Add random faction deal and prediction draft
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@@ -0,0 +1,70 @@
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'use client';
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import { FACTIONS } from '@/game/catalog';
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import type { Action, GameView } from '@/game/engine';
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import { Button } from '@/components/ui/button';
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/** Lobby allocation uses public seat identities only. The engine owns the
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* randomized order and validates every pick again at commitment. */
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export function FactionAllocation({ game, send, busy }: {
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game: GameView;
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send: (action: Action) => Promise<void>;
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busy: boolean;
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}) {
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if (game.status !== 'lobby') return null;
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const draft = game.factionDraft;
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const isHost = game.host === game.me;
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const seatName = (id: string) => {
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const player = game.players.find((candidate) => candidate.id === id);
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return player ? `${player.name}${player.bot ? ' (AI)' : ''}` : 'Unknown player';
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};
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if (!draft) return <section className="notice" aria-label="Faction allocation">
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<h2>Choose factions</h2>
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<p>Players can choose their own factions. The host can also randomly deal factions or start a prediction-card draft.</p>
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{isHost && <>
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<p className="fine">Random dealing changes the current choices immediately. Draft choices replace the current factions only after everyone has picked. Either option clears human readiness.</p>
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{game.players.length < 2 && <p className="fine">At least two faction seats are needed to allocate factions.</p>}
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<div className="flex flex-wrap gap-2">
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<Button type="button" disabled={busy || game.players.length < 2} onClick={() => void send({ type: 'factionAllocation', mode: 'random' })}>
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Deal random factions
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</Button>
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<Button type="button" variant="outline" disabled={busy || game.players.length < 2} onClick={() => void send({ type: 'factionAllocation', mode: 'draft' })}>
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Draft factions by prediction card
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</Button>
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</div>
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</>}
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</section>;
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const next = draft.order[draft.picks.length];
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const picked = new Map(draft.picks.map((pick) => [pick.player, pick.faction]));
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const used = new Set(draft.picks.map((pick) => pick.faction));
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const available = FACTIONS.filter((faction) =>
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(faction.expansion === 'base' || game.expansions.includes(faction.expansion)) && !used.has(faction.id));
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const isTurn = next?.player === game.me;
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return <section className="notice" aria-label="Faction draft">
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<h2>Prediction-card faction draft</h2>
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<p>Highest prediction card chooses first. Existing factions remain in place until every seat has picked; other lobby changes wait for the draft to finish.</p>
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<ol>
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{draft.order.map((entry) => {
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const choice = picked.get(entry.player);
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const faction = FACTIONS.find((item) => item.id === choice);
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return <li key={entry.player}>
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{seatName(entry.player)} · prediction {entry.card}: {faction ? faction.name : next?.player === entry.player ? 'choosing now' : 'waiting'}
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</li>;
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})}
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</ol>
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{isTurn ? <>
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<h3>Choose your faction</h3>
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<p className="fine">Choose one of the remaining factions. Each faction can be chosen only once.</p>
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<div className="flex flex-wrap gap-2">
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{available.map((faction) => <Button key={faction.id} type="button" variant="outline" disabled={busy}
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onClick={() => void send({ type: 'factionDraftPick', event: draft.event, faction: faction.id })}>
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{faction.name}
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</Button>)}
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</div>
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</> : next && <p>Waiting for {seatName(next.player)} to choose a faction{game.players.find((player) => player.id === next.player)?.bot ? '; the AI will choose automatically' : ''}.</p>}
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{isHost && <Button type="button" variant="outline" disabled={busy} onClick={() => void send({ type: 'factionDraftCancel', event: draft.event })}>
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Cancel faction draft
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</Button>}
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</section>;
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}
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@@ -8,11 +8,12 @@ import { Button } from '@/components/ui/button';
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import { Input } from '@/components/ui/input';
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export function TwoPlayerControls({
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game, disabled, pendingEntry, entryRoom, entryProblem, retryDisabled,
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game, disabled, draftLocked = false, pendingEntry, entryRoom, entryProblem, retryDisabled,
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onModeChange, onSwitch, onAdd, onRetry, onAddBot, onAddControlledBot,
