game.deck.push(i)
	for (let i = 63; i <= 70; ++i)
		game.removed.push(i)

	setup_markers(game.french.allied, [
		"Mingo Town",
		"Logstown",
		"Pays d'en Haut",
		"Mississauga",
	])

	setup_markers(game.french.forts, [
		"Ticonderoga",
		"Crown Point",
		"Niagara",
		"Ohio Forks",
	])

	setup_markers(game.french.stockades, [
		"Île-aux-Noix",
		"St-Jean",
		"Oswegatchie",
		"Cataraqui",
		"Toronto",
		"Presqu'île",
		"French Creek",
		"Venango",
	])

	setup_leader("Louisbourg", "Drucour")
	setup_unit("Louisbourg", "Marine")
	setup_unit("Louisbourg", "Artois")
	setup_unit("Louisbourg", "Bourgogne")
	setup_unit("Louisbourg", "Boishébert Acadian")

	setup_leader("Québec", "Lévis")
	setup_unit("Québec", "Marine")
	setup_unit("Québec", "Guyenne")
	setup_unit("Québec", "La Reine")

	setup_leader("Montréal", "Montcalm")
	setup_leader("Montréal", "Vaudreuil")
	setup_unit("Montréal", "Béarn")
	setup_unit("Montréal", "La Sarre")
	setup_unit("Montréal", "Repentigny")
	setup_unit("Montréal", "Huron")
	setup_unit("Montréal", "Potawatomi")
	setup_unit("Montréal", "Ojibwa")
	setup_unit("Montréal", "Mississauga")

	setup_unit("Crown Point", "Marine Detachment")
	setup_unit("Crown Point", "Perière")

	setup_leader("Ticonderoga", "Rigaud")
	setup_leader("Ticonderoga", "Bougainville")
	setup_unit("Ticonderoga", "Languedoc")
	setup_unit("Ticonderoga", "Royal Roussillon")
	setup_unit("Ticonderoga", "Marin")

	setup_leader("Cataraqui", "Villiers")
	setup_unit("Cataraqui", "Marine Detachment")
	setup_unit("Cataraqui", "Léry")

	setup_unit("Niagara", "Marine Detachment")
	setup_unit("Niagara", "Joncaire")

	setup_unit("Presqu'île", "Marine Detachment")
	setup_unit("French Creek", "Marine Detachment")
	setup_unit("Venango", "Langlade")

	setup_leader("Ohio Forks", "Dumas")
	setup_unit("Ohio Forks", "Marine Detachment")
	setup_unit("Ohio Forks", "Marine Detachment")
	setup_unit("Ohio Forks", "Ligneris")

	setup_unit("Logstown", "Shawnee")
	setup_unit("Mingo Town", "Mingo")

	setup_leader("eliminated", "Dieskau")
	setup_leader("eliminated", "Beaujeu")

	setup_markers(game.british.forts, [
		"Hudson Carry South",
		"Hudson Carry North",
		"Will's Creek",
		"Shamokin",
	])

	setup_markers(game.british.forts_uc, [
		"Winchester",
		"Shepherd's Ferry",
	])

	setup_markers(game.british.stockades, [
		"Schenectady",
		"Hoosic",
		"Charlestown",
		"Augusta",
		"Woodstock",
		"Carlisle",
		"Harris's Ferry",
		"Lancaster",
		"Reading",
		"Easton",
	])

	setup_unit("Winchester", "Virginia")
	setup_unit("Shepherd's Ferry", "Maryland")
	setup_unit("Carlisle", "Pennsylvania")
	setup_unit("Shamokin", "Pennsylvania")
	setup_unit("Philadelphia", "1/60th")

	setup_leader("New York", "Loudoun")
	setup_leader("New York", "Abercromby")
	setup_unit("New York", "22nd")
	setup_unit("New York", "27th")
	setup_unit("New York", "35th")
	setup_unit("New York", "2/60th")
	setup_unit("New York", "3/60th")
	setup_unit("New York", "4/60th")

	setup_leader("Albany", "Dunbar")
	setup_unit("Albany", "44th")
	setup_unit("Albany", "48th")

	setup_leader("Hudson Carry South", "Webb")
	setup_unit("Hudson Carry South", "Rogers")
	setup_unit("Hudson Carry South", "Massachusetts")
	setup_unit("Hudson Carry South", "Connecticut")
	setup_unit("Hudson Carry South", "Rhode Island")

