Prototype two-player four-faction setup
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@@ -1602,6 +1602,7 @@ export function GameTable({
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))}
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{g.status === 'lobby' &&
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g.host === me.id &&
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!g.twoPlayerControllers &&
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g.players.length < 6 &&
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availableBotFactions.length > 0 && (
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<section className="bot-controls" aria-label="Add an AI player">
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@@ -99,7 +99,7 @@ export function SeatAiDelegation({
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`/api/rooms/${game.code}/control`,
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{
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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headers: { 'Content-Type': 'application/json', 'X-Dune-Seat': game.me },
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body: JSON.stringify(request),
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},
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);
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@@ -112,7 +112,7 @@ export function SeatHandoverSetup({
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revoked?: true;
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}>(`/api/rooms/${game.code}/control`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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headers: { 'Content-Type': 'application/json', 'X-Dune-Seat': game.me },
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body: JSON.stringify(
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operation === 'create'
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? {
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@@ -73,7 +73,7 @@ export function SeatRecoverySetup({
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`/api/rooms/${kit.roomCode}/control`,
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{
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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headers: { 'Content-Type': 'application/json', 'X-Dune-Seat': game.me },
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body: JSON.stringify({
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type: 'setRecoveryKey',
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version: game.version,
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@@ -98,6 +98,7 @@ export function TableTalk({ game }: { game: GameView }) {
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try {
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const result = await requestJson<TalkPage>(url, {
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signal: controller.signal,
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headers: { 'X-Dune-Seat': game.me },
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});
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if (
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!controller.signal.aborted &&
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@@ -129,7 +130,7 @@ export function TableTalk({ game }: { game: GameView }) {
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clearTimeout(timer);
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channelGeneration.current = generation + 1;
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};
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}, [url, open, refresh]);
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}, [url, open, refresh, game.me]);
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async function older() {
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if (!shownPage.before || olderPending.current) return;
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@@ -139,7 +140,9 @@ export function TableTalk({ game }: { game: GameView }) {
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setLoading(true);
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const generation = channelGeneration.current;
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try {
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const result = await requestJson<TalkPage>(pageUrl(shownPage.before));
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const result = await requestJson<TalkPage>(pageUrl(shownPage.before), {
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headers: { 'X-Dune-Seat': game.me },
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});
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if (generation === channelGeneration.current) {
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setMuted(result.muted === true);
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setPage((current) => ({
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@@ -175,7 +178,7 @@ export function TableTalk({ game }: { game: GameView }) {
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endpoint,
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{
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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headers: { 'Content-Type': 'application/json', 'X-Dune-Seat': game.me },
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body: JSON.stringify(draft),
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},
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);
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@@ -0,0 +1,84 @@
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'use client';
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import { useState } from 'react';
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import { FACTIONS } from '@/game/catalog';
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import type { GameView } from '@/game/engine';
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import { Button } from '@/components/ui/button';
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import { Input } from '@/components/ui/input';
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export function TwoPlayerControls({
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game, disabled, pendingEntry, entryRoom, entryProblem, retryDisabled,
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onModeChange, onSwitch, onAdd, onRetry,
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}: {
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game: GameView;
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disabled: boolean;
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pendingEntry: boolean;
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entryRoom?: string;
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entryProblem: string;
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retryDisabled: boolean;
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onModeChange: (enabled: boolean) => void;
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onSwitch: (seat: string) => void;
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onAdd: (name: string, faction: string) => void;
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onRetry: () => void;
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}) {
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const [name, setName] = useState(() => game.players.find((player) => player.id === game.me)?.name ?? '');
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const [choice, setChoice] = useState('');
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const mode = game.twoPlayerControllers;
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const controlled = game.controlledFactionSeats ?? [];
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const modeLocked = !!mode?.controllers.some((controller) => controller.seats.length > 1);
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const available = FACTIONS.filter((item) =>
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(item.expansion === 'base' || game.expansions.includes(item.expansion)) &&
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!game.players.some((player) => player.faction === item.id),
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);
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if (game.status !== 'lobby' && !mode && !pendingEntry && !entryProblem) return null;
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return (
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<section className="notice" aria-label="Two-player faction controls">
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{game.status === 'lobby' && game.host === game.me && (
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<label className="checkbox-row">
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<input type="checkbox" checked={!!mode} disabled={disabled || modeLocked} onChange={(event) => onModeChange(event.target.checked)} />
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Two players, two factions each
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</label>
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)}
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{game.status === 'lobby' && game.host === game.me && modeLocked && <p className="fine">This mode cannot be turned off after a second faction has been added.</p>}
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{mode && <>
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<h2>Two-player factions</h2>
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<p>Each player controls two separate factions. They act independently and are not automatically allied; this interpretation is provisional. Switch between your faction seats to make their decisions and mark each one ready.</p>
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{game.status === 'lobby' && <ul>
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{mode.controllers.map((controller, index) => <li key={controller.id}>
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Player {index + 1}: {controller.seats.map((id) => {
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const player = game.players.find((item) => item.id === id);
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return player ? `${FACTIONS.find((item) => item.id === player.faction)?.name ?? player.faction}${player.ready ? ' (ready)' : ' (not ready)'}` : 'unknown faction';
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}).join(', ')}{controller.seats.length < 2 ? ' — needs a second faction' : ''}
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</li>)}
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</ul>}
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{controlled.length > 1 && <label>
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Active faction
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<select value={game.me} disabled={disabled} onChange={(event) => onSwitch(event.target.value)}>
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{controlled.map((seat) => <option key={seat.id} value={seat.id}>
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{FACTIONS.find((item) => item.id === seat.faction)?.name ?? seat.faction} ({seat.name})
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</option>)}
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</select>
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</label>}
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{game.status === 'lobby' && controlled.length === 1 && <form onSubmit={(event) => {
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event.preventDefault();
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if (choice && name.trim() && available.some((item) => item.id === choice)) onAdd(name.trim(), choice);
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}}>
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<h3>Add your second faction</h3>
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<label htmlFor="second-faction-seat-name">Seat name</label>
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<Input id="second-faction-seat-name" value={name} maxLength={32} disabled={disabled} onChange={(event) => setName(event.target.value)} />
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<label>Faction <select value={choice} disabled={disabled} onChange={(event) => setChoice(event.target.value)}>
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<option value="">Choose a faction</option>
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{available.map((item) => <option key={item.id} value={item.id}>{item.name}</option>)}
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</select></label>
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<Button type="submit" disabled={disabled || !name.trim() || !available.some((item) => item.id === choice)}>Add second faction</Button>
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</form>}
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</>}
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{pendingEntry && <div>
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<output>A second-faction request for room {entryRoom} is saved in this tab. Retry the same request to confirm its result; it is never retried automatically.</output>
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<Button variant="outline" disabled={retryDisabled} onClick={onRetry}>Retry saved second-faction request</Button>
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{entryRoom !== game.code && <p>Open that room to retry this request.</p>}
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</div>}
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{entryProblem && <p role="alert">{entryProblem}</p>}
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</section>
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);
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}
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