Add random faction deal and prediction draft
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@@ -7,6 +7,7 @@ import { SeatConfirmation, type SeatConfirmationKind } from '@/components/seat-c
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import { RoomEntryConfirmation } from '@/components/room-entry-confirmation';
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import { RulesetControls } from '@/components/ruleset-controls';
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import { TwoPlayerControls } from '@/components/two-player-controls';
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import { FactionAllocation } from '@/components/faction-allocation';
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import { randomId } from '@/lib/random-id';
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import {
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SeatHandoverSetup,
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@@ -855,6 +856,7 @@ export default function Home() {
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{!roomUnavailable && <div className="table-shell"><TwoPlayerControls
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game={game}
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disabled={busy || needsReconcile || checkingConnection || handoverPending || aiPermissionPending || claimUncertain || !!twoPlayerEntry || !!twoPlayerEntryProblem}
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draftLocked={!!game.factionDraft}
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pendingEntry={twoPlayerEntry !== null}
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entryRoom={twoPlayerEntry?.room}
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entryProblem={twoPlayerEntryProblem}
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@@ -866,11 +868,13 @@ export default function Home() {
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onRetry={() => { if (twoPlayerEntry) void dispatchControlledFaction(twoPlayerEntry, false); }}
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retryDisabled={busy || needsReconcile || checkingConnection || handoverPending || aiPermissionPending || claimUncertain || !!twoPlayerEntryProblem || twoPlayerEntry?.room !== game.code}
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/></div>}
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{!roomUnavailable && <div className="table-shell"><FactionAllocation game={game} send={send}
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busy={busy || needsReconcile || checkingConnection || handoverPending || aiPermissionPending || claimUncertain || !!twoPlayerEntry || !!twoPlayerEntryProblem} /></div>}
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{roomUnavailable ? <main className="table-shell"><RemovedRoomNotice code={game.code} busy={busy || checkingConnection} onRetry={() => void reconnect()} onExit={exitTable} exitDisabled={handoverPending || aiPermissionPending || claimUncertain} /></main> : <GameTable
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key={`${game.code}:${game.me}`}
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game={game}
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send={send}
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busy={busy || needsReconcile || !!twoPlayerEntry || !!twoPlayerEntryProblem}
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busy={busy || needsReconcile || !!twoPlayerEntry || !!twoPlayerEntryProblem || !!game.factionDraft}
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onExit={exitTable}
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exitDisabled={handoverPending || aiPermissionPending}
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/>}
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