	setup_unit("Hudson Carry North", "New Hampshire")
	setup_unit("Hudson Carry North", "New Jersey")

	setup_leader("Schenectady", "Johnson")
	setup_unit("Schenectady", "New York")
	setup_unit("Schenectady", "1/42nd")

	setup_leader("Halifax", "Monckton")
	setup_unit("Halifax", "40th")
	setup_unit("Halifax", "45th")
	setup_unit("Halifax", "47th")

	setup_unit("Southern Colonial Militias", "Colonial Militia")

	game.british.pool.push(find_unused_piece("Amherst"))
	game.british.pool.push(find_unused_piece("Bradstreet"))
	game.british.pool.push(find_unused_piece("Forbes"))
	game.british.pool.push(find_unused_piece("Murray"))
	game.british.pool.push(find_unused_piece("Wolfe"))

	setup_leader("eliminated", "Braddock")
	setup_leader("eliminated", "Shirley")

	game.events.pitt = 1
	game.events.diplo = 1
}

function setup_1755(end_year) {
	game.year = 1755
	game.end_year = end_year
	game.season = EARLY
	game.vp = 0
	game.pa = SUPPORTIVE

	for (let i = 1; i <= 70; ++i)
		game.deck.push(i)

	setup_markers(game.french.allied, [
		"Pays d'en Haut",
		"Kahnawake",
		"St-François",
	])
	setup_markers(game.british.allied, [
		"Canajoharie",
	])

	setup_markers(game.french.forts, [
		"Crown Point",
		"Niagara",
		"Ohio Forks",
	])
	setup_markers(game.french.stockades, [
		"Île-aux-Noix",
		"St-Jean",
		"Oswegatchie",
		"Cataraqui",
		"Toronto",
		"Presqu'île",
		"French Creek",
		"Venango",
	])

	setup_leader("Louisbourg", "Drucour")
	setup_unit("Louisbourg", "Marine")
	setup_unit("Louisbourg", "Artois")
	setup_unit("Louisbourg", "Bourgogne")

	setup_leader("Québec", "Dieskau")
	setup_leader("Québec", "Vaudreuil")
	setup_unit("Québec", "Béarn")
	setup_unit("Québec", "Guyenne")
	setup_unit("Québec", "La Reine")
	setup_unit("Québec", "Languedoc")

	setup_leader("Montréal", "Rigaud")
	setup_unit("Montréal", "Marine")
	setup_unit("Montréal", "Repentigny")
	setup_unit("Montréal", "Perière")
	setup_unit("Montréal", "Caughnawaga")
	setup_unit("Montréal", "Abenaki")

	setup_unit("Île-aux-Noix", "Marine Detachment")

	setup_unit("Crown Point", "Marine Detachment")
	setup_unit("Crown Point", "Marin")

	setup_leader("Cataraqui", "Villiers")
	setup_unit("Cataraqui", "Marine Detachment")
	setup_unit("Cataraqui", "Léry")

	setup_unit("Niagara", "Marine Detachment")
	setup_unit("Niagara", "Joncaire")

	setup_unit("Presqu'île", "Marine Detachment")

	setup_unit("French Creek", "Marine Detachment")

	setup_unit("Venango", "Langlade")

	setup_leader("Ohio Forks", "Beaujeu")
	setup_leader("Ohio Forks", "Dumas")
	setup_unit("Ohio Forks", "Marine Detachment")
	setup_unit("Ohio Forks", "Ligneris")
	setup_unit("Ohio Forks", "Ottawa")
	setup_unit("Ohio Forks", "Potawatomi")

	setup_markers(game.british.forts, [
		"Hudson Carry South",
		"Will's Creek",
		"Oswego",
	])
	setup_markers(game.british.stockades, [
		"Oneida Carry West",
		"Oneida Carry East",
		"Schenectady",
		"Hoosic",
		"Charlestown",
	])

	setup_unit("Oswego", "New York")

	setup_leader("Albany", "Shirley")
	setup_leader("Albany", "Johnson")
	setup_unit("Albany", "Rhode Island")
	setup_unit("Albany", "Connecticut")
	setup_unit("Albany", "New Hampshire")
	setup_unit("Albany", "Massachusetts")
	setup_unit("Albany", "Massachusetts")
	setup_unit("Albany", "Mohawk")
	setup_unit("Albany", "Mohawk")

	setup_leader("Halifax", "Monckton")
	setup_unit("Halifax", "47th")

