Implement Homeworld mechanics through Caladan reinforcement checkpoint
Connect typed Homeworld custody, transport, battle, income, revival and Caladan reinforcement flows with private multiplayer recovery and controls. Preserve the optimized test workflow and keep unfinished rules modes gated. Verified with 3682 offline tests, typecheck, lint, production build and 40 HTTP tests; existing saved games remain unchanged.
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'use client';
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import { useState } from 'react';
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import type { Action, GameView } from '@/game/engine';
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import {
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homeworldRevivalDeploymentCanAct,
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homeworldRevivalDeploymentChoice,
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} from '@/game/homeworld-revival-deployment-options';
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import { Button } from './ui/button';
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type Props = {
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game: GameView;
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act: (action: Action) => void;
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busy: boolean;
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};
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export function HomeworldRevivalDeployment({ game, act, busy }: Props) {
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if (
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!game.homeworldRevivalDeployment ||
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game.homeworldRevivalDeployment.player !== game.me ||
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game.decision?.kind !== 'homeworldRevivalDeployment' ||
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game.decision.player !== game.me
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)
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return null;
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return (
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<DeploymentChoice
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key={game.homeworldRevivalDeployment.event}
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game={game}
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act={act}
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busy={busy}
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/>
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);
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}
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function DeploymentChoice({ game, act, busy }: Props) {
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const offer = game.homeworldRevivalDeployment!;
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const [destination, setDestination] = useState(
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offer.destinations.find((target) => !target.blocked)?.id ?? '',
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);
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const canAct = homeworldRevivalDeploymentCanAct(game);
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const choice = homeworldRevivalDeploymentChoice(game, destination);
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const amount = offer.normal + offer.elite;
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return (
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<section aria-label="Revival deployment" className="space-y-3">
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<h3>
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{offer.kind === 'fedaykin'
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? 'Place revived Fedaykin'
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: 'Place revived forces'}
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</h3>
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<p>
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Place the entire eligible revived group in one destination, or leave it
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in reserves.
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</p>
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<p className="fine">
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{offer.normal} ordinary · {offer.elite} starred · {amount} total
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</p>
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<label className="block space-y-1">
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<span>Revival destination</span>
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<select
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aria-label="Revival destination"
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className="w-full"
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value={destination}
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disabled={busy || !canAct || !!offer.blocked}
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onChange={(event) => setDestination(event.target.value)}
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>
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{!offer.destinations.some((target) => !target.blocked) && (
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<option value="">No legal revival destination</option>
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)}
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{offer.destinations.map((target) => (
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<option
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key={target.id}
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value={target.id}
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disabled={!!target.blocked}
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>
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{target.name}
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{target.blocked ? ` — ${target.blocked}` : ''}
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</option>
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))}
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</select>
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</label>
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{choice.blocked && (
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<p className="fine" aria-live="polite">
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{choice.blocked}
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</p>
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)}
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<div className="flex flex-wrap gap-2">
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<Button
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className="game-action"
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disabled={busy || !choice.action}
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onClick={() => {
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if (choice.action) act(choice.action);
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}}
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>
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Place {amount} revived {amount === 1 ? 'force' : 'forces'}
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</Button>
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<Button
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className="game-action"
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variant="outline"
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disabled={busy || !canAct}
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onClick={() =>
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act({ type: 'decision', event: offer.event, decline: true })
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}
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>
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Leave in reserves
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</Button>
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</div>
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</section>
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);
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}
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