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}: {
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game: GameView;
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disabled: boolean;
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draftLocked?: boolean;
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pendingEntry: boolean;
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entryRoom?: string;
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entryProblem: string;
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@@ -29,6 +30,7 @@ export function TwoPlayerControls({
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const [botChoice, setBotChoice] = useState('');
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const [botDifficulty, setBotDifficulty] = useState<Difficulty>('Medium');
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const mode = game.twoPlayerControllers;
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const lobbyLocked = disabled || draftLocked;
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const controlled = game.controlledFactionSeats ?? [];
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const modeLocked = !!mode?.controllers.some((controller) => controller.seats.length > 1);
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const botController = mode?.controllers.find((controller) =>
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@@ -46,7 +48,7 @@ export function TwoPlayerControls({
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<section className="notice" aria-label="Two-player faction controls">
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{game.status === 'lobby' && game.host === game.me && (
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<label className="checkbox-row">
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<input type="checkbox" checked={!!mode} disabled={disabled || modeLocked} onChange={(event) => onModeChange(event.target.checked)} />
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<input type="checkbox" checked={!!mode} disabled={lobbyLocked || modeLocked} onChange={(event) => onModeChange(event.target.checked)} />
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Two players, two factions each
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</label>
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)}
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@@ -72,33 +74,33 @@ export function TwoPlayerControls({
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</label>}
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{game.status === 'lobby' && controlled.length === 1 && <form onSubmit={(event) => {
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event.preventDefault();
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if (choice && name.trim() && available.some((item) => item.id === choice)) onAdd(name.trim(), choice);
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if (!lobbyLocked && choice && name.trim() && available.some((item) => item.id === choice)) onAdd(name.trim(), choice);
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}}>
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<h3>Add your second faction</h3>
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<label htmlFor="second-faction-seat-name">Seat name</label>
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<Input id="second-faction-seat-name" value={name} maxLength={32} disabled={disabled} onChange={(event) => setName(event.target.value)} />
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<label>Faction <select value={choice} disabled={disabled} onChange={(event) => setChoice(event.target.value)}>
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<Input id="second-faction-seat-name" value={name} maxLength={32} disabled={lobbyLocked} onChange={(event) => setName(event.target.value)} />
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<label>Faction <select value={choice} disabled={lobbyLocked} onChange={(event) => setChoice(event.target.value)}>
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<option value="">Choose a faction</option>
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{available.map((item) => <option key={item.id} value={item.id}>{item.name}</option>)}
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</select></label>
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<Button type="submit" disabled={disabled || !name.trim() || !available.some((item) => item.id === choice)}>Add second faction</Button>
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<Button type="submit" disabled={lobbyLocked || !name.trim() || !available.some((item) => item.id === choice)}>Add second faction</Button>
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</form>}
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{showBotForm && <form onSubmit={(event) => {
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event.preventDefault();
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if (disabled || !available.some((item) => item.id === botChoice)) return;
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if (lobbyLocked || !available.some((item) => item.id === botChoice)) return;
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if (botController) onAddControlledBot(botController.id, botChoice, botDifficulty);
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else if (canAddBotController) onAddBot(botChoice, botDifficulty);
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}}>
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<h3>{botController ? 'Add the AI player’s second faction' : 'Add an AI player'}</h3>
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<p className="fine">The AI plays each faction independently. Choose a difficulty for this faction; its settings can be changed in the lobby.</p>
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<label>AI faction <select value={botChoice} disabled={disabled} onChange={(event) => setBotChoice(event.target.value)}>
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<label>AI faction <select value={botChoice} disabled={lobbyLocked} onChange={(event) => setBotChoice(event.target.value)}>
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<option value="">Choose a faction</option>
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{available.map((item) => <option key={item.id} value={item.id}>{item.name}</option>)}
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</select></label>
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<label>AI difficulty <select value={botDifficulty} disabled={disabled} onChange={(event) => setBotDifficulty(event.target.value as Difficulty)}>
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<label>AI difficulty <select value={botDifficulty} disabled={lobbyLocked} onChange={(event) => setBotDifficulty(event.target.value as Difficulty)}>
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{DIFFICULTIES.map((difficulty) => <option key={difficulty} value={difficulty}>{difficulty}</option>)}
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</select></label>
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<Button type="submit" disabled={disabled || !available.some((item) => item.id === botChoice)}>{botController ? 'Add AI second faction' : 'Add AI player'}</Button>
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<Button type="submit" disabled={lobbyLocked || !available.some((item) => item.id === botChoice)}>{botController ? 'Add AI second faction' : 'Add AI player'}</Button>
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</form>}
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</>}
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{pendingEntry && <div>
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