	setup_leader("Alexandria", "Braddock")
	setup_leader("Alexandria", "Dunbar")
	setup_unit("Alexandria", "44th")
	setup_unit("Alexandria", "48th")

	setup_unit("Will's Creek", "Virginia")
	setup_unit("Will's Creek", "Maryland")

	game.british.pool.push(find_unused_piece("Abercromby"))
	game.british.pool.push(find_unused_piece("Bradstreet"))
	game.british.pool.push(find_unused_piece("Loudoun"))
	game.british.pool.push(find_unused_piece("Murray"))
	game.british.pool.push(find_unused_piece("Webb"))

	game.events.once_french_regulars = 1
}

exports.setup = function (seed, scenario, options) {
	load_game_state({
		seed: seed,
		options: options,
		state: null,
		phasing: null,
		active: FRANCE,

		// Tracks, VP, and event triggers
		year: 1755,
		end_year: 1762,
		season: 0,
		pa: 0,
		vp: 0,
		niagara: 1,
		ohio_forks: 1,
		events: {},

		// Cards
		last_card: 0,
		deck: [],
		discard: [],
		removed: [],

		// Leaders and units
		location: pieces.map(() => 0),
		reduced: [],

		// Markers
		sieges: {},
		amphib: [],
		fieldworks: [],

		// Per-player state
		french: {
			hand: [],
			held: 0,
			did_construct: 0,
			allied: [],
			stockades: [],
			forts_uc: [],
			forts: [],
			fortresses: originally_french_fortresses.slice(),
			raids: [],
		},
		british: {
			hand: [],
			held: 0,
			did_construct: 0,
			allied: [],
			stockades: [],
			forts_uc: [],
			forts: [],
			fortresses: originally_british_fortresses.slice(),
			raids: [],
			pool: [],
		},

		// Temporary action state
		count: 0,
		// activation_value: 0,
		// activation: [],
		// move: {},
		// battle: {},
		// raid: {},
		// go_home: {},

		summary: {
			placed: {},
			restored: {},
			reduced: {},
			eliminated: {},
		},

		undo: [],
		log: [],
	})

	// Old RNG for ancient replays
	if (options.rng)
		game.rng = options.rng

	switch (scenario) {
	default:
		// fallthrough
	case "Annus Mirabilis":
		// Start at 2VP for balance.
		// See https://boardgamegeek.com/thread/1366550/article/19163465#19163465
		setup_1757(1759, 2)
		break
	case "Annus Mirabilis (WBC)":
		setup_1757(1759, 3)
		game.options.one_step_md = 1
		game.options.regulars_from_discard = 1
		break
	case "Early War Campaign":
		setup_1755(1759)
		break
	case "Late War Campaign":
		setup_1757(1762, 4)
		break
	case "The Full Campaign":
		setup_1755(1762)
		break
	}

	log(".h1 " + scenario)
	logbr()

	if (game.options.retroactive) {
		log(`Retroactive "Foul Weather".`)
	}

	if (game.options.no_foul_weather) {
		log(`"Foul Weather" removed.`)
		remove_from_array(game.deck, FOUL_WEATHER)
		game.removed.push(FOUL_WEATHER)
	}

	if (game.options.pitt_dip_rev) {
		log(`William Pitt and Diplomatic Revolution are linked.`)
	}

	if (game.options.raid_militia) {
		// TODO
		log(`Enemy raid in a department cause a militia step loss.`)
		log("NOT IMPLEMENTED")
	}

	if (game.options.regulars_vp) {
		log(`Regulars cost 1 VP before 1757.`)
	}

	if (game.options.surrender) {
		// TODO
		log(`Surrender! playable by either side.`)
		log("NOT IMPLEMENTED")
	}

	if (game.options.acadians) {
		log(`Acadians Expelled playable by either side.`)
	}

	if (game.options.regulars_from_discard) {
		log(`After 1756 Britain may exchange a random card for a discarded Regulars or Highlanders.`)
	}

	if (game.options.one_step_md) {
		log(`Marine Detachments only have one step.`)
	}

	start_year()

	return game
}

// ACTION HANDLERS

function clear_undo() {
	if (game.undo.length > 0)
		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 (k === "retro_foul_weather") v = 1
		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
	let save_retro_fw = game.retro_foul_weather
	game = save_undo.pop()
	save_log.length = game.log
	game.log = save_log
	game.undo = save_undo
	if (game.retro_foul_weather)
		game.retro_foul_weather = save_retro_fw
	update_active_aliases()
}

