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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)
remove_fieldworks(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
}
}
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