Complete forced Harkonnen returns with private saved inspection

Automatically return the full combined hand when it is the only legal
special-Karama return. Preserve real choices and restore the suspended
response or auction payment through the same settlement. Record the actual
blind draw as owner-only historical card faces, with a bound integrity
receipt; legacy forced saves describe held-card history truthfully.

Add readable private history and enlarged inspectors. Both manual and
forced returns publish only a faction/action completion tag. Wake idle
legacy exchanges through production recovery without writes for real
choices. Keep provisional auction funding rules and release gates.

Validation: types, lint, 5150 offline tests, build and 49 HTTP tests
passed. Independent review resolved history substitution and root review
completed idle recovery wiring. New tests cover 1-4 forced draws, real
choices, overlays, exact saved history, immutable rejection, all four legal
AI paths, production competing actions/recovery, private views and custody.
One genuine Advanced four-player sample completed 158 actions with
4 JSON restores and no rejected action; no difficulty tuning.

Browser QA QUTHVPTT used genuine Advanced setup and conserved Bidding
positions. The actual power returned four cards without a prompt; private
history/enlargement and exact refresh worked. Phone panel fit without
horizontal overflow with 44px inspector controls. Screenshot capture timed
out; complete visual acceptance and transient notice capture remain open.
Preserved every prior row across all ten tables, including 1586
rooms and 3354 seats. New QA/integration records bring totals to
1626 rooms and 3442 seats. No reset, restart or automation.
This commit is contained in:
Quintine committed 2026-09-21 16:45:20 +10:00
1 parent a3bc0ac837
commit 0f79f28ccb
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@@ -154,6 +154,14 @@ void test('owner can retake control through Truthtrance, phase opening, response
};
},
(g) => {
// A valid legacy Advanced exchange with a genuine return choice.
g.advanced = true; g.phase = 3;
g.deck = baseDeck();
const take = (kind: string) => g.deck.splice(g.deck.findIndex(card => card.kind === kind || card.effect === kind), 1)[0];
g.discard = [take('karama')];
g.players[0] = { ...newPlayer('a', 'Owner', 'harkonnen'),
autopilot: 'Medium', specialKaramaUsed: true, hand: [take('shield'), take('projectile')] };
g.pendingExchange = { response: null, decision: null };
g.decision = { kind: 'handExchange', player: 'a', target: 'e', count: 1 };
},
];