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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Quintine committed 2026-09-10 08:12:26 +10:00
1 parent 3be49512f7
commit 28ba1618ba
266 files changed
+47680 -16851

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@@ -240,7 +240,7 @@ void test('last real traitor vote stages a mixed-owner public discard after doub
assert.equal(result.resolvedTreacheryDiscardSequence, 1);
});
void test('winner hero and loser defense share one mandatory batch before the sole supported casualty allocation', () => {
void test('loser defense precedes winner casualties and the separate mandatory hero discard', () => {
const initial = fixture();
const hero = hold(initial, 'w', 'hero'),
defense = hold(initial, 'l', 'snooper');
@@ -251,12 +251,17 @@ void test('winner hero and loser defense share one mandatory batch before the so
assert.equal(c.casualties!.options.length, 1);
assert.deepEqual(
pending.pendingTreacheryDiscard!.batch.entries.map((e) => e.discardedBy),
['w', 'l'],
['l'],
);
assert.deepEqual(pending.pendingWinnerDiscards?.cards, [hero]);
assert.ok(player(pending, 'w').hand.some((card) => card.id === hero));
assert.equal(player(pending, 'w').tanks, 0);
assert.equal(player(pending, 'l').tanks, 5);
assert.equal(player(pending, 'w').spice, 18);
const result = resumed(pending);
assert.equal(result.resolvedTreacheryDiscardSequence, 2);
assert.equal(result.pendingWinnerDiscards, null);
assert.ok(!player(result, 'w').hand.some((card) => card.id === hero));
assert.equal(player(result, 'w').tanks, 2);
assert.equal(
result.log.filter((e) => e.automatic?.name === 'Battle casualties').length,
@@ -329,9 +334,13 @@ void test('Moritani reserves loser cards from the mandatory batch and disposes t
const hero = hold(initial, 'w', 'hero'),
weapon = hold(initial, 'l', 'projectile'),
defense = hold(initial, 'l', 'snooper');
const pending = frame(
const pending = inner(
beforeLast(initial, { hero, loserWeapon: weapon, loserDefense: defense }),
'l',
finalAction(),
);
assert.equal(pending.pendingTreacheryDiscard?.continuation.kind, 'winnerMandatoryDiscard');
assert.equal(player(pending, 'w').tanks, 2);
assert.deepEqual(
pending.pendingTreacheryDiscard!.batch.entries.map((e) => e.card.id),
[hero],