Route Emperor Face Dance returns to typed native reserves
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'use client';
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import { fighterCount } from '@/game/advisors';
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import { validLocation } from '@/game/board';
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import type { Action, GameView } from '@/game/engine';
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import { Button } from './ui/button';
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export interface FaceDanceActionsProps {
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game: GameView;
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sources: Record<string, number>;
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sector: number;
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busy: boolean;
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act: (action: Action) => void;
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}
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/** The existing public survivor count and the caller's own selectable forces. */
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export function faceDanceForceChoices(game: GameView) {
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const d = game.decision;
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const me = game.players.find((player) => player.id === game.me);
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const world =
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d?.kind === 'faceDance' && d.player === game.me
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? game.combatLocations?.find(
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(place) => place.id === d.territory && place.kind === 'homeworld',
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)
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: undefined;
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const foreign = d?.kind === 'faceDance' ? world?.forces?.[d.winner] : undefined;
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const maximum =
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d?.kind === 'faceDance' && d.player === game.me && me
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? world
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? (foreign?.normal ?? 0) + (foreign?.elite ?? 0)
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: d.winners
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? game.players.reduce(
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(sum, player) =>
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sum +
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(d.winners!.includes(player.id)
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? fighterCount(player, d.territory)
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: 0),
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0,
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)
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: fighterCount(
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game.players.find((player) => player.id === d.winner)!,
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d.territory,
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)
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: 0;
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const availableSources: Record<string, number> =
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d?.kind === 'faceDance' && d.player === game.me && me
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? world
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? me.forces
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: { reserves: me.reserves, ...me.forces }
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: {};
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return { world, maximum, availableSources };
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}
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/** Hook-free so the actual guarded callbacks can be exercised directly. */
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export function FaceDanceActions({
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game,
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sources,
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sector,
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busy,
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act,
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}: FaceDanceActionsProps) {
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const d = game.decision;
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const owner = d?.kind === 'faceDance' && d.player === game.me;
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const me = owner ? game.players.find((player) => player.id === game.me) : undefined;
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const held = me?.faceDancers?.some(
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(card) => !card.revealed && d?.kind === 'faceDance' && card.leader === d.identity,
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);
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const { world, maximum, availableSources } = faceDanceForceChoices(game);
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const selected =
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sources && typeof sources === 'object' && !Array.isArray(sources)
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? Object.entries(sources)
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: null;
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const validCounts =
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selected !== null &&
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selected.every(
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([key, count]) =>
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Object.hasOwn(availableSources, key) &&
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Number.isSafeInteger(count) &&
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count >= 0 &&
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count <= availableSources[key],
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);
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const total = validCounts ? selected.reduce((sum, [, count]) => sum + count, 0) : null;
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const validSources = validCounts &&
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Number.isSafeInteger(total) &&
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total! <= maximum;
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const revealDisabled =
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busy ||
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!owner ||
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!me ||
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!held ||
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!!(d?.kind === 'faceDance' && d.blocked) ||
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!validSources ||
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(!world &&
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!(d?.kind === 'faceDance' && Number.isSafeInteger(sector) && validLocation(d.territory, sector)));
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const declineDisabled = busy || !owner || !me;
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return (
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<>
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<Button
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data-testid="face-dance-reveal"
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disabled={revealDisabled}
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onClick={() => {
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if (!revealDisabled)
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act({
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type: 'decision',
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reveal: true,
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sources,
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...(world ? {} : { sector }),
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});
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}}
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>
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Reveal Face Dancer
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</Button>
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<Button
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data-testid="face-dance-decline"
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variant="outline"
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disabled={declineDisabled}
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onClick={() => {
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if (!declineDisabled) act({ type: 'decision', reveal: false });
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}}
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>
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Decline Face Dancer
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</Button>
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</>
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);
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}
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