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

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

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

function gen_action_space(s) {
	gen_action('space', s)
}

function gen_action_piece(p) {
	gen_action('piece', p)
}

function gen_action_discard(c) {
	gen_action('card', c)
}

function load_game_state(state) {
	game = state
	update_active_aliases()
}

exports.resign = function (state, current) {
	load_game_state(state)
	delete game.retro_foul_weather
	if (game.state !== 'game_over')
		goto_game_over(current === FRANCE ? BRITAIN : FRANCE, current + " resigned.")
	return game
}

exports.action = function (state, current, action, arg) {
	load_game_state(state)
	if (action in states[game.state])
		states[game.state][action](arg)
	else if (action === 'undo' && game.undo && game.undo.length > 0)
		pop_undo()
	else if (action === 'demolish_fort' && current === game.active && current === game.phasing)
		goto_demolish_fort()
	else if (action === 'demolish_stockade' && current === game.active && current === game.phasing)
		goto_demolish_stockade()
	else if (action === 'demolish_fieldworks' && current === game.active && current === game.phasing)
		goto_demolish_fieldworks()
	else
		throw new Error("Invalid action: " + action)
	return game
}

exports.query = function (state, current, q) {
	if (q === 'supply') {
		load_game_state(state, current)
		return query_supply()
	}
	if (q === 'discard') {
		load_game_state(state, current)
		return game.discard
	}
	if (q === 'removed') {
		load_game_state(state, current)
		return game.removed
	}
	return null
}

exports.is_checkpoint = function (a, b) {
	let x = b.log[b.log.length-2]
	if (x === ".h2 Britain") return true
	if (x === ".h2 France") return true
	return false
}

function inactive_prompt(name, who, where) {
	view.prompt = `Waiting for ${game.active} \u2014 ${name}...`
	if (who)
		view.who = who
	if (where)
		view.where = where
}

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

	if (game.retro_foul_weather && game.state !== 'foul_weather' && current !== game.active) {
		load_game_state(game.retro_foul_weather)
	}

	view = {
		vp: game.vp, pa: game.pa, year: game.year, season: game.season,
		events: game.events,
		location: game.location,
		reduced: game.reduced,
		sieges: game.sieges,
		amphib: game.amphib,
		fieldworks: game.fieldworks,
		last_card: game.last_card,
		deck: game.deck.length,
		french: {
			hand: game.french.hand.length,
			allied: game.french.allied,
			stockades: game.french.stockades,
			forts_uc: game.french.forts_uc,
			forts: game.french.forts,
			fortresses: game.french.fortresses,
			raids: game.french.raids,
		},
		british: {
			hand: game.british.hand.length,
			allied: game.british.allied,
			stockades: game.british.stockades,
			forts_uc: game.british.forts_uc,
			forts: game.british.forts,
			fortresses: game.british.fortresses,
			raids: game.british.raids,
			pool: game.british.pool,
		},
		active: game.active,
		prompt: null,
		actions: null,
		log: game.log,
	}

	if (game.activation)
		view.activation = game.activation
	if (game.british.held)
		view.british.held = 1
	if (game.french.held)
		view.french.held = 1

	if (current === FRANCE)
		view.hand = game.french.hand
	else if (current === BRITAIN)
		view.hand = game.british.hand
	else
		view.hand = []

	if (!states[game.state]) {
		view.prompt = "Invalid game state: " + game.state
		return view
	}

	if (current === 'Observer' || game.active !== current) {
		let inactive = states[game.state].inactive
		if (typeof inactive === 'function')
			states[game.state].inactive()
		else if (typeof inactive === 'string')
			inactive_prompt(inactive)
		else
			inactive_prompt(game.state.replace(/_/g, " "))
	} else {
		states[game.state].prompt()
		if (game.active === game.phasing) {
			if (game.state !== 'demolish_fort' && game.state !== 'demolish_stockade' && game.state !== 'demolish_fieldworks')
				gen_action_demolish()
		}
		gen_action_undo()
	}

	return view
}

// === COMMON LIBRARY ===

// remove item at index (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
	return array
}

// insert item at index (faster than splice)
function array_insert(array, index, item) {
	for (let i = array.length; i > index; --i)
		array[i] = array[i - 1]
	array[index] = item
	return 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 set
	}
	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
			return array_remove(set, m)
	}
	return set
}

// 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
	}
}