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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import type { Game } from './engine';
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import { gameTerritories, location, MOBILE_STRONGHOLD, splitLocation } from './board';
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import { presenceAt } from './force-presence';
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import { fighterCount } from './advisors';
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import { territoryEntryBlock } from './occupancy';
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import { homeworldContext } from './homeworld-game';
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import { HOMEWORLD_CARDS } from './homeworld-cards';
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import { homeworldForceGroups, quoteHomeworldCustody, HomeworldCustodyError } from './homeworld-custody';
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import { quoteNativeReserveWithdrawal } from './homeworld-native-reserves';
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import { lowGrummanRevealBlock } from './homeworld-collection';
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import { homeworldSpiritualAdvisorLimit } from './homeworld-mobility';
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import type { HomeworldRevivalDeploymentQuote } from './homeworld-revival-deployment';
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type Context = Pick<Game, 'advanced' | 'players' | 'homeworlds' | 'storm' | 'mobileStronghold' | 'moritaniTerror'>;
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export type HomeworldRevivalDestination = {
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id: string;
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name: string;
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territory?: string;
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sector?: number;
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homeworld?: string;
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blocked: string | null;
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};
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/** Only the complete earned group to one destination is admitted here.
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* Shipment-specific reactions remain explicit source boundaries. No token face,
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* opposing hand, spice balance or concealed denomination influences these lists. */
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export function homeworldRevivalDestinations(
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g: Context,
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player: string,
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grant: HomeworldRevivalDeploymentQuote,
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): HomeworldRevivalDestination[] {
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const p = g.players.find((seat) => seat.id === player);
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if (!p || !g.homeworlds?.custody)
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throw new HomeworldCustodyError('Revival placement needs its seated native Homeworld owner.');
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const amount = grant.normal + grant.elite;
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const bg = g.players.find((seat) => seat.faction === 'beneGesserit');
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const moritani = g.players.find((seat) => seat.faction === 'moritani');
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const advisors = grant.kind === 'tleilax' && bg && bg.reserves > 0 &&
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homeworldSpiritualAdvisorLimit(g, bg.id, 'polar_sink') > 0
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? 'Spiritual Advisors after Tleilax revival deployment await a shipment-classification ruling.' : null;
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const destinations: HomeworldRevivalDestination[] = gameTerritories(g).flatMap((t) => {
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if (grant.kind === 'fedaykin' && presenceAt(p, t.id) === 0) return [];
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return t.sectors.map((sector) => {
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const effectiveSector = t.id === MOBILE_STRONGHOLD
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? splitLocation(g.mobileStronghold!.location!).sector : sector;
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let blocked = grant.blocked ?? advisors;
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if (!blocked && effectiveSector !== 0 && effectiveSector === g.storm)
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blocked = grant.kind === 'fedaykin'
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? 'Fedaykin revival placement into storm awaits its own permission ruling.'
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: 'Revival deployment cannot enter a sector in storm.';
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if (!blocked && t.id === MOBILE_STRONGHOLD)
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blocked = 'Revival placement in the Hidden Mobile Stronghold awaits its shipment-classification ruling.';
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blocked ??= territoryEntryBlock(g.players, p.id, t.id);
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if (!blocked && g.advanced && bg && bg.id !== p.id && fighterCount(bg, t.id) > 0)
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blocked = 'Intrusion after Homeworld revival placement awaits an entry-classification ruling.';
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if (!blocked && moritani && p.id !== moritani.id && p.id !== moritani.ally &&
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!lowGrummanRevealBlock(g, moritani.id, amount) &&
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g.moritaniTerror?.tokens.some((token) => token.status === 'placed' && token.location === t.id))
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blocked = 'Terror after Homeworld revival placement awaits an entry-classification ruling.';
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return { id: location(t.id, sector), name: `${t.name}${sector ? ` · sector ${sector}` : ''}`,
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territory: t.id, sector, blocked };
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});
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});
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if (grant.kind === 'tleilax') {
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for (const home of homeworldForceGroups(homeworldContext(g), g.homeworlds.custody)) {
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const native = g.players.find((seat) => seat.id === home.native)!;
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const card = HOMEWORLD_CARDS.find((card) => card.faction === native.faction && (card.id === 'salusa_secundus') === home.secondary)!;
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destinations.push({ id: home.id, name: card.name, homeworld: home.id,
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blocked: grant.blocked ??
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(p.ally === native.id && native.ally === p.id ? 'You cannot deploy to your ally’s Homeworld.' : null),
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});
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}
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}
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return destinations;
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}
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/** A custody quote only: the engine commits the physical arrival and its
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* Ambassador continuation. No fee, new revival or shipment allowance is used. */
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export function quoteHomeworldRevivalDestination(
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g: Context,
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player: string,
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grant: HomeworldRevivalDeploymentQuote,
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destination: string,
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) {
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const selected = homeworldRevivalDestinations(g, player, grant).find((d) => d.id === destination);
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if (!selected || selected.blocked)
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throw new HomeworldCustodyError(selected?.blocked ?? 'Choose a currently eligible revival destination.');
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const forces = { normal: grant.normal, elite: grant.elite };
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const context = homeworldContext(g);
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if (selected.homeworld) {
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const native = homeworldForceGroups(context, g.homeworlds!.custody!)
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.find((home) => home.native === player && !home.secondary)!;
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const transfer = quoteHomeworldCustody(context, g.homeworlds!.custody!, [
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{ homeworld: native.id, player, withdraw: forces, deposit: { normal: 0, elite: 0 } },
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{ homeworld: selected.homeworld, player, withdraw: { normal: 0, elite: 0 }, deposit: forces },
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]);
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return { selected, transfer };
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}
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return { selected, transfer: quoteNativeReserveWithdrawal(context, g.homeworlds!.custody!, player, forces) };
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}
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