Add random faction deal and prediction draft
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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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